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This class manages a buffer where all data usually stored in detection plugin will get copied before unloading the plugin and starting the game. This class expects that two functions are present in every GameDescription: sizeBuffer which calculates how many bytes we will need to store the entry in RAM and toBuffer which copies the data in the buffer and fix the pointers in the class. At the end, it is expected that an ADDynamicGameDescription doesn't depend anymore on data stored in the detection plugin. The AD_GAME_DESCRIPTION_HELPERS macro allow to implement these functions in all GameDescription which don't have any pointer except those in ADGameDescription.
82 lines
2.6 KiB
C++
82 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TINSEL_DETECTION_H
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#define TINSEL_DETECTION_H
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#include "engines/advancedDetector.h"
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namespace Tinsel {
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// (Optionally) remove the "baked-in" letterboxing in Discworld 2/Noir.
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#define GAMEOPTION_CROP_HEIGHT_480_TO_432 GUIO_GAMEOPTIONS1
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enum TinselGameID {
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GID_DW1 = 0,
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GID_DW2 = 1,
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GID_NOIR = 2
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};
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enum TinselGameFeatures {
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GF_SCNFILES = 1 << 0,
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GF_ENHANCED_AUDIO_SUPPORT = 1 << 1,
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GF_ALT_MIDI = 1 << 2, // Alternate sequence in midi.dat file
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// The GF_USE_?FLAGS values specify how many country flags are displayed
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// in the subtitles options dialog.
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// None of these defined -> 1 language, in ENGLISH.TXT
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GF_USE_3FLAGS = 1 << 3, // French, German, Spanish
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GF_USE_4FLAGS = 1 << 4, // French, German, Spanish, Italian
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GF_USE_5FLAGS = 1 << 5 // All 5 flags
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};
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/**
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* The following is the ScummVM definitions of the various Tinsel versions:
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* TINSEL_V0 - This was an early engine version that was only used in the Discworld 1
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* demo.
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* TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two
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* major releases: an earlier version that used *.gra files, and a later one that
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* used *.scn files, and contained certain script and engine bugfixes. In ScummVM,
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* we treat both releases as 'Tinsel 1', since the engine fixes from the later
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* version work equally well the earlier version data.
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* TINSEL_V2 - This is the engine used for the Discworld 2 game.
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*/
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enum TinselEngineVersion {
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TINSEL_V0 = 0,
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TINSEL_V1 = 1,
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TINSEL_V2 = 2,
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TINSEL_V3 = 3
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};
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struct TinselGameDescription {
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AD_GAME_DESCRIPTION_HELPERS(desc);
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ADGameDescription desc;
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int gameID;
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int gameType;
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uint32 features;
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uint16 version;
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};
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} // End of namespace Tinsel
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#endif // TINSEL_DETECTION_H
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