/* 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 . * */ #ifndef SCUMM_DETECTION_H #define SCUMM_DETECTION_H #include "common/language.h" #include "common/platform.h" namespace Scumm { // GUI-options, primarily used by detection_tables.h #define GAMEOPTION_TRIM_FMTOWNS_TO_200_PIXELS GUIO_GAMEOPTIONS1 #define GAMEOPTION_ENHANCEMENTS GUIO_GAMEOPTIONS2 #define GAMEOPTION_AUDIO_OVERRIDE GUIO_GAMEOPTIONS3 #define GAMEOPTION_ORIGINALGUI GUIO_GAMEOPTIONS4 #define GAMEOPTION_LOWLATENCYAUDIO GUIO_GAMEOPTIONS5 #define GAMEOPTION_NETWORK GUIO_GAMEOPTIONS6 #define GAMEOPTION_COPY_PROTECTION GUIO_GAMEOPTIONS7 #define GAMEOPTION_USE_REMASTERED_AUDIO GUIO_GAMEOPTIONS8 /** * Descriptor of a specific SCUMM game. Used internally to store * information about the tons of game variants that exist. */ struct GameSettings { /** * The gameid of this game. */ const char *gameid; /** * An identifier which can be used to distinguish game variants. * This string is also used to augment the description string * generated by the detector, and to search the gameFilenamesTable. * It is also used to search the MD5 table (it matches the "extra" * data in scumm-md5.txt). * * Equal to 0 (zero) *if and only if* the game has precisely one * variant. Failing to obey this rule can lead to odd bugs. */ const char *variant; /** * An optional string that will be added to the 'preferredtarget' * computed by the detector. */ const char *preferredTag; /** * The numerical gameid of this game. * This is not in one-to-one correspondence with the gameid above. * But if two games settings have the same id (except for GID_HEGAME), * then they also have the same gameid ; the converse does not hold * in general. */ byte id; /** The SCUMM version. */ byte version; /** The HE subversion. */ byte heversion; /** MidiDriverFlags values */ int midi; /** * Bitmask obtained by ORing various GameFeatures enums, and used * to en-/disable certain features of this game variant. */ uint32 features; /** * Platform indicator, this is set to a value different from * kPlatformUnknown if this game variant only existed for this * specific platform. */ Common::Platform platform; /** * Game GUI options. Used to enable/disable certain GUI widgets */ const char *guioptions; }; enum FilenameGenMethod { kGenDiskNum, kGenDiskNumSteam, kGenRoomNum, kGenRoomNumSteam, kGenHEMac, kGenHEMacNoParens, kGenHEPC, kGenHEIOS, kGenUnchanged }; struct FilenamePattern { const char *pattern; FilenameGenMethod genMethod; }; struct GameFilenamePattern { const char *gameid; const char *pattern; FilenameGenMethod genMethod; Common::Language language; Common::Platform platform; const char *variant; }; struct DetectorResult { FilenamePattern fp; GameSettings game; Common::Language language; Common::String md5; const char *extra; }; /** * SCUMM feature flags define for every game which specific set of engine * features are used by that game. * Note that some of them could be replaced by checks for the SCUMM version. */ enum GameFeatures { /** A demo, not a full blown game. */ GF_DEMO = 1 << 0, /** Games with the AKOS costume system (ScummEngine_v7 and subclasses, HE games). */ GF_NEW_COSTUMES = 1 << 2, /** Games using XOR encrypted data files. */ GF_USE_KEY = 1 << 4, /** Small header games (ScummEngine_v4 and subclasses). */ GF_SMALL_HEADER = 1 << 5, /** Old bundle games (ScummEngine_v3old and subclasses). */ GF_OLD_BUNDLE = 1 << 6, /** EGA games. */ GF_16COLOR = 1 << 7, /** VGA versions of V3 games. Equivalent to (version == 3 && not GF_16COLOR) */ GF_OLD256 = 1 << 8, /** Games which have Audio CD tracks. */ GF_AUDIOTRACKS = 1 << 9, /** * Games using only very few local variables in scripts. * Apparently that is only the case for 256 color version of Indy3. */ GF_FEW_LOCALS = 1 << 11, /** HE games for which localized versions exist */ GF_HE_LOCALIZED = 1 << 13, /** * HE games with more global scripts and different sprite handling * i.e. read it as HE version 9.85. Used for HE98 only. */ GF_HE_985 = 1 << 14, /** HE games with 16 bit color */ GF_16BIT_COLOR = 1 << 15, /** * SCUMM v5-v7 Mac games stored in a container file * Used to differentiate between m68k and PPC versions of Indy4 */ GF_MAC_CONTAINER = 1 << 16, /** * SCUMM HE Official Hebrew translations were audio only * but used reversed string for credits etc. * Used to disable BiDi in those games. */ GF_HE_NO_BIDI = 1 << 17, /** * The "Ultimate Talkie" versions of Monkey Island, which have been * patched so that most workarounds/bugfixes no longer apply to them. */ GF_ULTIMATE_TALKIE = 1 << 18, /** * HE99 games which were ported to a C++ codebase with HE99 opcodes * and several HE100 GFX/Wiz features. */ GF_HE_995 = 1 << 19, /** * Games packed within Doublefine PAK containers. */ GF_DOUBLEFINE_PAK = 1 << 20 }; enum ScummGameId { GID_CMI, GID_DIG, GID_FT, GID_INDY3, GID_INDY4, GID_LOOM, GID_MANIAC, GID_MONKEY_EGA, GID_MONKEY_VGA, GID_MONKEY, GID_MONKEY2, GID_PASS, GID_SAMNMAX, GID_TENTACLE, GID_ZAK, GID_HEGAME, // Generic name for all HE games with default behavior GID_PUTTDEMO, GID_FBEAR, GID_PUTTMOON, GID_FUNPACK, GID_PUTTZOO, GID_FREDDI, GID_FREDDI3, GID_FREDDI4, GID_BIRTHDAYRED, GID_BIRTHDAYYELLOW, GID_TREASUREHUNT, GID_PUTTRACE, GID_FUNSHOP, // Used for all three funshops GID_FOOTBALL, GID_FOOTBALL2002, GID_SOCCER, GID_SOCCERMLS, GID_SOCCER2004, GID_BASEBALL2001, GID_BASEBALL2003, GID_BASKETBALL, GID_MOONBASE, GID_PJGAMES, GID_HECUP // CUP demos }; struct RuScummPatcher { ScummGameId gameid; const char *variant; const char *patcherName; }; enum { DEBUG_GENERAL = 1, // General debug DEBUG_SCRIPTS, // Track script execution (start/stop/pause) DEBUG_OPCODES, // Track opcode invocations DEBUG_VARS, // Track variable changes DEBUG_RESOURCE, // Track resource loading / allocation DEBUG_IMUSE, // Track iMUSE events DEBUG_SOUND, // General Sound Debug DEBUG_ACTORS, // General Actor Debug DEBUG_INSANE, // Track INSANE DEBUG_SMUSH, // Track SMUSH DEBUG_MOONBASE_AI, // Moonbase AI DEBUG_NETWORK, // Track Networking }; } // End of namespace Scumm #endif