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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/>.
*
*/
//=============================================================================
//
// IScriptObject: script managed object interface.
// Provides interaction with a object which allocation and lifetime is
// managed by the engine and/or the managed pool rather than the script VM.
// These may be both static objects existing throughout the game, and
// dynamic objects allocated by the script command.
//
//=============================================================================
#ifndef AGS_ENGINE_AC_DYNOBJ_CC_SCRIPT_OBJECT_H
#define AGS_ENGINE_AC_DYNOBJ_CC_SCRIPT_OBJECT_H
#include "common/std/utility.h"
#include "ags/shared/core/types.h"
namespace AGS3 {
// Forward declaration
namespace AGS {
namespace Shared {
class Stream;
} // namespace Shared
} // namespace AGS
struct IScriptObject;
// A convenience struct for grouping handle and dynamic object
struct DynObjectRef {
const int Handle = 0;
void *const Obj = nullptr;
IScriptObject *const Mgr = nullptr;
DynObjectRef() = default;
DynObjectRef(int handle, void *obj, IScriptObject *mgr)
: Handle(handle), Obj(obj), Mgr(mgr) {}
};
struct IScriptObject {
// WARNING: The first section of this interface is also a part of the AGS plugin API!
// when a ref count reaches 0, this is called with the address
// of the object. Return 1 to remove the object from memory, 0 to
// leave it
// The "force" flag tells system to detach the object, breaking any links and references
// to other managed objects or game resources (instead of disposing these too).
// TODO: it might be better to rewrite the managed pool and remove this flag at all,
// because it makes the use of this interface prone to mistakes.
virtual int Dispose(void *address, bool force = false) = 0;
// return the type name of the object
virtual const char *GetType() = 0;
// serialize the object into BUFFER (which is BUFSIZE bytes)
// return number of bytes used
// TODO: pass savegame format version
virtual int Serialize(void *address, uint8_t *buffer, int bufsize) = 0;
// WARNING: following section is not a part of plugin API, therefore these methods
// should **never** be called for kScValPluginObject script objects!
// Legacy support for reading and writing object values by their relative offset.
// These methods allow to "remap" script struct field access, by taking the
// legacy offset, and using it rather as a field ID than an address, for example.
// Consequently these also let trigger side-effects, such as updating an object
// after a field value is written to.
// RE: GetFieldPtr() -
// According to AGS script specification, when the old-string pointer or char array is passed
// as an argument, the byte-code does not include any specific command for the member variable
// retrieval and instructs to pass an address of the object itself with certain offset.
// This results in functions like StrCopy writing directly over object address.
// There may be other implementations, but the big question is: how to detect when this is
// necessary, because byte-code does not contain any distinct operation for this case.
// The worst thing here is that with the current byte-code structure we can never tell whether
// offset 0 means getting pointer to whole object or a pointer to its first field.
virtual void *GetFieldPtr(void *address, intptr_t offset) = 0;
virtual void Read(void *address, intptr_t offset, uint8_t *dest, size_t size) = 0;
virtual uint8_t ReadInt8(void *address, intptr_t offset) = 0;
virtual int16_t ReadInt16(void *address, intptr_t offset) = 0;
virtual int32_t ReadInt32(void *address, intptr_t offset) = 0;
virtual float ReadFloat(void *address, intptr_t offset) = 0;
virtual void Write(void *address, intptr_t offset, const uint8_t *src, size_t size) = 0;
virtual void WriteInt8(void *address, intptr_t offset, uint8_t val) = 0;
virtual void WriteInt16(void *address, intptr_t offset, int16_t val) = 0;
virtual void WriteInt32(void *address, intptr_t offset, int32_t val) = 0;
virtual void WriteFloat(void *address, intptr_t offset, float val) = 0;
protected:
IScriptObject() {}
virtual ~IScriptObject() {}
};
// The interface of a script objects deserializer that handles multiple types.
struct ICCObjectCollectionReader {
virtual ~ICCObjectCollectionReader() {}
// TODO: pass savegame format version
virtual void Unserialize(int32_t handle, const char *objectType, const char *serializedData, int dataSize) = 0;
};
// The interface of a script objects deserializer that handles a single type.
// WARNING: a part of the plugin API.
struct ICCObjectReader {
virtual ~ICCObjectReader() {}
virtual void Unserialize(int32_t handle, const char *serializedData, int dataSize) = 0;
};
} // namespace AGS3
#endif
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