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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.
111 lines
3.3 KiB
C++
111 lines
3.3 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 ULTIMA_DETECTION
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#define ULTIMA_DETECTION
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#include "engines/advancedDetector.h"
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namespace Ultima {
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enum GameId {
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GAME_AKALABETH,
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GAME_ULTIMA1,
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GAME_ULTIMA2,
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GAME_ULTIMA3,
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GAME_ULTIMA4,
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GAME_ULTIMA5,
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GAME_ULTIMA6,
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GAME_SAVAGE_EMPIRE,
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GAME_MARTIAN_DREAMS,
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GAME_ULTIMA_UNDERWORLD1,
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GAME_ULTIMA_UNDERWORLD2,
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GAME_ULTIMA7,
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GAME_ULTIMA8,
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GAME_CRUSADER_REG,
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GAME_CRUSADER_REM
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// There is no ultima game after Ultima 8. Nope.. none at all.
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};
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enum UltimaGameFeatures {
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GF_VGA_ENHANCED = 1 << 0
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};
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// Custom game detector flags used by Ultima engines
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enum UltimaGameFlags {
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// Usecode variants (used by Crusader games)
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ADGF_USECODE_MASK = (0xF | ADGF_DEMO), // Mask of flags data used for usecode variants
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ADGF_USECODE_DEFAULT = 0, // Default usecode tables (latest/gog editions of game)
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ADGF_USECODE_DEMO = ADGF_DEMO, // Demo versions of each game (re-use demo flag)
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ADGF_USECODE_ORIG = 1, // Original (eg, 1.01) CD version
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ADGF_USECODE_ES = 2, // Spanish version of game
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ADGF_USECODE_DE = 3, // German version of game
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ADGF_USECODE_FR = 4, // French version of game
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ADGF_USECODE_JA = 5 // Japanese version of game
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};
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struct UltimaGameDescription {
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AD_GAME_DESCRIPTION_HELPERS(desc);
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ADGameDescription desc;
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GameId gameId;
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uint32 features;
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};
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#define GAMEOPTION_ORIGINAL_SAVELOAD GUIO_GAMEOPTIONS1
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#define GAMEOPTION_FRAME_SKIPPING GUIO_GAMEOPTIONS2
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#define GAMEOPTION_FRAME_LIMITING GUIO_GAMEOPTIONS3
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#define GAMEOPTION_CHEATS GUIO_GAMEOPTIONS4
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#define GAMEOPTION_HIGH_RESOLUTION GUIO_GAMEOPTIONS5
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#define GAMEOPTION_FOOTSTEP_SOUNDS GUIO_GAMEOPTIONS6
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#define GAMEOPTION_JUMP_TO_MOUSE GUIO_GAMEOPTIONS7
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#define GAMEOPTION_FONT_REPLACEMENT GUIO_GAMEOPTIONS8
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#define GAMEOPTION_FONT_ANTIALIASING GUIO_GAMEOPTIONS9
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#define GAMEOPTION_CAMERA_WITH_SILENCER GUIO_GAMEOPTIONS10
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#define GAMEOPTION_ALWAYS_CHRISTMAS GUIO_GAMEOPTIONS11
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} // End of namespace Ultima
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class UltimaMetaEngineDetection : public AdvancedMetaEngineDetection<Ultima::UltimaGameDescription> {
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static const DebugChannelDef debugFlagList[];
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public:
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UltimaMetaEngineDetection();
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~UltimaMetaEngineDetection() override {}
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const char *getName() const override {
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return "ultima";
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}
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const char *getEngineName() const override {
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return "Ultima";
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}
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const char *getOriginalCopyright() const override {
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return "Ultima Games (C) 1980-1995 Origin Systems Inc.";
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}
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const DebugChannelDef *getDebugChannels() const override {
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return debugFlagList;
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}
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};
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#endif
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