129 lines
5.5 KiB
C++
129 lines
5.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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//=============================================================================
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//
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// IScriptObject: script managed object interface.
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// Provides interaction with a object which allocation and lifetime is
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// managed by the engine and/or the managed pool rather than the script VM.
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// These may be both static objects existing throughout the game, and
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// dynamic objects allocated by the script command.
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//
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//=============================================================================
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#ifndef AGS_ENGINE_AC_DYNOBJ_CC_SCRIPT_OBJECT_H
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#define AGS_ENGINE_AC_DYNOBJ_CC_SCRIPT_OBJECT_H
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#include "common/std/utility.h"
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#include "ags/shared/core/types.h"
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namespace AGS3 {
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// Forward declaration
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namespace AGS {
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namespace Shared {
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class Stream;
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} // namespace Shared
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} // namespace AGS
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struct IScriptObject;
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// A convenience struct for grouping handle and dynamic object
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struct DynObjectRef {
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const int Handle = 0;
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void *const Obj = nullptr;
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IScriptObject *const Mgr = nullptr;
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DynObjectRef() = default;
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DynObjectRef(int handle, void *obj, IScriptObject *mgr)
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: Handle(handle), Obj(obj), Mgr(mgr) {}
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};
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struct IScriptObject {
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// WARNING: The first section of this interface is also a part of the AGS plugin API!
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// when a ref count reaches 0, this is called with the address
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// of the object. Return 1 to remove the object from memory, 0 to
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// leave it
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// The "force" flag tells system to detach the object, breaking any links and references
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// to other managed objects or game resources (instead of disposing these too).
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// TODO: it might be better to rewrite the managed pool and remove this flag at all,
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// because it makes the use of this interface prone to mistakes.
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virtual int Dispose(void *address, bool force = false) = 0;
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// return the type name of the object
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virtual const char *GetType() = 0;
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// serialize the object into BUFFER (which is BUFSIZE bytes)
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// return number of bytes used
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// TODO: pass savegame format version
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virtual int Serialize(void *address, uint8_t *buffer, int bufsize) = 0;
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// WARNING: following section is not a part of plugin API, therefore these methods
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// should **never** be called for kScValPluginObject script objects!
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// Legacy support for reading and writing object values by their relative offset.
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// These methods allow to "remap" script struct field access, by taking the
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// legacy offset, and using it rather as a field ID than an address, for example.
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// Consequently these also let trigger side-effects, such as updating an object
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// after a field value is written to.
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// RE: GetFieldPtr() -
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// According to AGS script specification, when the old-string pointer or char array is passed
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// as an argument, the byte-code does not include any specific command for the member variable
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// retrieval and instructs to pass an address of the object itself with certain offset.
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// This results in functions like StrCopy writing directly over object address.
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// There may be other implementations, but the big question is: how to detect when this is
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// necessary, because byte-code does not contain any distinct operation for this case.
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// The worst thing here is that with the current byte-code structure we can never tell whether
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// offset 0 means getting pointer to whole object or a pointer to its first field.
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virtual void *GetFieldPtr(void *address, intptr_t offset) = 0;
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virtual void Read(void *address, intptr_t offset, uint8_t *dest, size_t size) = 0;
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virtual uint8_t ReadInt8(void *address, intptr_t offset) = 0;
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virtual int16_t ReadInt16(void *address, intptr_t offset) = 0;
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virtual int32_t ReadInt32(void *address, intptr_t offset) = 0;
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virtual float ReadFloat(void *address, intptr_t offset) = 0;
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virtual void Write(void *address, intptr_t offset, const uint8_t *src, size_t size) = 0;
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virtual void WriteInt8(void *address, intptr_t offset, uint8_t val) = 0;
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virtual void WriteInt16(void *address, intptr_t offset, int16_t val) = 0;
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virtual void WriteInt32(void *address, intptr_t offset, int32_t val) = 0;
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virtual void WriteFloat(void *address, intptr_t offset, float val) = 0;
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protected:
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IScriptObject() {}
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virtual ~IScriptObject() {}
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};
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// The interface of a script objects deserializer that handles multiple types.
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struct ICCObjectCollectionReader {
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virtual ~ICCObjectCollectionReader() {}
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// TODO: pass savegame format version
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virtual void Unserialize(int32_t handle, const char *objectType, const char *serializedData, int dataSize) = 0;
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};
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// The interface of a script objects deserializer that handles a single type.
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// WARNING: a part of the plugin API.
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struct ICCObjectReader {
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virtual ~ICCObjectReader() {}
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virtual void Unserialize(int32_t handle, const char *serializedData, int dataSize) = 0;
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};
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} // namespace AGS3
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#endif
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