Wintermute/Externals
This page lists known external functions for most Wintermute games.
Original WME 1.x allows game scripts to call external functions from DLL libraries. This way game creator can either call Win32 API functions or use custom extension DLL libraries.
ScummVM's WME contain mocks and reimplementations for functions listed below, emulating import those functions from a given DLL.
2D games
James Peris (Demo 2012)
geturl.dll
getURLContent
Used to download news headlines at Demo 2012 of James Peris
HTTP GET result is stored in 3rd param of the call as a plain string
Specification: external "geturl.dll" cdecl getURLContent(string, string, string)
Known usage: getURLContent("http://www.lacosaweb.com", <DirURL>, <Buffer>)
Sets 3rd param to "Request Error." on error
Context:
var buf = new String(255); var buf2 = new String(255); getURLContent("http://www.lacosaweb.com", DirURL, buf); if((((buf == "Request Error.") || (buf == null)) || (buf == ""))) { SCUPDalt.Red = 0; textoscup1 = "www.jamesperis.com"; textoscup2 = "www.jamesperis.com"; } else { SCUPDalt.Red = 1; textoscup1 = buf; getURLContent("http://www.lacosaweb.com", DirURL2, buf2); textoscup2 = buf2; }
Various games by HeroCraft
tools.dll
SetValueToReg
Used to switch game's windowed/fullscreen mode at games by HeroCraft
Specification: external "tools.dll" cdecl SetValueToReg(string, string, long)
Known usage: SetValueToReg("Software\HeroCraft\<GameID>\Video", "Windowed", 1)
Context:
if(checkBox.Pressed) { SetValueToReg("Software\HeroCraft\Pole\Video", "Windowed", 0); Game.windowedState = 0; } else { SetValueToReg("Software\HeroCraft\Pole\Video", "Windowed", 1); Game.windowedState = 1; }
img.dll
changeWindowCaption
Used to change game's window caption at games by HeroCraft
Specification: external "img.dll" cdecl changeWindowCaption(long, string)
Known usage: changeWindowCaption(Game.Hwnd, <Title>)
Context:
if(Game.WindowedMode) { maximizedWindow(Game.Hwnd, 1024, 768); } changeWindowCaption(Game.Hwnd, getStr("Поле Чудес"));
maximizedWindow
Used to change game's window size at games by HeroCraft
Specification: external "img.dll" cdecl maximizedWindow(long, long, long)
Known usage: maximizedWindow(Game.Hwnd, 1024, 768)
Wilma Tetris
shell32.dll
ShellExecuteA
Used to open URL in browser at Wilma Tetris
Specification: external "shell32.dll" stdcall long ShellExecuteA(long, string, string, string, string, long)
Known usage: ShellExecuteA(0, "open", <URL>, "", "", 3)
Returns value >32 on success
Context:
function RunDocument(Filename) { ShellExecuteA(0, "open", Filename, "", "", 3); return null; } ... on "off_url" { RunDocument("http://offstudio.fabry.cz"); return; } on "dc_url" { RunDocument("http://dead-code.org"); return; }
2.5D games
These games are in the process of being implemented.
Art of Murder: FBI Confidential
installutil.dll
_InstallUtilAnsi@0
Used to check if DVD is inserted at Art of Murder: FBI Confidential
Specification: external "installutil.dll" stdcall long _InstallUtilAnsi@0()
Known usage: _InstallUtilAnsi@0()
Returns 1 on success, other value on fail (which leads to Game.QuitGame() in non-Debug mode)
Context:
var ivlmsg = Game.ExpandString("/vld0002/Proszę włożyć płytę Art of Murder Sztuka Zbrodni do napędu DVD-ROM."); var valid = _InstallUtilAnsi@0(); if((valid != 1)) { var query = Game.ConfirmBox(ivlmsg); valid = _InstallUtilAnsi@0(); if((valid != 1)) { if(Game.DebugMode) { Game.Msg("!!! no media !!!"); } else { Game.QuitGame(); } } }
Various games by Corbomite Games
dlltest.dll
IRC_init
Used to connect to debug IRC server at games by Corbomite Games
Specification: external "dlltest.dll" cdecl long IRC_init(string)
Known usage: IRC_init(<PlayerName>)
Known actions:
1. Connect to irc.starchat.net
2. Send "NICK ZU_<PlayerName>/"
3. Send "USER Blah ZbengHost ZbengServer ZbengRealname"
4. Send "Join #Zbeng"
Returns 0 on success, other value on error
Context:
if(EnableIRC) { IRCConnected = IRC_init(PlayerName); }
ChangeNick
Used to update nick at debug IRC server at games by Corbomite Games
Specification: external "dlltest.dll" cdecl long ChangeNick(string)
Known usage: ChangeNick(<PlayerName>)
Return value is never used
Context:
if(EnableIRC) { ChangeNick(PlayerName); }
IRC_SendString
Used to send debug and chat lines to an IRC server at games by Corbomite Games
Specification: external "dlltest.dll" cdecl IRC_SendString(string, string)
Known usage: IRC_SendString(<Message>, <Channel>)
Known Channel values are: "#Zbeng" and "#ZbengDebug"
Context:
function SendMessageToIrc(inStr) { if((IRCConnected == 0)) { IRC_SendString(inStr, "#zbeng"); } return null; } function SendDebugMessageToIrc(inStr) { if((IRCConnected == 0)) { IRC_SendString(inStr, "#ZbengDebug"); } return null; }
IRC_GetChatStrings
Used to get chat lines from an IRC server at games by Corbomite Games
Specification: external "dlltest.dll" cdecl IRC_GetChatStrings(string, long)
Known usage: IRC_GetChatStrings(<Buffer>, 65535)
IRC_quit
Used to disconnect from debug IRC server at games by Corbomite Games
Specification: external "dlltest.dll" cdecl IRC_quit()
Known usage: IRC_quit()
kernel32.dll
LoadLibraryA
Used for checking library availability at games by Corbomite Games
Specification: external "kernel32.dll" stdcall long LoadLibraryA(string)
Known usage: LoadLibraryA("httpconnect.dll"), LoadLibraryA("dlltest.dll")
Return values are only compared with zero and are never used in other APIs
Context:
var inifile = new File("Zbang.ini"); inifile.OpenAsText(1); IRCWinSetting = inifile.ReadText(1); if(((IRCWinSetting != 1) && (IRCWinSetting != 2))) { IRCWinSetting = 0; } DEBUG(("IRCWinSetting " + IRCWinSetting)); if((IRCWinSetting > 0)) { IRCDllLib = LoadLibraryA("dlltest.dll"); } if((IRCDllLib == 0)) { EnableIRC = 0; }
FreeLibrary
Declared at games by Corbomite Games
Seems to be unused, probably was used for unloading IRC & HTTP libraries
Specification: external "kernel32.dll" stdcall FreeLibrary(long)
GetEnvironmentVariableA
Used for getting environment variables at Pizza Morgana: Episode 1 - Monsters and Manipulations in the Magical Forest
Specification: external "kernel32.dll" stdcall long GetEnvironmentVariableA(string, string, long)
Known usage: GetEnvironmentVariableA(<EnvName>, <buffer>, 65535)
Known EnvName values used in debug code: "USERKEY", "ALTUSERNAME", "ENHFINGERPRINT", "EXTRAINFO", "FINGERPRINT", "KEYSTRING", "STOLENKEY", "TRIAL"
Known EnvName values used in licensing code: "FULLGAME"
Context:
method getEnvironmentVar(envName) { var envContent = new String(65535); var retval = GetEnvironmentVariableA(envName, envContent, 65535); return envContent; return null; } method CheckArmadillo() { var path = getEnvironmentVar(""); DEBUG(path); var variarblesArr = new Array("USERKEY", "ALTUSERNAME", "ENHFINGERPRINT", "EXTRAINFO", "FINGERPRINT", "KEYSTRING", "STOLENKEY", "TRIAL", "FULLGAME"); var len = variarblesArr.Length; var i = 0; while((i < len)) { var key = variarblesArr[i]; var variable = getEnvironmentVar(key); DEBUG(((key + "=") + variable)); i = (i + 1); } global g_Publisher; if(!(g_Publisher.DRM)) { if(!(g_Publisher.OverrideFullgame)) { var PublisherFullGame = getEnvironmentVar("FULLGAME"); if((PublisherFullGame != "TRUE")) { isFullDemo = 1; } } else { global isBought = 1; } } return null; }
httpconnect
Register
Used to register license key online at Pizza Morgana: Episode 1 - Monsters and Manipulations in the Magical Forest
Specification: external "httpconnect.dll" cdecl long Register(string, long, string, long)
Known usage: Register(<productId>, 65535, <productKey>, 65535)
Known product ID values are: "357868", "353058" and "353006"
Known action: HTTP GET http://keygen.corbomitegames.com/keygen/validateKey.php?action=REGISTER&productId=productId&key=productKey
Returns 1 on success
Returns 0 on firewall error
Returns -1 on invalid product key
Returns -2 on invalid product ID
Returns -3 on expired product key
Returns -4 on invalid machine ID
Returns -5 on number of installations exceeded
Returns -6 on socket error
Returns -7 on no internet connection
Returns -8 on connection reset
Returns -11 on validation temporary unavaliable
Returns -12 on validation error
For some reason always returns -7 for me in a test game
Context:
method RegisterKey(inProductkey) { var productID = new String(65535); var productKey = new String(65535); productKey = inProductkey; productID = "357868"; var rerVal = Register(productID, 65535, productKey, 65535); DEBUG(("Validate : " + rerVal)); if((rerVal == 1)) { return 1; } productID = "353058"; rerVal = Register(productID, 65535, productKey, 65535); DEBUG(("Validate : " + rerVal)); if((rerVal == 1)) { return 1; } productID = "353006"; rerVal = Register(productID, 65535, productKey, 65535); DEBUG(("Validate : " + rerVal)); if((rerVal == 1)) { return 1; } ShowMessage(rerVal); return rerVal; return null; }
Validate
Used to validate something at Pizza Morgana: Episode 1 - Monsters and Manipulations in the Magical Forest
Specification: external "httpconnect.dll" cdecl long Validate()
Known usage: Validate()
Known action: HTTP GET http://keygen.corbomitegames.com/keygen/validateKey.php?action=VALIDATE&productId=Ar&key=Ar
Used only when Debug mode is active or game is started with "INVALID" cmdline parameter
For some reason always returns 1 for me in a test game
SendHTTPAsync
Used to send game progress events to server at Pizza Morgana: Episode 1 - Monsters and Manipulations in the Magical Forest
Specification: external "httpconnect.dll" cdecl long SendHTTPAsync(string, long, string, long, string, long)
Known usage: SendHTTPAsync("backend.pizzamorgana.com", 65535, <FullURL>, 65535, <Buffer?!>, 65535)
FullURL is formed as "http://backend.pizzamorgana.com/event.php?Event=<EventName>&player=<PlayerName>&extraParams=<ExtraParams>&SN=<ProductKey>&Episode=1&GameTime=<CurrentTime>&UniqueID=<UniqueId>"
Known EventName values are: "GameStart", "ChangeGoal", "EndGame" and "QuitGame"
Known ExtraParams values are: "ACT0", "ACT1", "ACT2", "ACT3", "ACT4", "Ep0FindFood", "Ep0FindCellMenu", "Ep0BroRoom", "Ep0FindKey", "Ep0FindCellMenuKey", "Ep0FindMenuKey", "Ep0FindCell", "Ep0FindMenu", "Ep0OrderPizza", "Ep0GetRidOfVamp", "Ep0GetVampAttention", "Ep0License"
Return value is never used
Context:
method sendEventNow(inEventName, extraParams) { global NetworkEnabled; if((NetworkEnabled != 1)) { DEBUG("Not sending event due to network disabled"); return 0; } if(firewall) { DEBUG("Not sending event due to firewall"); return 0; } var httpStr = new String(65535); var Request = new String(65535); var server = new String(65535); Request = ((((((((((("http://backend.pizzamorgana.com/event.php?Event=" + inEventName) + "&player=") + this.PlayerName) + "&extraParams=") + extraParams) + "&SN=") + this.SN) + "&Episode=1&GameTime=") + Game.CurrentTime) + "&UniqueID=") + this.Unique); server = "backend.pizzamorgana.com"; DEBUG((((("Send: '" + Request) + "' to server '") + server) + "'")); if((Request != null)) { SendHTTPAsync(server, 65535, Request, 65535, httpStr, 65535); } httpStr = httpStr.Substr(0, 256); DEBUG((("Recv: '" + httpStr) + "'")); return httpStr; return null; }
SendRecvHTTP (6 params variant)
Declared at Pizza Morgana: Episode 1 - Monsters and Manipulations in the Magical Forest
Seems to be unused, probably SendRecvHTTP was initially used instead of SendHTTPAsync
Specification: external "httpconnect.dll" cdecl long SendRecvHTTP(string, long, string, long, string, long)
Always returns -7 for me in a test game, probably returns the same network errors as Register()
SendRecvHTTP (4 params variant)
Used to call HTTP methods at Zbang! The Game
Specification: external "httpconnect.dll" cdecl long SendRecvHTTP(string, long, string, long)
Known usage: SendRecvHTTP("scoresshort.php?player=<PlayerName>", 65535, <Buffer>, 65535)
Known usage: SendRecvHTTP("/update.php?player=<PlayerName>&difficulty=<Difficulty>&items=<CommaSeparatedItemList>", 65535, <Buffer>, 65535)
My Zbang demo does not have this dll, so there is no way to actually test it with a test game
Return value is never used in Zbang scripts
Stroke of Fate duology
routine.dll
GetDPI
Used at CheckFont() function to select font DPI.
Unused, if Game.RegReadNumber("DefaultDPI", 0) is not 0.
Specification: external "routine.dll" cdecl long GetDPI()
Known usage: dpi = GetDPI()
Context:
function CheckFont() { var dpi = Game.RegReadNumber("DefaultDPI", 0); BASEFONT = "fonts"; if((dpi == 0)) { dpi = GetDPI(); } if((dpi <= 72)) { dpi = 72; } else if((dpi <= 96)) { dpi = 96; } else if((dpi <= 120)) { dpi = 120; } else { dpi = 144; } if((dpi == 72)) { BASEFONT = "fonts.72"; } if((dpi == 120)) { BASEFONT = "fonts.120"; } if((dpi == 144)) { BASEFONT = "fonts.144"; } }
GetCaption
Used at CheckCaption() function to get window title.
Expects CheckCaption(Game.Hwnd).IndexOf("Wintermute Engine", 0) >= 0
Specification: external "routine.dll" cdecl string GetCaption(long)
Known usage: GetCaption(Game.Hwnd)
Context:
function CheckCaption() { var p = "Wintermute Engine"; while(1) { var s = GetCaption(Game.Hwnd); s = new String(s); if((s.IndexOf(p, 0) >= 0)) { break; } Sleep(1); } SetCaption(Game.Hwnd, Game.ExpandString("/MAIN_CAPTION3/")); }
SetCaption
Used at CheckCaption() function to set window title.
Specification: external "routine.dll" cdecl bool SetCaption(long, string)
Known usage: SetCaption(Game.Hwnd, Game.ExpandString("/MAIN_CAPTION3/"))
RemoveFile
Used at SaveTempScreenShot() & RemoveTempScreenShot() functions to manage screenshot files.
Specification: external "routine.dll" cdecl bool RemoveFile(string)
Known usage: RemoveFile(Directory.TempDirectory + "\tempss.bmp")
Known usage: RemoveFile(Game.SaveDirectory + "\" + newname + ".bmp")
Context:
var sd = Game.SaveDirectory; if((sd == NULL)) { sd = "qsaves"; } sd = (sd + "\"); this.SaveFilePath = sd; this.SaveFileExtention = ".dat"; this.TempScreenShot = (Directory.TempDirectory + "\tempss.bmp"); ... method RemoveTempScreenShot() { var filename = this.TempScreenShot; if(Game.FileExists(filename)) { RemoveFile(filename); } return null; } method SaveTempScreenShot(newname) { var oldname = this.TempScreenShot; if(!(Game.FileExists(oldname))) { log.Add((("svg::SaveTempScreenShot(" + GetValue(newname)) + ") error, temporary screenshot is unavailable")); return null; } if((newname == NULL)) { newname = "qsave"; } newname = ((this.SaveFilePath + newname) + ".bmp"); if(Game.FileExists(newname)) { RemoveFile(newname); } RenameFile(oldname, newname); return null; }
RenameFile
Used at SaveTempScreenShot() & RemoveTempScreenShot() functions to manage screenshot files.
Specification: external "routine.dll" cdecl bool RenameFile(string, string)
Known usage: RenameFile(Directory.TempDirectory + "\tempss.bmp", Game.SaveDirectory + "\" + newname + ".bmp")
[TODO]protect.dll
Steam version of Stroke of Fate: Operation Bunker does not have this DLL.
However, game code contain some checks that depend on GetOptions() results, which use some of those calls.
Specifications:
external "protect.dll" stdcall long PSA_DisableFeaturesGrantedByLicense(membuffer); external "protect.dll" stdcall PSA_DummyFunction(); external "protect.dll" stdcall long PSA_GetFeaturesGrantedByLicense(membuffer); external "protect.dll" stdcall long PSA_IsDemoMode(membuffer); external "protect.dll" stdcall long PSA_IsTrialMode(membuffer);
PSA_GetFeaturesGrantedByLicense sets 4-byte buffer's first 5 bits with some feature flags of unknown semantics. Maybe same game features are missing in Steam version because of this.
PSA_IsDemoMode sets 1-byte buffer to non-zero if license is Demo.
PSA_IsTrialMode sets 1-byte buffer to non-zero if license is Trial.
PSA_DisableFeaturesGrantedByLicense & PSA_DummyFunction are never used.
Context:
function GetOptions() { var p; var buf = new MemBuffer(4); buf.SetInt(0, 0); PSA_GetFeaturesGrantedByLicense(buf); p.R1 = (buf.GetInt(0) % 2); p.R2 = (((buf.GetInt(0) - p.R1) / 2) % 2); p.R3 = (((buf.GetInt(0) - p.R2) / 4) % 2); p.R4 = (((buf.GetInt(0) - p.R3) / 8) % 2); p.R5 = (((buf.GetInt(0) - p.R4) / 16) % 2); buf.SetSize(1); buf.SetBool(0, FALSE); PSA_IsDemoMode(buf); p.D = buf.GetBool(0); buf.SetBool(0, FALSE); PSA_IsTrialMode(buf); p.T = buf.GetBool(0); return p; }
Known checks:
o = (!(o.R1) && o.R5) if(((((Random(0, 1) == 0) || (enl.safe_state == "oil")) || DEBUG) && (!(o.D) && !(o.R2)))) if(((quest.herda == 12) && o.R3)) o = (!(o.T) && o.R3) if(o.R3) if(o.R4) if((((((((enl.linge_a && enl.linge_b1) && enl.linge_b2) && enl.linge_b3) && enl.linge_b4) && enl.linge_d) || TRUE) && (!(o.T) && o.R4)))