/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ //============================================================================= // // CCStaticArray manages access to an array of script objects, // where an element's size counted by script's bytecode may differ from the // real element size in the engine's memory. // The purpose of this is to remove size restriction from the engine's structs // exposed to scripts. // // FIXME: [ivan-mogilko] the above was meant to work, but in reality it doesn't // and won't, at least not without some extra workarounds. // The problem that I missed here is following: // when the script compiler is told to get an Nth element of a global struct // array, such as character[n], it calculates the memory address as // array address + sizeof(Character) * n. // If this address is used for the read/write operations, these ops can be // intercepted by interpreter and remapped into the real fields // (see IScriptObject::ReadN, WriteN interface) // But if this address is used IN POINTER COMPARISON, then we cannot do // anything. And if our real struct in the engine is stored on a different // relative memory offset than one expected by compiler, then this pointer // comparison will fail, e.g. script expression like // if (player == character[n]) // // NOTE: on the other hand, similar effect could be achieved by separating // object data into two or more structs, where "base" structs are stored in // the exposed arrays (part of API), while extending structs are stored // separately. This is more an issue of engine data design. // //============================================================================= #ifndef AGS_ENGINE_AC_DYNOBJ_STATIC_ARRAY_H #define AGS_ENGINE_AC_DYNOBJ_STATIC_ARRAY_H #include "ags/engine/ac/dynobj/cc_ags_dynamic_object.h" namespace AGS3 { struct CCStaticArray : public AGSCCStaticObject { public: ~CCStaticArray() override {} void Create(IScriptObject *mgr, size_t elem_script_size, size_t elem_mem_size, size_t elem_count = SIZE_MAX /*unknown*/); inline IScriptObject *GetObjectManager() const { return _mgr; } // Legacy support for reading and writing object values by their relative offset inline void *GetElementPtr(void *address, intptr_t legacy_offset) { return static_cast(address) + (legacy_offset / _elemScriptSize) * _elemMemSize; } void *GetFieldPtr(void *address, intptr_t offset) override; void Read(void *address, intptr_t offset, uint8_t *dest, size_t size) override; uint8_t ReadInt8(void *address, intptr_t offset) override; int16_t ReadInt16(void *address, intptr_t offset) override; int32_t ReadInt32(void *address, intptr_t offset) override; float ReadFloat(void *address, intptr_t offset) override; void Write(void *address, intptr_t offset, const uint8_t *src, size_t size) override; void WriteInt8(void *address, intptr_t offset, uint8_t val) override; void WriteInt16(void *address, intptr_t offset, int16_t val) override; void WriteInt32(void *address, intptr_t offset, int32_t val) override; void WriteFloat(void *address, intptr_t offset, float val) override; private: IScriptObject *_mgr = nullptr; size_t _elemScriptSize = 0u; size_t _elemMemSize = 0u; size_t _elemCount = 0u; }; } // namespace AGS3 #endif