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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.
143 lines
4 KiB
C++
143 lines
4 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 SAGA_DETECTION_H
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#define SAGA_DETECTION_H
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#include "engines/advancedDetector.h"
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namespace Saga {
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enum GameIds {
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GID_ITE = 0,
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GID_IHNM = 1
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};
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enum GameFeatures {
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GF_ITE_FLOPPY = 1 << 0,
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GF_ITE_DOS_DEMO = 1 << 1,
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GF_EXTRA_ITE_CREDITS = 1 << 2,
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GF_8BIT_UNSIGNED_PCM = 1 << 3,
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GF_IHNM_COLOR_FIX = 1 << 4,
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GF_SOME_MAC_RESOURCES= 1 << 5,
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GF_AGA_GRAPHICS = 1 << 6,
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GF_ECS_GRAPHICS = 1 << 7,
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GF_INSTALLER = 1 << 8,
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GF_EMBED_FONT = 1 << 9,
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GF_POWERPACK_GFX = 1 << 10,
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};
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enum GameFileTypes {
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// Common
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GAME_RESOURCEFILE = 1 << 0, // Game resources
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GAME_SCRIPTFILE = 1 << 1, // Game scripts
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GAME_SOUNDFILE = 1 << 2, // SFX (also contains voices and MIDI music in SAGA 2 games)
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GAME_VOICEFILE = 1 << 3, // Voices (also contains SFX in the ITE floppy version)
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// ITE specific
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GAME_DIGITALMUSICFILE = 1 << 4, // ITE digital music, added by Wyrmkeep
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GAME_MACBINARY = 1 << 5, // ITE Mac CD Guild
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GAME_DEMOFILE = 1 << 6, // Early ITE demo
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GAME_SWAPENDIAN = 1 << 7, // Used to identify the BE voice file in the ITE combined version
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// IHNM specific
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GAME_MUSICFILE_FM = 1 << 8, // IHNM
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GAME_MUSICFILE_GM = 1 << 9, // IHNM, ITE Mac CD Guild
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GAME_PATCHFILE = 1 << 10 // IHNM patch file (patch.re_/patch.res)
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};
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// Make sure to update ResourceLists in saga.cpp if this enum is reordered.
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enum GameResourceList : uint8 {
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RESOURCELIST_NONE = 0,
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RESOURCELIST_ITE,
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RESOURCELIST_ITE_ENGLISH_ECS,
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RESOURCELIST_ITE_GERMAN_AGA,
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RESOURCELIST_ITE_GERMAN_ECS,
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RESOURCELIST_ITE_DEMO,
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RESOURCELIST_IHNM,
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RESOURCELIST_IHNM_DEMO,
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RESOURCELIST_MAX
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};
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// Make sure to update FontLists in font.cpp if this enum is reordered.
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enum GameFontList : uint8 {
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FONTLIST_NONE = 0,
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FONTLIST_ITE,
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FONTLIST_ITE_DEMO,
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FONTLIST_ITE_WIN_DEMO,
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FONTLIST_IHNM_DEMO,
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FONTLIST_IHNM_CD,
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FONTLIST_IHNM_ZH,
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FONTLIST_MAX
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};
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// Make sure to update PatchLists in resource.cpp if this enum is reordered.
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enum GamePatchList : uint8 {
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PATCHLIST_NONE = 0,
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PATCHLIST_ITE,
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PATCHLIST_ITE_MAC,
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PATCHLIST_MAX
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};
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// Make sure to update ITE_IntroLists in introproc_ite.cpp if this enum is reordered.
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enum GameIntroList : uint8 {
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INTROLIST_NONE = 0,
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INTROLIST_ITE_DEFAULT,
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INTROLIST_ITE_AMIGA_ENGLISH_ECS,
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INTROLIST_ITE_AMIGA_GERMAN_AGA,
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INTROLIST_ITE_AMIGA_GERMAN_ECS,
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INTROLIST_ITE_DOS_DEMO,
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INTROLIST_MAX
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};
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struct SAGAGameDescription {
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ADGameDescription desc;
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int gameId;
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uint32 features;
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int startSceneNumber;
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GameResourceList resourceList;
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GameFontList fontList;
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GamePatchList patchList;
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GameIntroList introList;
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// Only used if GF_INSTALLER is set
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ADGameFileDescription filesInArchive[5];
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uint32 sizeBuffer() const {
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uint32 ret = desc.sizeBuffer();
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for(int i = 0; i < ARRAYSIZE(filesInArchive); i++) {
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ret += filesInArchive[i].sizeBuffer();
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}
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return ret;
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}
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void *toBuffer(void *buffer) {
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buffer = desc.toBuffer(buffer);
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for(int i = 0; i < ARRAYSIZE(filesInArchive); i++) {
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buffer = filesInArchive[i].toBuffer(buffer);
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}
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return buffer;
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}
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};
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#define GAMEOPTION_COPY_PROTECTION GUIO_GAMEOPTIONS1
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} // End of namespace Saga
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#endif // SAGA_DETECTION_H
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