scummvm/engines/ags/plugins/ags_plugin.h
2021-12-26 18:48:43 +01:00

590 lines
22 KiB
C++

/* 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/>.
*
*/
//=============================================================================
//
// AGS Plugin interface header file
//
// #define THIS_IS_THE_PLUGIN beforehand if including from the plugin
//
//=============================================================================
#ifndef AGS_PLUGINS_AGS_PLUGIN_H
#define AGS_PLUGINS_AGS_PLUGIN_H
#include "common/array.h"
#include "ags/shared/core/types.h"
#include "ags/shared/font/ags_font_renderer.h"
#include "ags/plugins/plugin_base.h"
#include "ags/engine/util/library_scummvm.h"
namespace AGS3 {
// If the plugin isn't using DDraw, don't require the headers
#ifndef DIRECTDRAW_VERSION
typedef void *LPDIRECTDRAW2;
typedef void *LPDIRECTDRAWSURFACE2;
#endif
#ifndef DIRECTSOUND_VERSION
typedef void *LPDIRECTSOUND;
#endif
#ifndef DIRECTINPUT_VERSION
typedef void *LPDIRECTINPUTDEVICE;
#endif
class BITMAP;
// If not using windows.h, define HWND
#if !defined(_WINDOWS_)
typedef int HWND;
#endif
#define MAXPLUGINS 20
#define AGSIFUNC(type) virtual type
#define MASK_WALKABLE 1
#define MASK_WALKBEHIND 2
#define MASK_HOTSPOT 3
// MASK_REGIONS is interface version 11 and above only
#define MASK_REGIONS 4
#define PLUGIN_FILENAME_MAX (49)
// **** WARNING: DO NOT ALTER THESE CLASSES IN ANY WAY!
// **** CHANGING THE ORDER OF THE FUNCTIONS OR ADDING ANY VARIABLES
// **** WILL CRASH THE SYSTEM.
struct AGSColor {
unsigned char r, g, b;
unsigned char padding;
};
struct AGSGameOptions {
int32 score; // player's current score
int32 usedmode; // set by ProcessClick to last cursor mode used
int32 disabled_user_interface; // >0 while in cutscene/etc
int32 gscript_timer; // obsolete
int32 debug_mode; // whether we're in debug mode
int32 globalvars[50]; // obsolete
int32 messagetime; // time left for auto-remove messages
int32 usedinv; // inventory item last used
int32 inv_top, inv_numdisp, inv_numorder, inv_numinline;
int32 text_speed; // how quickly text is removed
int32 sierra_inv_color; // background used to paint defualt inv window
int32 talkanim_speed; // animation speed of talking anims
int32 inv_item_wid, inv_item_hit; // set by SetInvDimensions
int32 speech_text_shadow; // colour of outline fonts (default black)
int32 swap_portrait_side; // sierra-style speech swap sides
int32 speech_textwindow_gui; // textwindow used for sierra-style speech
int32 follow_change_room_timer; // delay before moving following characters into new room
int32 totalscore; // maximum possible score
int32 skip_display; // how the user can skip normal Display windows
int32 no_multiloop_repeat; // for backwards compatibility
int32 roomscript_finished; // on_call finished in room
int32 used_inv_on; // inv item they clicked on
int32 no_textbg_when_voice; // no textwindow bgrnd when voice speech is used
int32 max_dialogoption_width; // max width of dialog options text window
int32 no_hicolor_fadein; // fade out but instant in for hi-color
int32 bgspeech_game_speed; // is background speech relative to game speed
int32 bgspeech_stay_on_display; // whether to remove bg speech when DisplaySpeech is used
int32 unfactor_speech_from_textlength; // remove "&10" when calculating time for text to stay
int32 mp3_loop_before_end; // loop this time before end of track (ms)
int32 speech_music_drop; // how much to drop music volume by when speech is played
int32 in_cutscene; // we are between a StartCutscene and EndCutscene
int32 fast_forward; // player has elected to skip cutscene
int32 room_width; // width of current room
int32 room_height; // height of current room
};
// AGSCharacter.flags
#define CHF_NOSCALING 1
#define CHF_FIXVIEW 2 // between SetCharView and ReleaseCharView
#define CHF_NOINTERACT 4
#define CHF_NODIAGONAL 8
#define CHF_ALWAYSIDLE 0x10
#define CHF_NOLIGHTING 0x20
#define CHF_NOTURNING 0x40
#define CHF_NOWALKBEHINDS 0x80
struct AGSCharacter {
int32 defview = 0;
int32 talkview = 0;
int32 view = 0;
int32 room = 0, prevroom = 0;
int32 x = 0, y = 0, wait = 0;
int32 flags = 0;
short following = 0;
short followinfo = 0;
int32 idleview = 0; // the loop will be randomly picked
short idletime = 0, idleleft = 0; // num seconds idle before playing anim
short transparency = 0; // if character is transparent
short baseline = 0;
int32 activeinv = 0;
int32 talkcolor = 0;
int32 thinkview = 0;
int32 reserved[2];
short walkspeed_y = 0, pic_yoffs = 0;
int32 z = 0;
int32 reserved2[5];
short loop = 0, frame = 0;
short walking = 0, animating = 0;
short walkspeed = 0, animspeed = 0;
short inv[301];
short actx = 0, acty = 0;
char name[40];
char scrname[20];
int8 on = 0;
};
// AGSObject.flags
#define OBJF_NOINTERACT 1 // not clickable
#define OBJF_NOWALKBEHINDS 2 // ignore walk-behinds
struct AGSObject {
int32 x = 0, y = 0;
int32 transparent = 0; // current transparency setting
int32 reserved[4];
short num = 0; // sprite slot number
short baseline = 0; // <=0 to use Y co-ordinate; >0 for specific baseline
short view = 0, loop = 0, frame = 0; // only used to track animation - 'num' holds the current sprite
short wait = 0, moving = 0;
int8 cycling = 0; // is it currently animating?
int8 overall_speed = 0;
int8 on = 0;
int8 flags = 0;
};
// AGSViewFrame.flags
#define FRAF_MIRRORED 1 // flipped left to right
struct AGSViewFrame {
int32 pic = 0; // sprite slot number
short xoffs = 0, yoffs = 0;
short speed = 0;
int32 flags = 0;
int32 sound = 0; // play sound when this frame comes round
int32 reserved_for_future[2];
};
// AGSMouseCursor.flags
#define MCF_ANIMATEMOVE 1
#define MCF_DISABLED 2
#define MCF_STANDARD 4
#define MCF_ONLYANIMOVERHOTSPOT 8
struct AGSMouseCursor {
int32 pic = 0; // sprite slot number
short hotx = 0, hoty = 0; // x,y hotspot co-ordinates
short view = 0; // view (for animating cursors) or -1
char name[10]; // name of cursor mode
int8 flags = 0; // MCF_flags above
};
// The editor-to-plugin interface
class IAGSEditor {
public:
int32 version = 0;
int32 pluginId = 0; // used internally, do not touch this
public:
virtual ~IAGSEditor() {}
// get the HWND of the main editor frame
AGSIFUNC(HWND) GetEditorHandle();
// get the HWND of the current active window
AGSIFUNC(HWND) GetWindowHandle();
// add some script to the default header
AGSIFUNC(void) RegisterScriptHeader(const char *header);
// de-register a script header (pass same pointer as when added)
AGSIFUNC(void) UnregisterScriptHeader(const char *header);
};
// Below are interface 3 and later
#define AGSE_KEYPRESS 1
#define AGSE_MOUSECLICK 2
#define AGSE_POSTSCREENDRAW 4
// Below are interface 4 and later
#define AGSE_PRESCREENDRAW 8
// Below are interface 5 and later
#define AGSE_SAVEGAME 0x10
#define AGSE_RESTOREGAME 0x20
// Below are interface 6 and later
#define AGSE_PREGUIDRAW 0x40
#define AGSE_LEAVEROOM 0x80
#define AGSE_ENTERROOM 0x100
#define AGSE_TRANSITIONIN 0x200
#define AGSE_TRANSITIONOUT 0x400
// Below are interface 12 and later
#define AGSE_FINALSCREENDRAW 0x800
#define AGSE_TRANSLATETEXT 0x1000
// Below are interface 13 and later
#define AGSE_SCRIPTDEBUG 0x2000
#define AGSE_AUDIODECODE 0x4000 // obsolete, no longer supported
// Below are interface 18 and later
#define AGSE_SPRITELOAD 0x8000
// Below are interface 21 and later
#define AGSE_PRERENDER 0x10000
// Below are interface 24 and later
#define AGSE_PRESAVEGAME 0x20000
#define AGSE_POSTRESTOREGAME 0x40000
#define AGSE_TOOHIGH 0x80000
// GetFontType font types
#define FNT_INVALID 0
#define FNT_SCI 1
#define FNT_TTF 2
// PlaySoundChannel sound types
#define PSND_WAVE 1
#define PSND_MP3STREAM 2
#define PSND_MP3STATIC 3
#define PSND_OGGSTREAM 4
#define PSND_OGGSTATIC 5
#define PSND_MIDI 6
#define PSND_MOD 7
class IAGSScriptManagedObject {
public:
// 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
virtual int Dispose(const char *address, bool force) = 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
virtual int Serialize(const char *address, char *buffer, int bufsize) = 0;
protected:
IAGSScriptManagedObject() {
}
virtual ~IAGSScriptManagedObject() {
}
};
class IAGSManagedObjectReader {
public:
virtual void Unserialize(int key, const char *serializedData, int dataSize) = 0;
protected:
IAGSManagedObjectReader() {
}
virtual ~IAGSManagedObjectReader() {
}
};
struct AGSRenderMatrixes {
float WorldMatrix[16];
float ViewMatrix[16];
float ProjMatrix[16];
};
// Render stage description
struct AGSRenderStageDesc {
// Which version of the plugin interface the struct corresponds to;
// this field must be filled by a plugin before passing the struct into the engine!
int Version = 0;
// Stage's matrixes, for 3D rendering: Projection, World and View
AGSRenderMatrixes Matrixes;
};
// The plugin-to-engine interface
class IAGSEngine {
public:
int32 version = 0;
int32 pluginId = 0; // used internally, do not touch
public:
virtual ~IAGSEngine() {}
// quit the game
AGSIFUNC(void) AbortGame(const char *reason);
// get engine version
AGSIFUNC(const char *) GetEngineVersion();
// register a script function with the system
AGSIFUNC(void) RegisterScriptFunction(const char *name,
Plugins::ScriptContainer *instance);
AGSIFUNC(void) RegisterBuiltInFunction(const char *name,
Plugins::ScriptContainer *instance);
#ifdef WINDOWS_VERSION
// get game window handle
AGSIFUNC(HWND) GetWindowHandle();
// get reference to main DirectDraw interface
AGSIFUNC(LPDIRECTDRAW2) GetDirectDraw2();
// get the DDraw surface associated with a bitmap
AGSIFUNC(LPDIRECTDRAWSURFACE2) GetBitmapSurface(BITMAP *);
#endif
// get a reference to the screen bitmap
AGSIFUNC(BITMAP *) GetScreen();
// *** BELOW ARE INTERFACE VERSION 2 AND ABOVE ONLY
// ask the engine to call back when a certain event happens
AGSIFUNC(void) RequestEventHook(int32 event);
// get the options data saved in the editor
AGSIFUNC(int) GetSavedData(char *buffer, int32 bufsize);
// *** BELOW ARE INTERFACE VERSION 3 AND ABOVE ONLY
// get the virtual screen
AGSIFUNC(BITMAP *) GetVirtualScreen();
// write text to the screen in the specified font and colour
AGSIFUNC(void) DrawText(int32 x, int32 y, int32 font, int32 color, const char *text);
// get screen dimensions
AGSIFUNC(void) GetScreenDimensions(int32 *width, int32 *height, int32 *coldepth);
// get screen surface pitch
AGSIFUNC(int) GetBitmapPitch(BITMAP *);
// get screen surface to draw on
AGSIFUNC(uint8 *) GetRawBitmapSurface(BITMAP *);
// release the surface
AGSIFUNC(void) ReleaseBitmapSurface(BITMAP *);
// get the current mouse co-ordinates
AGSIFUNC(void) GetMousePosition(int32 *x, int32 *y);
// *** BELOW ARE INTERFACE VERSION 4 AND ABOVE ONLY
// get the current room number
AGSIFUNC(int) GetCurrentRoom();
// get the number of background scenes in this room
AGSIFUNC(int) GetNumBackgrounds();
// get the current background frame
AGSIFUNC(int) GetCurrentBackground();
// get a background scene bitmap
AGSIFUNC(BITMAP *) GetBackgroundScene(int32);
// get dimensions of a bitmap
AGSIFUNC(void) GetBitmapDimensions(BITMAP *bmp, int32 *width, int32 *height, int32 *coldepth);
// *** BELOW ARE INTERFACE VERSION 5 AND ABOVE ONLY
// similar to fwrite - buffer, size, filehandle
AGSIFUNC(int) FWrite(void *, int32, int32);
// similar to fread - buffer, size, filehandle
AGSIFUNC(int) FRead(void *, int32, int32);
// similar to fseek
AGSIFUNC(bool)FSeek(soff_t offset, int origin, int32 handle);
// print text, wrapping as usual
AGSIFUNC(void) DrawTextWrapped(int32 x, int32 y, int32 width, int32 font, int32 color, const char *text);
// set the current active 'screen'
AGSIFUNC(void) SetVirtualScreen(BITMAP *);
// look up a word in the parser dictionary
AGSIFUNC(int) LookupParserWord(const char *word);
// draw a bitmap to the active screen
AGSIFUNC(void) BlitBitmap(int32 x, int32 y, BITMAP *, int32 masked);
// update the mouse and music
AGSIFUNC(void) PollSystem();
// *** BELOW ARE INTERFACE VERSION 6 AND ABOVE ONLY
// get number of characters in game
AGSIFUNC(int) GetNumCharacters();
// get reference to specified character struct
AGSIFUNC(AGSCharacter *) GetCharacter(int32);
// get reference to game struct
AGSIFUNC(AGSGameOptions *) GetGameOptions();
// get reference to current palette
AGSIFUNC(AGSColor *) GetPalette();
// update palette
AGSIFUNC(void) SetPalette(int32 start, int32 finish, AGSColor *);
// *** BELOW ARE INTERFACE VERSION 7 AND ABOVE ONLY
// get the current player character
AGSIFUNC(int) GetPlayerCharacter();
// adjust to main viewport co-ordinates
AGSIFUNC(void) RoomToViewport(int32 *x, int32 *y);
// adjust from main viewport co-ordinates (ignores viewport bounds)
AGSIFUNC(void) ViewportToRoom(int32 *x, int32 *y);
// number of objects in current room
AGSIFUNC(int) GetNumObjects();
// get reference to specified object
AGSIFUNC(AGSObject *) GetObject(int32);
// get sprite graphic
AGSIFUNC(BITMAP *) GetSpriteGraphic(int32);
// create a new blank bitmap
AGSIFUNC(BITMAP *) CreateBlankBitmap(int32 width, int32 height, int32 coldep);
// free a created bitamp
AGSIFUNC(void) FreeBitmap(BITMAP *);
// *** BELOW ARE INTERFACE VERSION 8 AND ABOVE ONLY
// get one of the room area masks
AGSIFUNC(BITMAP *) GetRoomMask(int32);
// *** BELOW ARE INTERFACE VERSION 9 AND ABOVE ONLY
// get a particular view frame
AGSIFUNC(AGSViewFrame *) GetViewFrame(int32 view, int32 loop, int32 frame);
// get the walk-behind baseline of a specific WB area
AGSIFUNC(int) GetWalkbehindBaseline(int32 walkbehind);
// get the address of a script function
AGSIFUNC(Plugins::PluginMethod) GetScriptFunctionAddress(const char *funcName);
// get the transparent colour of a bitmap
AGSIFUNC(int) GetBitmapTransparentColor(BITMAP *);
// get the character scaling level at a particular point
AGSIFUNC(int) GetAreaScaling(int32 x, int32 y);
// equivalent to the text script function
AGSIFUNC(int) IsGamePaused();
// *** BELOW ARE INTERFACE VERSION 10 AND ABOVE ONLY
// get the raw pixel value to use for the specified AGS colour
AGSIFUNC(int) GetRawPixelColor(int32 color);
// *** BELOW ARE INTERFACE VERSION 11 AND ABOVE ONLY
// get the width / height of the specified sprite
AGSIFUNC(int) GetSpriteWidth(int32);
AGSIFUNC(int) GetSpriteHeight(int32);
// get the dimensions of the specified string in the specified font
AGSIFUNC(void) GetTextExtent(int32 font, const char *text, int32 *width, int32 *height);
// print a message to the debug console
AGSIFUNC(void) PrintDebugConsole(const char *text);
// play a sound on the specified channel
AGSIFUNC(void) PlaySoundChannel(int32 channel, int32 soundType, int32 volume, int32 loop, const char *filename);
// same as text script function
AGSIFUNC(int) IsChannelPlaying(int32 channel);
// *** BELOW ARE INTERFACE VERSION 12 AND ABOVE ONLY
// invalidate a region of the virtual screen
AGSIFUNC(void) MarkRegionDirty(int32 left, int32 top, int32 right, int32 bottom);
// get mouse cursor details
AGSIFUNC(AGSMouseCursor *) GetMouseCursor(int32 cursor);
// get the various components of a pixel
AGSIFUNC(void) GetRawColorComponents(int32 coldepth, int32 color, int32 *red, int32 *green, int32 *blue, int32 *alpha);
// make a pixel colour from the supplied components
AGSIFUNC(int) MakeRawColorPixel(int32 coldepth, int32 red, int32 green, int32 blue, int32 alpha);
// get whether the font is TTF or SCI
AGSIFUNC(int) GetFontType(int32 fontNum);
// create a new dynamic sprite slot
AGSIFUNC(int) CreateDynamicSprite(int32 coldepth, int32 width, int32 height);
// free a created dynamic sprite
AGSIFUNC(void) DeleteDynamicSprite(int32 slot);
// check if a sprite has an alpha channel
AGSIFUNC(int) IsSpriteAlphaBlended(int32 slot);
// *** BELOW ARE INTERFACE VERSION 13 AND ABOVE ONLY
// un-request an event, requested earlier with RequestEventHook
AGSIFUNC(void) UnrequestEventHook(int32 event);
// draw a translucent bitmap to the active screen
AGSIFUNC(void) BlitSpriteTranslucent(int32 x, int32 y, BITMAP *, int32 trans);
// draw a sprite to the screen, but rotated around its centre
AGSIFUNC(void) BlitSpriteRotated(int32 x, int32 y, BITMAP *, int32 angle);
// *** BELOW ARE INTERFACE VERSION 14 AND ABOVE ONLY
#ifdef WINDOWS_VERSION
// get reference to main DirectSound interface
AGSIFUNC(LPDIRECTSOUND) GetDirectSound();
#endif
// disable AGS sound engine
AGSIFUNC(void) DisableSound();
// check whether a script function can be run now
AGSIFUNC(int) CanRunScriptFunctionNow();
// call a user-defined script function
AGSIFUNC(int) CallGameScriptFunction(const char *name, int32 globalScript, int32 numArgs, long arg1 = 0, long arg2 = 0, long arg3 = 0);
// *** BELOW ARE INTERFACE VERSION 15 AND ABOVE ONLY
// force any sprites on-screen using the slot to be updated
AGSIFUNC(void) NotifySpriteUpdated(int32 slot);
// change whether the specified sprite is a 32-bit alpha blended image
AGSIFUNC(void) SetSpriteAlphaBlended(int32 slot, int32 isAlphaBlended);
// run the specified script function whenever script engine is available
AGSIFUNC(void) QueueGameScriptFunction(const char *name, int32 globalScript, int32 numArgs, long arg1 = 0, long arg2 = 0);
// register a new dynamic managed script object
AGSIFUNC(int) RegisterManagedObject(const void *object, IAGSScriptManagedObject *callback);
// add an object reader for the specified object type
AGSIFUNC(void) AddManagedObjectReader(const char *typeName, IAGSManagedObjectReader *reader);
// register an un-serialized managed script object
AGSIFUNC(void) RegisterUnserializedObject(int key, const void *object, IAGSScriptManagedObject *callback);
// *** BELOW ARE INTERFACE VERSION 16 AND ABOVE ONLY
// get the address of a managed object based on its key
AGSIFUNC(void *) GetManagedObjectAddressByKey(int key);
// get managed object's key from its address
AGSIFUNC(int) GetManagedObjectKeyByAddress(const char *address);
// *** BELOW ARE INTERFACE VERSION 17 AND ABOVE ONLY
// create a new script string
AGSIFUNC(const char *) CreateScriptString(const char *fromText);
// *** BELOW ARE INTERFACE VERSION 18 AND ABOVE ONLY
// increment reference count
AGSIFUNC(int) IncrementManagedObjectRefCount(const char *address);
// decrement reference count
AGSIFUNC(int) DecrementManagedObjectRefCount(const char *address);
// set mouse position
AGSIFUNC(void) SetMousePosition(int32 x, int32 y);
// simulate the mouse being clicked
AGSIFUNC(void) SimulateMouseClick(int32 button);
// get number of waypoints on this movement path
AGSIFUNC(int) GetMovementPathWaypointCount(int32 pathId);
// get the last waypoint that the char/obj passed
AGSIFUNC(int) GetMovementPathLastWaypoint(int32 pathId);
// get the co-ordinates of the specified waypoint
AGSIFUNC(void) GetMovementPathWaypointLocation(int32 pathId, int32 waypoint, int32 *x, int32 *y);
// get the speeds of the specified waypoint
AGSIFUNC(void) GetMovementPathWaypointSpeed(int32 pathId, int32 waypoint, int32 *xSpeed, int32 *ySpeed);
// *** BELOW ARE INTERFACE VERSION 19 AND ABOVE ONLY
// get the current graphics driver ID
AGSIFUNC(const char *) GetGraphicsDriverID();
// *** BELOW ARE INTERFACE VERSION 22 AND ABOVE ONLY
// get whether we are running under the editor's debugger
AGSIFUNC(int) IsRunningUnderDebugger();
// tells the engine to break into the debugger when the next line of script is run
AGSIFUNC(void) BreakIntoDebugger();
// fills buffer with <install dir>\fileName, as appropriate
AGSIFUNC(void) GetPathToFileInCompiledFolder(const char *fileName, char *buffer);
// *** BELOW ARE INTERFACE VERSION 23 AND ABOVE ONLY
#ifdef WINDOWS_VERSION
// get reference to keyboard Direct Input device
AGSIFUNC(LPDIRECTINPUTDEVICE) GetDirectInputKeyboard();
// get reference to mouse Direct Input device
AGSIFUNC(LPDIRECTINPUTDEVICE) GetDirectInputMouse();
#endif
// install a replacement renderer for the specified font number
AGSIFUNC(IAGSFontRenderer *) ReplaceFontRenderer(int fontNumber, IAGSFontRenderer *newRenderer);
// *** BELOW ARE INTERFACE VERSION 25 AND ABOVE ONLY
// fills the provided AGSRenderStageDesc struct with current render stage description;
// please note that plugin MUST fill the struct's Version field before passing it into the function!
AGSIFUNC(void) GetRenderStageDesc(AGSRenderStageDesc *desc);
};
struct EnginePlugin {
char filename[PLUGIN_FILENAME_MAX + 1] = { 0 };
AGS::Engine::Library library;
Plugins::PluginBase *_plugin = nullptr;
bool available = false;
char *savedata = nullptr;
int savedatasize = 0;
int wantHook = 0;
int invalidatedRegion = 0;
bool builtin = false;
IAGSEngine eiface;
EnginePlugin() {
eiface.version = 0;
eiface.pluginId = 0;
}
};
extern void PluginSimulateMouseClick(int pluginButtonID);
} // namespace AGS3
#endif