scummvm/engines/wintermute/detection.h
Le Philousophe 7e0048b4a3 ENGINES: Add ADDynamicGameDescription class
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.
2024-06-30 18:39:06 +02:00

146 lines
3.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef WINTERMUTE_GAME_DESCRIPTION_H
#define WINTERMUTE_GAME_DESCRIPTION_H
#include "engines/advancedDetector.h"
namespace Wintermute {
enum WMETargetExecutable {
OLDEST_VERSION,
WME_1_0_12, // DEAD:CODE 2003
WME_1_0_19, // DEAD:CODE 2003
WME_1_0_20, // DEAD:CODE 2003
WME_1_0_22, // DEAD:CODE 2003
WME_1_0_24, // DEAD:CODE 2003
WME_1_0_25, // DEAD:CODE 2003
WME_1_0_26, // DEAD:CODE 2003
WME_1_0_28, // DEAD:CODE 2003
WME_1_0_30, // DEAD:CODE 2003
WME_1_0_31, // DEAD:CODE 2003
WME_1_1_33, // DEAD:CODE 2003
WME_1_1_35, // DEAD:CODE 2003
WME_1_1_37, // DEAD:CODE 2003
WME_1_1_38, // DEAD:CODE 2003
WME_1_1_39, // DEAD:CODE 2004
WME_1_2_43, // DEAD:CODE 2004
WME_1_2_44, // DEAD:CODE 2004
WME_1_3_0, // DEAD:CODE 2004
WME_1_3_2, // DEAD:CODE 2004
WME_1_3_3, // DEAD:CODE 2004
WME_1_4_0, // DEAD:CODE 2005
WME_1_4_1, // DEAD:CODE 2005
WME_1_5_0, // DEAD:CODE 2005
WME_1_5_2, // DEAD:CODE 2005
WME_1_6_0, // DEAD:CODE 2006
WME_1_6_1, // DEAD:CODE 2006
WME_1_6_2, // DEAD:CODE 2006
WME_1_7_0, // DEAD:CODE 2007
WME_1_7_1, // DEAD:CODE 2007
WME_1_7_2, // DEAD:CODE 2007
WME_1_7_3, // DEAD:CODE 2007
WME_1_7_93, // DEAD:CODE 2007
WME_1_7_94, // DEAD:CODE 2007
WME_1_8_0, // DEAD:CODE 2007
WME_1_8_1, // DEAD:CODE 2007
WME_1_8_2, // DEAD:CODE 2008
WME_1_8_3, // DEAD:CODE 2008
WME_1_8_4, // DEAD:CODE 2008
WME_1_8_5, // DEAD:CODE 2008
WME_1_8_6, // DEAD:CODE 2008
WME_1_8_7, // DEAD:CODE 2008, released as "1.8.7 beta"
WME_1_8_8, // DEAD:CODE 2008, released as "1.8.8 beta"
WME_1_8_9, // DEAD:CODE 2008, released as "1.8.9 beta"
WME_1_8_10, // DEAD:CODE 2009
// fork of WME_1_8_10
WME_ANDISHE_VARAN, // Andishe Varan Engine 1.0.0.0
WME_1_8_11, // DEAD:CODE 2009
WME_1_9_0, // DEAD:CODE 2009, released as "1.9.0 beta"
// fork of WME_1_9_0
WME_KINJAL_1_0,
WME_KINJAL_1_1,
WME_KINJAL_1_2,
WME_KINJAL_1_3,
WME_KINJAL_1_4,
// fork of WME_KINJAL_1_4
WME_HEROCRAFT,
WME_1_9_1, // DEAD:CODE 2010
// fork of WME_1_9_1
WME_KINJAL_1_5,
WME_KINJAL_1_6,
WME_KINJAL_1_7,
WME_KINJAL_1_7a,
WME_KINJAL_1_7b,
WME_KINJAL_1_8,
WME_KINJAL_1_9,
WME_KINJAL_2_0,
WME_1_9_2, // DEAD:CODE 2010
WME_1_9_3, // DEAD:CODE 2012, released as "1.10.1 beta"
WME_LITE,
LATEST_VERSION,
// fork of WME_LITE
FOXTAIL_OLDEST_VERSION,
FOXTAIL_1_2_227,
FOXTAIL_1_2_230,
FOXTAIL_1_2_304,
FOXTAIL_1_2_362,
FOXTAIL_1_2_527,
FOXTAIL_1_2_896,
FOXTAIL_1_2_902,
FOXTAIL_LATEST_VERSION,
WME_MAHJONG
};
enum WintermuteGameFeatures {
/** A game with low-spec resources. */
GF_LOWSPEC_ASSETS = 1 << 0,
GF_IGNORE_SD_FILES = 1 << 1,
GF_IGNORE_HD_FILES = 1 << 2,
GF_3D = 1 << 3
};
struct WMEGameDescription {
AD_GAME_DESCRIPTION_HELPERS(adDesc);
ADGameDescription adDesc;
WMETargetExecutable targetExecutable;
};
#define GAMEOPTION_SHOW_FPS GUIO_GAMEOPTIONS1
#define GAMEOPTION_BILINEAR GUIO_GAMEOPTIONS2
#ifdef ENABLE_WME3D
#define GAMEOPTION_FORCE_2D_RENDERER GUIO_GAMEOPTIONS3
#endif
} // End of namespace Wintermute
#endif /* WINTERMUTE_GAME_DESCRIPTION_H_ */