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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_GLOBALS_H
#define AGS_GLOBALS_H
#include "ags/shared/core/platform.h"
#define AGS_PLATFORM_DEFINES_PSP_VARS (AGS_PLATFORM_OS_IOS || AGS_PLATFORM_OS_ANDROID)
#include "common/std/queue.h"
#include "ags/shared/ac/game_version.h"
#include "ags/shared/ac/keycode.h"
#include "ags/shared/util/stdio_compat.h"
#include "ags/shared/util/string.h"
#include "ags/shared/util/string_types.h"
#include "ags/shared/util/version.h"
#include "ags/shared/font/wfn_font.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/script/cc_script.h"
#include "ags/engine/ac/dynobj/script_game.h"
#include "ags/engine/ac/dynobj/script_user_object.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/file.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/engine/ac/walk_behind.h"
#include "ags/engine/main/engine.h"
#include "ags/engine/main/graphics_mode.h"
#include "ags/engine/media/audio/audio_defines.h"
#include "ags/engine/script/script.h"
#include "ags/engine/script/script_runtime.h"
#include "common/std/array.h"
#include "common/std/chrono.h"
#include "common/std/memory.h"
#include "common/std/set.h"
#include "ags/lib/allegro/color.h"
#include "ags/lib/allegro/fixed.h"
#include "ags/lib/allegro/aintern.h"
#include "common/events.h"
namespace Common {
class DumpFile;
}
namespace AGS3 {
#define MAXCURSORS 20
using String = AGS::Shared::String;
using Version = AGS::Shared::Version;
namespace AGS {
namespace Shared {
class AssetManager;
class Bitmap;
class DebugManager;
struct Font;
class GUIButton;
class GUIInvWindow;
class GUILabel;
class GUIListBox;
class GUISlider;
class GUITextBox;
struct InteractionVariable;
struct PlaneScaling;
class RoomStruct;
class SpriteCache;
struct Translation;
} // namespace Shared
namespace Engine {
class ConsoleOutputTarget;
struct GfxFilterInfo;
class IDriverDependantBitmap;
class IGfxDriverFactory;
class IGraphicsDriver;
class LogFile;
class MessageBuffer;
} // namespace Engine
} // namespace AGS
namespace Plugins {
namespace Core {
class EngineExports;
} // namespace Core
} // namespace Plugins
class IRouteFinder;
class Navigation;
class SplitLines;
class TTFFontRenderer;
class WFNFontRenderer;
struct AGSCCStaticObject;
struct AGSDeSerializer;
struct AGSPlatformDriver;
struct AmbientSound;
struct AnimatingGUIButton;
struct CachedActSpsData;
struct CCAudioChannel;
struct CCAudioClip;
struct CCCharacter;
struct CCDialog;
struct CCDynamicArray;
struct CCGUI;
struct CCGUIObject;
struct CCHotspot;
struct ccInstance;
struct CCInventory;
struct CCObject;
struct CCRegion;
struct CharacterCache;
struct CharacterExtras;
struct CharacterInfo;
struct color;
struct COLOR_MAP;
struct CSCIMessage;
struct DialogTopic;
struct DirtyRects;
struct EnginePlugin;
struct ExecutingScript;
struct EventHappened;
struct GameSetup;
struct GameSetupStruct;
struct GameState;
struct IAGSEditorDebugger;
struct ICCStringClass;
struct ManagedObjectPool;
struct Mouse;
struct MoveList;
struct NewControl;
struct NonBlockingScriptFunction;
struct ObjectCache;
struct OnScreenWindow;
struct PluginObjectReader;
struct Point;
struct ResourcePaths;
struct RGB_MAP;
struct RoomCameraDrawData;
struct RoomObject;
struct RoomStatus;
struct RuntimeScriptValue;
struct ScreenOverlay;
struct ScriptAudioChannel;
struct ScriptDialog;
struct ScriptDialogOptionsRendering;
struct ScriptDrawingSurface;
struct ScriptError;
struct ScriptGUI;
struct ScriptHotspot;
struct ScriptInvItem;
struct ScriptMouse;
struct ScriptObject;
struct ScriptPosition;
struct ScriptRegion;
struct ScriptString;
struct ScriptSystem;
struct SOUNDCLIP;
struct SpeechLipSyncLine;
struct SpriteListEntry;
struct StaticArray;
struct CCStaticArray;
struct StaticGame;
struct SystemImports;
struct TopBarSettings;
struct ViewStruct;
class Globals {
public:
enum SimdFlags : uint {
SIMD_NONE = 0,
SIMD_NEON = (1 << 0),
SIMD_SSE2 = (1 << 1),
SIMD_AVX2 = (1 << 2),
};
/**
* @defgroup agsglobals AGS Globals
* @ingroup agsengine
* @brief Globals for the AGS engine
*/
/**
* @defgroup agsallegroglobals Allegro globals
* @ingroup agsglobals
* @{
*/
int _errnum = 0;
int *_allegro_errno = &_errnum;
int __color_depth = 0;
int __rgb_r_shift_15 = DEFAULT_RGB_R_SHIFT_15; /* truecolor pixel format */
int __rgb_g_shift_15 = DEFAULT_RGB_G_SHIFT_15;
int __rgb_b_shift_15 = DEFAULT_RGB_B_SHIFT_15;
int __rgb_r_shift_16 = DEFAULT_RGB_R_SHIFT_16;
int __rgb_g_shift_16 = DEFAULT_RGB_G_SHIFT_16;
int __rgb_b_shift_16 = DEFAULT_RGB_B_SHIFT_16;
int __rgb_r_shift_24 = DEFAULT_RGB_R_SHIFT_24;
int __rgb_g_shift_24 = DEFAULT_RGB_G_SHIFT_24;
int __rgb_b_shift_24 = DEFAULT_RGB_B_SHIFT_24;
int __rgb_r_shift_32 = DEFAULT_RGB_R_SHIFT_32;
int __rgb_g_shift_32 = DEFAULT_RGB_G_SHIFT_32;
int __rgb_b_shift_32 = DEFAULT_RGB_B_SHIFT_32;
int __rgb_a_shift_32 = DEFAULT_RGB_A_SHIFT_32;
RGB_MAP *_rgb_map = nullptr;
COLOR_MAP *_color_map = nullptr;
int _trans_blend_alpha = 0;
int _trans_blend_red = 0;
int _trans_blend_green = 0;
int _trans_blend_blue = 0;
BlenderMode __blender_mode = kRgbToRgbBlender;
uint _simd_flags = SIMD_NONE;
/* current format information and worker routines */
int _utype = U_UTF8;
/* default palette structures */
PALETTE _black_palette;
PALETTE _current_palette;
PALETTE _prev_current_palette;
volatile int _mouse_x = 0; // X position
volatile int _mouse_y = 0; // Y position
volatile int _mouse_z = 0; // Mouse wheel vertical
volatile int _mouse_b = 0; // Mouse buttons bitflags
volatile int _mouse_pos = 0; // X position in upper 16 bits, Y in lower 16
// Accumulated absolute and relative mouse device motion.
// May be retrieved by calling *acquire_absxy and *acquire_relxy functions,
// after which these are reset, until next motion event is received.
volatile int _sys_mouse_x = 0; // mouse x position
volatile int _sys_mouse_y = 0; // mouse y position
volatile int _sys_mouse_z = 0; // mouse wheel position
volatile int _freeze_mouse_flag = 0;
// Relative x and y deltas
int _mouse_accum_relx = 0, _mouse_accum_rely = 0;
int _mouse_button_state = 0;
int _mouse_accum_button_state = 0;
uint32 _mouse_clear_at_time = 0;
eAGSMouseButton _wasbutdown = kMouseNone;
int _wasongui = 0;
/**@}*/
/**
* @defgroup agsstaticobjectglobals agsstaticobject globals
* @ingroup agsglobals
* @{
*/
std::unique_ptr<Shared::AssetManager> *_AssetMgr;
/**@}*/
/**
* @defgroup agsplatformdriverglobals agsplatformdriver globals
* @ingroup agsglobals
* @{
*/
// We don't have many places where we delay longer than a frame, but where we
// do, we should give the audio layer a chance to update.
// 16 milliseconds is rough period for 60fps
const std::chrono::milliseconds _MaximumDelayBetweenPolling = std::chrono::milliseconds(16);
/**@}*/
/**
* @defgroup agspluginglobals agsplugin globals
* @ingroup agsglobals
* @{
*/
AGS::Shared::Bitmap *_glVirtualScreenWrap;
std::vector<PluginObjectReader> *_pluginReaders;
/**@}*/
/**
* @defgroup agsstaticobjectglobals agsstaticobject globals
* @ingroup agsglobals
* @{
*/
AGSCCStaticObject *_GlobalStaticManager;
CCScriptGame *_GameStaticManager;
/**@}*/
/**
* @defgroup agsaudioglobals audio globals
* @ingroup agsglobals
* @{
*/
std::array<SOUNDCLIP *> *_audioChannels;
std::array<AmbientSound> *_ambient;
ScriptAudioChannel *_scrAudioChannel;
int _reserved_channel_count = 0;
// This is an indicator of a music played by an old audio system
// (to distinguish from the new system API)
int _current_music_type = 0;
// _G(crossFading) is >0 (channel number of new track), or -1 (old
// track fading out, no new track)
int _crossFading = 0, _crossFadeVolumePerStep = 0, _crossFadeStep = 0;
int _crossFadeVolumeAtStart = 0;
SOUNDCLIP *_cachedQueuedMusic = nullptr;
// Music update is scheduled when the voice speech stops;
// we do a small delay before reverting any volume adjustments
bool _music_update_scheduled = false;
uint32 _music_update_at = 0;
/**@}*/
/**
* @defgroup agsbuttonglobals button globals
* @ingroup agsglobals
* @{
*/
std::vector<AnimatingGUIButton> *_animbuts;
/**@}*/
/**
* @defgroup agscc_dynamicarrayglobals cc_dynamicarray globals
* @ingroup agsglobals
* @{
*/
CCDynamicArray *_globalDynamicArray;
/**@}*/
/**
* @defgroup agscc_dynamicobjectglobals cc_dynamicobject globals
* @ingroup agsglobals
* @{
*/
ICCStringClass *_stringClassImpl = nullptr;
/**@}*/
/**
* @defgroup agscc_commonglobals cc_common globals
* @ingroup agsglobals
* @{
*/
ScriptError *_ccError;
/**@}*/
/**
* @defgroup agscc_instanceglobals cc_instance globals
* @ingroup agsglobals
* @{
*/
// Instance thread stack holds a list of running or suspended script instances;
// In AGS currently only one thread is running, others are waiting in the queue.
// An example situation is repeatedly_execute_always callback running while
// another instance is waiting at the blocking action or Wait().
std::deque<ccInstance *> *_InstThreads;
// [IKM] 2012-10-21:
// NOTE: This is temporary solution (*sigh*, one of many) which allows certain
// exported functions return value as a RuntimeScriptValue object;
// Of 2012-12-20: now used only for plugin exports
RuntimeScriptValue *_GlobalReturnValue;
Common::DumpFile *_scriptDumpFile = nullptr;
/**@}*/
/**
* @defgroup agscc_optionsglobals cc_options globals
* @ingroup agsglobals
* @{
*/
int _ccCompOptions;
/**@}*/
/**
* @defgroup agscc_scriptglobals cc_script globals
* @ingroup agsglobals
* @{
*/
// currently executed line
int _currentline = 0;
// script file format signature
const char *_scfilesig = "SCOM";
/**@}*/
/**
* @defgroup agscc_serializerglobals cc_serializer globals
* @ingroup agsglobals
* @{
*/
AGSDeSerializer *_ccUnserializer;
/**@}*/
/**
* @defgroup agscharacterglobals character globals
* @ingroup agsglobals
* @{
*/
int _use_cdplayer = 0;
bool _triedToUseCdAudioCommand = false;
int _need_to_stop_cd = 0;
/**@}*/
/**
* @defgroup agscharacterglobals character globals
* @ingroup agsglobals
* @{
*/
CharacterInfo *_playerchar = nullptr;
int32_t _sc_PlayerCharPtr = 0;
int _char_lowest_yp = 0;
// Sierra-style speech settings
int _face_talking = -1, _facetalkview = 0, _facetalkwait = 0, _facetalkframe = 0;
int _facetalkloop = 0, _facetalkrepeat = 0, _facetalkAllowBlink = 1;
int _facetalkBlinkLoop = 0;
CharacterInfo *_facetalkchar = nullptr;
// Do override default portrait position during QFG4-style speech overlay update
bool _facetalk_qfg4_override_placement_x = false;
bool _facetalk_qfg4_override_placement_y = false;
// lip-sync speech settings
int _loops_per_character = 0, _text_lips_offset = 0, _char_speaking = -1;
int _char_thinking = -1;
const char *_text_lips_text = nullptr;
std::vector<SpeechLipSyncLine> *_splipsync;
int _numLipLines = 0, _curLipLine = -1, _curLipLinePhoneme = 0;
/**@}*/
/**
* @defgroup agscscdialogglobals cscdialog globals
* @ingroup agsglobals
* @{
*/
int _windowbackgroundcolor, _pushbuttondarkcolor;
int _pushbuttonlightcolor;
int _topwindowhandle = -1;
int _cbuttfont = 0;
int _acdialog_font = 0;
int _smcode = 0;
int _controlid = 0;
NewControl **_vobjs;
OnScreenWindow *_oswi;
int _windowcount = 0, _curswas = 0;
int _win_x = 0, _win_y = 0, _win_width = 0, _win_height = 0;
/**@}*/
/**
* @defgroup agsdebugglobals debug globals
* @ingroup agsglobals
* @{
*/
int _editor_debugging_enabled = 0;
int _editor_debugging_initialized = 0;
char _editor_debugger_instance_token[100];
IAGSEditorDebugger *_editor_debugger = nullptr;
int _break_on_next_script_step = 0;
volatile int _game_paused_in_debugger = 0;
struct Breakpoint {
char scriptName[80] = { 0 };
int lineNumber = 0;
};
std::vector<Breakpoint> _breakpoints;
int _debug_flags = 0;
int _display_fps;
std::unique_ptr<AGS::Engine::MessageBuffer> *_DebugMsgBuff;
std::unique_ptr<AGS::Engine::LogFile> *_DebugLogFile;
/**@}*/
/**
* @defgroup agsdebugglobals debug globals
* @ingroup agsglobals
* @{
*/
AGS::Shared::DebugManager *_DbgMgr;
/**@}*/
/**
* @defgroup agsdialogglobals dialog globals
* @ingroup agsglobals
* @{
*/
std::vector<DialogTopic> _dialog;
ScriptDialogOptionsRendering *_ccDialogOptionsRendering;
ScriptDrawingSurface *_dialogOptionsRenderingSurface = nullptr;
// identifier (username) of the voice pak
String _VoicePakName;
// parent part to use when making voice asset names
String _VoiceAssetPath;
int _said_speech_line = 0; // used while in dialog to track whether screen needs updating
int _said_text = 0;
int _longestline = 0;
// Old dialog support
std::vector<std::vector<uint8_t>> _old_dialog_scripts;
std::vector<String> _old_speech_lines;
/**@}*/
/**
* @defgroup agsdisplayglobals display globals
* @ingroup agsglobals
* @{
*/
int _display_message_aschar = 0;
int _source_text_length = -1;
TopBarSettings *_topBar;
struct DisplayVars {
int lineheight = 0; // font's height of single line
int linespacing = 0; // font's line spacing
int fulltxtheight = 0; // total height of all the text
} _disp;
/**@}*/
/**
* @defgroup agsdrawglobals draw globals
* @ingroup agsglobals
* @{
*/
std::vector<RoomCameraDrawData> *_CameraDrawData;
// Two lists of sprites to push into renderer during next render pass
// thingsToDrawList - is the main list, unsorted, drawn in the index order
std::vector<SpriteListEntry> *_thingsToDrawList;
std::vector<SpriteListEntry> *_sprlist;
AGS::Engine::IGraphicsDriver *_gfxDriver = nullptr;
AGS::Engine::IDriverDependantBitmap *_blankImage = nullptr;
AGS::Engine::IDriverDependantBitmap *_blankSidebarImage = nullptr;
// actsps is used for temporary storage of the bitamp and texture
// of the latest version of the sprite (room objects and characters);
// objects sprites begin with index 0, characters are after ACTSP_OBJSOFF
std::vector<ObjTexture> *_actsps;
// Walk-behind textures (3D renderers only)
std::vector<ObjTexture> *_walkbehindobj;
// GUI surfaces
std::vector<ObjTexture> *_guibg;
// GUI control surfaces
std::vector<ObjTexture> *_guiobjbg;
// first control texture index of each GUI
std::vector<int> *_guiobjddbref;
// Overlays textures
std::vector<ObjTexture> *_overtxs;
// For debugging room masks
ObjTexture *_debugRoomMaskObj;
ObjTexture *_debugMoveListObj;
RoomAreaMask _debugRoomMask = kRoomAreaNone;
int _debugMoveListChar = -1;
// For in-game "console" surface
AGS::Shared::Bitmap *_debugConsoleBuffer;
// Whether room bg was modified
bool _current_background_is_dirty = false;
// Room background sprite
AGS::Engine::IDriverDependantBitmap *_roomBackgroundBmp = nullptr;
// whether there are currently remnants of a DisplaySpeech
bool _screen_is_dirty = false;
std::unique_ptr<Shared::Bitmap> _raw_saved_screen;
std::unique_ptr<Shared::Bitmap> *_dynamicallyCreatedSurfaces;
color *_palette;
COLOR_MAP *_maincoltable;
std::vector<Engine::IDriverDependantBitmap *> *_guiobjddb;
std::vector<Point> *_guiobjoff; // because surface may be larger than logical position
DrawState _drawstate;
DrawFPS _gl_DrawFPS;
/**@}*/
/**
* @defgroup agsdraw_softwareglobals draw_software globals
* @ingroup agsglobals
* @{
*/
// Dirty rects for the game screen background (black screen);
// these are used when the room viewport does not cover whole screen,
// so that we know when to paint black after mouse cursor and gui.
DirtyRects *_BlackRects;
Point *_GlobalOffs;
// Dirty rects object for the single room camera
std::vector<DirtyRects> *_RoomCamRects;
// Saved room camera offsets to know if we must invalidate whole surface.
// TODO: if we support rotation then we also need to compare full transform!
std::vector<std::pair<int, int> > *_RoomCamPositions;
/**@}*/
/**
* @defgroup agsengineglobals engine globals
* @ingroup agsglobals
* @{
*/
bool _check_dynamic_sprites_at_exit = true;
/**@}*/
/**
* @defgroup agsengineglobals engine globals
* @ingroup agsglobals
* @{
*/
ResourcePaths *_ResPaths;
t_engine_pre_init_callback _engine_pre_init_callback = nullptr;
/**@}*/
/**
* @defgroup agsengine_setupglobals engine_setup globals
* @ingroup agsglobals
* @{
*/
int _convert_16bit_bgr = 0;
/**@}*/
/**
* @defgroup agseventglobals event globals
* @ingroup agsglobals
* @{
*/
int _in_enters_screen = 0, _done_es_error = 0;
int _in_leaves_screen = -1;
std::vector<EventHappened> *_events;
int _inside_processevent = 0;
int _eventClaimed = 0;
const char *_tsnames[kTS_Num] = { nullptr, REP_EXEC_NAME, "on_key_press", "on_mouse_click", "on_text_input" };
/**@}*/
/**
* @defgroup agsfileglobals file globals
* @ingroup agsglobals
* @{
*/
// TODO: the asset path configuration should certainly be revamped at some
// point, with uniform method of configuring auxiliary paths and packages.
// Installation directory, may contain absolute or relative path
String _installDirectory;
// Installation directory, containing audio files
String _installAudioDirectory;
// Installation directory, containing voice-over files
String _installVoiceDirectory;
ScriptFileHandle _valid_handles[MAX_OPEN_SCRIPT_FILES + 1];
// [IKM] NOTE: this is not precisely the number of files opened at this moment,
// but rather maximal number of handles that were used simultaneously during game run
int _num_open_script_files = 0;
/**@}*/
/**
* @defgroup agsfontsglobals fonts globals
* @ingroup agsglobals
* @{
*/
std::vector<AGS::Shared::Font> *_fonts;
TTFFontRenderer *_ttfRenderer;
WFNFontRenderer *_wfnRenderer;
SplitLines *_Lines;
const WFNChar _emptyChar; // a dummy character to substitute bad symbols
Shared::Bitmap _wputblock_wrapper; // [IKM] argh! :[
/**@}*/
/**
* @defgroup agsgameglobals game globals
* @ingroup agsglobals
* @{
*/
GameSetupStruct *_game;
GameState *_play;
AGS::Shared::SpriteCache *_spriteset;
AGS::Shared::RoomStruct *_thisroom;
RoomStatus *_troom; // used for non-saveable rooms, eg. intro
std::vector<AGS::Shared::GUIMain> *_guis;
CCGUIObject *_ccDynamicGUIObject;
CCCharacter *_ccDynamicCharacter;
CCHotspot *_ccDynamicHotspot;
CCRegion *_ccDynamicRegion;
CCInventory *_ccDynamicInv;
CCGUI *_ccDynamicGUI;
CCObject *_ccDynamicObject;
CCDialog *_ccDynamicDialog;
CCAudioClip *_ccDynamicAudioClip;
CCAudioChannel *_ccDynamicAudio;
ScriptObject *_scrObj;
std::vector<ScriptGUI> *_scrGui;
ScriptHotspot *_scrHotspot;
ScriptRegion *_scrRegion;
ScriptInvItem *_scrInv;
std::vector<ScriptDialog> *_scrDialog;
std::vector<ViewStruct> *_views;
// Draw cache: keep record of all kinds of things related to the previous drawing state
// Cached character and object states, used to determine
// whether these require texture update
std::vector<ObjectCache> *_charcache;
ObjectCache *_objcache;
std::vector<Point> *_overcache;
std::vector<CharacterExtras> *_charextra;
// MoveLists for characters and room objects; NOTE: 1-based array!
// object sprites begin with index 1, characters are after MAX_ROOM_OBJECTS + 1
std::vector<MoveList> *_mls;
GameSetup *_usetup;
AGS::Shared::String _saveGameDirectory;
AGS::Shared::String _saveGameSuffix;
bool _want_exit = false;
bool _abort_engine = false;
AGSPlatformDriver *_platform = nullptr;
RoomObject *_objs = nullptr;
RoomStatus *_croom = nullptr;
volatile int _switching_away_from_game = 0;
volatile bool _switched_away = false;
int _frames_per_second = 40;
int _displayed_room = -10, _starting_room = -1;
int _in_new_room = 0, _new_room_was = 0; // 1 in new room, 2 first time in new room, 3 loading saved game
int _new_room_pos = 0;
int _new_room_x = SCR_NO_VALUE, _new_room_y = SCR_NO_VALUE;
int _new_room_loop = SCR_NO_VALUE;
bool _proper_exit = true;
int _our_eip = 0;
int _oldmouse = 0;
// Data format version of the loaded game
GameDataVersion _loaded_game_file_version = kGameVersion_Undefined;
// The version of the engine the loaded game was compiled for (if available)
Version _game_compiled_version;
int _game_paused = 0;
unsigned int _load_new_game = 0;
int _load_new_game_restore = -1;
// TODO: refactor these global vars into function arguments
int _getloctype_index = 0, _getloctype_throughgui = 0;
char _gamefilenamebuf[200] = { 0 };
int _gameHasBeenRestored = 0;
int _oldeip = 0;
int _game_update_suspend = 0;
bool _new_room_placeonwalkable = false;
/**@}*/
/**
* @defgroup agsgame_initglobals game_init globals
* @ingroup agsglobals
* @{
*/
CCStaticArray *_StaticCharacterArray;
CCStaticArray *_StaticObjectArray;
CCStaticArray *_StaticGUIArray;
CCStaticArray *_StaticHotspotArray;
CCStaticArray *_StaticRegionArray;
CCStaticArray *_StaticInventoryArray;
CCStaticArray *_StaticDialogArray;
/**@}*/
/**
* @defgroup agsgame_runglobals game_run globals
* @ingroup agsglobals
* @{
*/
// Following struct instructs the engine to run game loops until
// certain condition is not fulfilled.
struct RestrictUntil {
int type = 0; // type of condition, UNTIL_* constant
int disabled_for = 0; // FOR_* constant
// pointer to the test variable
const void *data_ptr = nullptr;
// other values used for a test, depend on type
int data1 = 0;
int data2 = 0;
} _restrict_until;
float _fps;
unsigned int _loopcounter = 0;
unsigned int _lastcounter = 0;
int _numEventsAtStartOfFunction = 0;
uint32 _t1 = 0; // timer for FPS
int _old_key_shifts = 0; // for saving shift modes
/**@}*/
/**
* @defgroup agsgfxfilter_aad3dglobals gfxfilter_aad3d globals
* @ingroup agsglobals
* @{
*/
const AGS::Engine::GfxFilterInfo *_aad3dFilterInfo;
/**@}*/
/**
* @defgroup agsgfxfilter_allegroglobals gfxfilter_allegro globals
* @ingroup agsglobals
* @{
*/
const AGS::Engine::GfxFilterInfo *_allegroFilterInfo;
AGS::Engine::GfxFilterInfo *_scummvmGfxFilter;
/**@}*/
/**
* @defgroup agsgfxfilter_allegroglobals gfxfilter_allegro globals
* @ingroup agsglobals
* @{
*/
const AGS::Engine::GfxFilterInfo *_hqxFilterInfo;
/**@}*/
/**
* @defgroup agsgfxfilter_d3dglobals gfxfilter_d3d globals
* @ingroup agsglobals
* @{
*/
const AGS::Engine::GfxFilterInfo *_d3dFilterInfo;
/**@}*/
/**
* @defgroup agsglobal_dialogglobals global_dialog globals
* @ingroup agsglobals
* @{
*/
ScriptPosition *_last_in_dialog_request_script_pos;
/**@}*/
/**
* @defgroup agsglobal_gameglobals global_game globals
* @ingroup agsglobals
* @{
*/
ScriptPosition *_last_cutscene_script_pos;
/**@}*/
/**
* @defgroup agsglobal_objectglobals global_object globals
* @ingroup agsglobals
* @{
*/
// Used for deciding whether a char or obj was closer
int _obj_lowest_yp = 0;
/**@}*/
/**
* @defgroup agsgraphics_modeglobals graphics_mode globals
* @ingroup agsglobals
* @{
*/
AGS::Engine::IGfxDriverFactory *_GfxFactory = nullptr;
// Last saved fullscreen and windowed configs; they are used when switching
// between between fullscreen and windowed modes at runtime.
// If particular mode is modified, e.g. by script command, related config should be overwritten.
ActiveDisplaySetting *_SavedFullscreenSetting;
ActiveDisplaySetting *_SavedWindowedSetting;
// Current frame scaling setup
FrameScaleDef _CurFrameSetup = kFrame_Undefined;
// The game-to-screen transformation
AGS::Shared::PlaneScaling *_GameScaling;
/**@}*/
/**
* @defgroup agsguiglobals gui globals
* @ingroup agsglobals
* @{
*/
int _ifacepopped = -1; // currently displayed pop-up GUI (-1 if none)
int _mouse_on_iface = -1; // mouse cursor is over this interface
int _mouse_ifacebut_xoffs = -1, _mouse_ifacebut_yoffs = -1;
int _eip_guinum = 0, _eip_guiobj = 0;
/**@}*/
/**
* @defgroup agsguibuttonglobals guibutton globals
* @ingroup agsglobals
* @{
*/
std::vector<AGS::Shared::GUIButton> *_guibuts;
/**@}*/
/**
* @defgroup agsguidialogglobals guidialog globals
* @ingroup agsglobals
* @{
*/
// TODO: store drawing surface inside old gui classes instead
int _windowPosX = 0, _windowPosY = 0, _windowPosWidth = 0, _windowPosHeight = 0;
AGS::Shared::Bitmap *_windowBuffer = nullptr;
AGS::Engine::IDriverDependantBitmap *_dialogDDB = nullptr;
#define MAXSAVEGAMES_20 20
int _myscrnwid = 320, _myscrnhit = 200;
char *_lpTemp = nullptr, *_lpTemp2 = nullptr;
int _numsaves = 0, _toomanygames = 0;
int _filenumbers[MAXSAVEGAMES_20];
unsigned long _filedates[MAXSAVEGAMES_20];
char _bufTemp[260], _buffer2[260];
char _buff[200];
CSCIMessage *_smes;
/**@}*/
/**
* @defgroup agsguiinvglobals guiinv globals
* @ingroup agsglobals
* @{
*/
std::vector<AGS::Shared::GUIInvWindow> *_guiinv;
/**@}*/
/**
* @defgroup agsguilabelglobals guilabel globals
* @ingroup agsglobals
* @{
*/
std::vector<AGS::Shared::GUILabel> *_guilabels;
/**@}*/
/**
* @defgroup agsguilistboxglobals guilistbox globals
* @ingroup agsglobals
* @{
*/
std::vector<AGS::Shared::GUIListBox> *_guilist;
/**@}*/
/**
* @defgroup agsguimainglobals guimain globals
* @ingroup agsglobals
* @{
*/
int _guis_need_update = 1;
AGS::Shared::GuiDisableStyle _all_buttons_disabled = AGS::Shared::kGuiDis_Undefined;
int _gui_inv_pic = -1;
/**@}*/
/**
* @defgroup agsguisliderglobals guislider globals
* @ingroup agsglobals
* @{
*/
std::vector<AGS::Shared::GUISlider> *_guislider;
/**@}*/
/**
* @defgroup agsguitextboxglobals guitextbox globals
* @ingroup agsglobals
* @{
*/
std::vector<AGS::Shared::GUITextBox> *_guitext;
/**@}*/
/**
* @defgroup agsinteractionsglobals interactions globals
* @ingroup agsglobals
* @{
*/
AGS::Shared::InteractionVariable *_globalvars;
int _numGlobalVars = 1;
/**@}*/
/**
* @defgroup agsinvwindowglobals invwindow globals
* @ingroup agsglobals
* @{
*/
int _in_inv_screen = 0, _inv_screen_newroom = -1;
/**@}*/
/**
* @defgroup agslzwglobals lzw globals
* @ingroup agsglobals
* @{
*/
uint8_t *_lzbuffer = nullptr;
int *_node = nullptr;
int _pos = 0;
size_t _outbytes = 0;
/**@}*/
/**
* @defgroup agsmainglobals main globals
* @ingroup agsglobals
* @{
*/
String _appPath;
String _appDirectory; // Needed for library loading
String _cmdGameDataPath;
// Startup flags, set from parameters to engine
int _override_start_room = 0;
bool _justDisplayHelp = false;
bool _justDisplayVersion = false;
bool _justRunSetup = false;
bool _justTellInfo = false;
std::set<String> _tellInfoKeys;
int _loadSaveGameOnStartup = -1;
// ScummVM GUIO-controlled flags
bool _saveThumbnail = true; // capture a screenshot when saving (used for saves thumbnails)
bool _noScummAutosave = false; // disable ScummVM autosaves
bool _noScummSaveLoad = false; // disable ScummVM GMM save/load
#if 0
//! AGS_PLATFORM_DEFINES_PSP_VARS
int _psp_rotation = 0;
int _psp_gfx_renderer = 0;
int _psp_gfx_scaling = 1;
int _psp_gfx_smoothing = 0;
int _psp_gfx_super_sampling = 1;
int _psp_gfx_smooth_sprites = 0;
#endif
// Current engine version
Version _EngineVersion;
/**@}*/
/**
* @defgroup agsmanagedobjectpoolglobals managedobjectpool globals
* @ingroup agsglobals
* @{
*/
ManagedObjectPool *_pool;
/**@}*/
/**
* @defgroup agsmouseglobals mouse globals
* @ingroup agsglobals
* @{
*/
int8 _currentcursor = 0;
// virtual mouse cursor coordinates
int _mousex = 0, _mousey = 0, _numcurso = -1, _hotx = 0, _hoty = 0;
// real mouse coordinates and bounds (in window coords)
int _real_mouse_x = 0, _real_mouse_y = 0;
int _boundx1 = 0, _boundx2 = 99999, _boundy1 = 0, _boundy2 = 99999;
int8 _ignore_bounds = 0;
AGS::Shared::Bitmap *_mousecurs[MAXCURSORS];
ScriptMouse *_scmouse;
int _cur_mode = 0, _cur_cursor = 0;
int _mouse_frame = 0, _mouse_delay = 0;
int _lastmx = -1, _lastmy = -1;
int8 _alpha_blend_cursor = 0;
AGS::Shared::Bitmap *_dotted_mouse_cursor = nullptr;
AGS::Engine::IDriverDependantBitmap *_mouseCursor = nullptr;
AGS::Shared::Bitmap *_blank_mouse_cursor = nullptr;
/**@}*/
/**
* @defgroup agsmousew32globals mousew32 globals
* @ingroup agsglobals
* @{
*/
int _butwas = 0;
int _hotxwas = 0, _hotywas = 0;
Mouse *_mouse;
/**@}*/
/**
* @defgroup agsoverlayglobals overlay globals
* @ingroup agsglobals
* @{
*/
std::vector<ScreenOverlay> *_screenover;
std::queue<int32_t> *_over_free_ids;
int _is_complete_overlay = 0;
/**@}*/
/**
* @defgroup agsquitglobals quit globals
* @ingroup agsglobals
* @{
*/
/**@}*/
/**
* @defgroup agsquitglobals quit globals
* @ingroup agsglobals
* @{
*/
bool _handledErrorInEditor = false;
char _return_to_roomedit[30] = { '\0' };
char _return_to_room[150] = { '\0' };
char _quit_message[256] = { '\0' };
/**@}*/
/**
* @defgroup agsroomglobals room globals
* @ingroup agsglobals
* @{
*/
RGB_MAP *_rgb_table; // for 256-col antialiasing
int _new_room_flags = 0;
int _gs_to_newroom = -1;
int _bg_just_changed = 0;
std::unique_ptr<RoomStatus> _room_statuses[MAX_ROOMS];
/**@}*/
/**
* @defgroup agsroute_finder_implglobals route_finder_impl globals
* @ingroup agsglobals
* @{
*/
Point *_navpoints;
Navigation *_nav;
int _num_navpoints = 0;
AGS::Shared::Bitmap *_wallscreen = nullptr;
fixed _move_speed_x, _move_speed_y;
int _lastcx = 0, _lastcy = 0;
std::unique_ptr<IRouteFinder> *_route_finder_impl;
/**@}*/
/**
* @defgroup agsscreenglobals screen globals
* @ingroup agsglobals
* @{
*/
// Screenshot made in the last room, used during some of the transition effects
AGS::Shared::Bitmap *_saved_viewport_bitmap = nullptr;
color *_old_palette;
/**@}*/
/**
* @defgroup agsscriptglobal script globals
* @ingroup agsglobals
* @{
*/
ExecutingScript *_scripts;
ExecutingScript *_curscript = nullptr;
PScript *_gamescript;
PScript *_dialogScriptsScript;
UInstance _gameinst;
UInstance _roominst;
UInstance _dialogScriptsInst;
UInstance _gameinstFork;
UInstance _roominstFork;
int _num_scripts = 0;
int _post_script_cleanup_stack = 0;
int _inside_script = 0, _in_graph_script = 0;
int _no_blocking_functions = 0; // set to 1 while in rep_Exec_always
NonBlockingScriptFunction *_repExecAlways;
NonBlockingScriptFunction *_lateRepExecAlways;
NonBlockingScriptFunction *_getDialogOptionsDimensionsFunc;
NonBlockingScriptFunction *_renderDialogOptionsFunc;
NonBlockingScriptFunction *_getDialogOptionUnderCursorFunc;
NonBlockingScriptFunction *_runDialogOptionMouseClickHandlerFunc;
NonBlockingScriptFunction *_runDialogOptionKeyPressHandlerFunc;
NonBlockingScriptFunction *_runDialogOptionTextInputHandlerFunc;
NonBlockingScriptFunction *_runDialogOptionRepExecFunc;
NonBlockingScriptFunction *_runDialogOptionCloseFunc;
ScriptSystem *_scsystem;
std::vector<PScript> *_scriptModules;
std::vector<UInstance> *_moduleInst;
std::vector<UInstance> *_moduleInstFork;
std::vector<RuntimeScriptValue> *_moduleRepExecAddr;
size_t _numScriptModules = 0;
/**@}*/
/**
* @defgroup agsscript_runtimeglobals agsscript_user_object agscript_string script_runtime globals
* @ingroup agsglobals
* @{
*/
new_line_hook_type _new_line_hook = nullptr;
// Minimal timeout: how much time may pass without any engine update
// before we want to check on the situation and do system poll
unsigned _timeoutCheckMs = 60u;
// Critical timeout: how much time may pass without any engine update
// before we abort or post a warning
unsigned _timeoutAbortMs = 0u;
// Maximal while loops without any engine update in between,
// after which the interpreter will abort
unsigned _maxWhileLoops = 0u;
ccInstance *_loadedInstances[MAX_LOADED_INSTANCES];
ScriptString *_myScriptStringImpl;
ScriptUserObject _globalDynamicStruct;
/**@}*/
/**
* @defgroup agsstringglobals string globals
* @ingroup agsglobals
* @{
*/
/**@}*/
/**
* @defgroup agssystemimportsglobals systemimports globals
* @ingroup agsglobals
* @{
*/
SystemImports *_simp;
SystemImports *_simp_for_plugin;
/**@}*/
/**
* @defgroup agssys_eventsglobals sys_events globals
* @ingroup agsglobals
* @{
*/
Plugins::Core::EngineExports *_engineExports;
Common::Array<EnginePlugin> *_plugins;
int _pluginsWantingDebugHooks = 0;
long _pl_file_handle = -1;
AGS::Shared::Stream *_pl_file_stream = nullptr;
eAGSMouseButton _simulatedClick = kMouseNone;
int _mouse_z_was = 0;
/**@}*/
/**
* @defgroup agstimerglobals timer globals
* @ingroup agsglobals
* @{
*/
std::chrono::microseconds _tick_duration = std::chrono::microseconds(1000000LL / 40);
bool _framerate_maxed = false;
int _framerate = 0;
uint32 _last_tick_time = 0; // AGS_Clock::now();
uint32 _next_frame_timestamp = 0; // AGS_Clock::now();
/**@}*/
/**
* @defgroup agstranslationglobals translation globals
* @ingroup agsglobals
* @{
*/
AGS::Shared::Translation *_trans;
AGS::Shared::StringMap *_transtree = nullptr;
String _trans_name, _trans_filename;
long _lang_offs_start = 0;
char _transFileName[MAX_PATH_SZ] = { 0 };
std::vector<uint16> _wcsbuf; // widechar buffer
std::vector<char> _mbbuf; // utf8 buffer
/**@}*/
/**
* @defgroup agswalkableareaglobals walkablearea globals
* @ingroup agsglobals
* @{
*/
AGS::Shared::Bitmap *_walkareabackup = nullptr, *_walkable_areas_temp = nullptr;
/**@}*/
/**
* @defgroup agswalkbehindglobals walkbehind globals
* @ingroup agsglobals
* @{
*/
char *_walkBehindExists = nullptr; // whether a WB area is in this column
int *_walkBehindStartY = nullptr, *_walkBehindEndY = nullptr;
int8 _noWalkBehindsAtAll = 0;
int _walkBehindLeft[MAX_WALK_BEHINDS], _walkBehindTop[MAX_WALK_BEHINDS];
int _walkBehindRight[MAX_WALK_BEHINDS], _walkBehindBottom[MAX_WALK_BEHINDS];
AGS::Engine::IDriverDependantBitmap *_walkBehindBitmap[MAX_WALK_BEHINDS];
int _walkBehindsCachedForBgNum = -1;
int _walk_behind_baselines_changed = 0;
Rect _walkBehindAABB[MAX_WALK_BEHINDS]; // WB bounding box
std::vector<WalkBehindColumn> _walkBehindCols; // precalculated WB positions
/**@}*/
/**
* @defgroup agswordsdictionaryglobals wordsdictionary globals
* @ingroup agsglobals
* @{
*/
const char *_passwencstring = "Avis Durgan";
/**@}*/
public:
Globals();
~Globals();
};
extern Globals *g_globals;
// Macro for accessing a globals member
#define _G(FIELD) (::AGS3::g_globals->_##FIELD)
// Macro for accessing a globals member that was an object in the original,
// but is a pointer to the object in ScummVM, so that we don't need to
// provide the full class/struct definition here in the header file
#define _GP(FIELD) (*::AGS3::g_globals->_##FIELD)
} // namespace AGS3
#endif
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