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