mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-21 03:31:40 +00:00
some renaming for more consistent terminology (although we might want to reevaluate this): 'target' is what is in your config file; 'game' is what a frontend provide. E.g. the scumm frontend provides the game 'monkeyvga', and my config file has target 'monkeyvga-ger' configured to use that game
svn-id: r10766
This commit is contained in:
parent
c3f4bbf34f
commit
36fd7ec445
2
TODO
2
TODO
@ -11,7 +11,7 @@ General
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* allow for return-to-launcher instead of a normal "quit" ?
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* improve the argv (command line args) parser
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* extend the Plugin API to provide for "game detection": instead of the
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TargetSettings::detectname "hack" to detect files, provide a callback
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GameSettings::detectname "hack" to detect files, provide a callback
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in each Plugin which given a FSList returns a list of candidate targets.
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This way, a plugin can implement tests more elaborate than filename
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checking, e.g. it could actually peek into the files.
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@ -59,7 +59,7 @@ enum GameId {
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class SoundMixer;
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class GameDetector;
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class Timer;
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struct TargetSettings;
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struct GameSettings;
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class Engine {
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public:
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@ -242,7 +242,7 @@ void GameDetector::list_games() {
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// 2) List all available (configured) targets, including those with custom
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// names, e.g. "monkey-mac", "skycd-demo", ...
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const PluginList &plugins = PluginManager::instance().getPlugins();
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const TargetSettings *v;
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const GameSettings *v;
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printf("Game Full Title \n"
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"---------------- ------------------------------------------------------\n");
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@ -250,26 +250,26 @@ void GameDetector::list_games() {
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PluginList::ConstIterator iter = plugins.begin();
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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v = (*iter)->getTargets();
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while (v->targetName && v->description) {
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while (v->gameName && v->description) {
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#if 1
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printf("%-17s%-56s\n", v->targetName, v->description);
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printf("%-17s%-56s\n", v->gameName, v->description);
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#else
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const char *config = (g_config->has_domain(v->targetName)) ? "Yes" : "";
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printf("%-17s%-56s%s\n", v->targetName, v->description, config);
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const char *config = (g_config->has_domain(v->gameName)) ? "Yes" : "";
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printf("%-17s%-56s%s\n", v->gameName, v->description, config);
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#endif
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v++;
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}
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}
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}
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const TargetSettings *GameDetector::findTarget(const String &targetName, const Plugin **plugin) const {
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// Find the TargetSettings for this target
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const TargetSettings *target;
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const GameSettings *GameDetector::findGame(const String &gameName, const Plugin **plugin) const {
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// Find the GameSettings for this target
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const GameSettings *target;
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const PluginList &plugins = PluginManager::instance().getPlugins();
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PluginList::ConstIterator iter = plugins.begin();
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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target = (*iter)->findTarget(targetName.c_str());
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target = (*iter)->findGame(gameName.c_str());
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if (target) {
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if (plugin)
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*plugin = *iter;
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@ -457,8 +457,8 @@ void GameDetector::parseCommandLine(int argc, char **argv) {
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// To verify this, check if there is either a game domain (i.e
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// a configured target) matching this argument, or if we can
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// find any target with that name.
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if (i == (argc - 1) && (ConfMan.hasGameDomain(s) || findTarget(s))) {
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setGame(s);
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if (i == (argc - 1) && (ConfMan.hasGameDomain(s) || findGame(s))) {
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setTarget(s);
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} else {
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if (current_option == NULL)
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current_option = s;
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@ -475,8 +475,8 @@ ShowHelpAndExit:
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exit(1);
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}
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void GameDetector::setGame(const String &name) {
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_gameFileName = name;
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void GameDetector::setTarget(const String &name) {
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_targetName = name;
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ConfMan.setActiveDomain(name);
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}
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@ -546,23 +546,23 @@ int GameDetector::parseMusicDriver(const String &str) {
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}
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bool GameDetector::detectGame() {
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const TargetSettings *target;
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const GameSettings *target;
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String realGame;
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if (ConfMan.hasKey("gameid"))
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realGame = ConfMan.get("gameid");
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else
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realGame = _gameFileName;
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realGame = _targetName;
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printf("Looking for %s\n", realGame.c_str());
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target = findTarget(realGame, &_plugin);
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target = findGame(realGame, &_plugin);
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if (target) {
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_game = *target;
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if (ConfMan.hasKey("basename")) {
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// FIXME: What is this good for?
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// FIXME: This leaks now!
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_game.targetName = strdup(ConfMan.get("basename").c_str());
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_game.gameName = strdup(ConfMan.get("basename").c_str());
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}
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printf("Trying to start game '%s'\n", _game.description);
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return true;
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@ -573,13 +573,13 @@ bool GameDetector::detectGame() {
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}
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bool GameDetector::detectMain() {
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if (_gameFileName.isEmpty()) {
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if (_targetName.isEmpty()) {
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warning("No game was specified...");
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return false;
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}
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if (!detectGame()) {
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warning("%s is an invalid target. Use the -z parameter to list targets", _gameFileName.c_str());
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warning("%s is an invalid target. Use the -z parameter to list targets", _targetName.c_str());
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return false;
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}
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@ -84,8 +84,8 @@ enum MidiDriverType {
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MDT_PREFER_NATIVE = 16
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};
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struct TargetSettings {
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const char *targetName;
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struct GameSettings {
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const char *gameName;
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const char *description;
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byte id, version;
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int midi; // MidiDriverType values
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@ -102,8 +102,8 @@ public:
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void parseCommandLine(int argc, char **argv);
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bool detectMain();
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String _gameFileName;
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TargetSettings _game;
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String _targetName;
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GameSettings _game;
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const Plugin *_plugin;
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bool _debugMode;
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@ -120,14 +120,14 @@ public:
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MidiDriver *createMidi();
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int getMidiDriverType(); // FIXME: Try to get rid of this, only Sky frontend uses it
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void setGame(const String &name);
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void setTarget(const String &name);
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static int parseGraphicsMode(const String &s); // Used in main()
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static int parseMusicDriver(const String &s);
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static Language parseLanguage(const String &s);
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static Platform parsePlatform(const String &s);
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const TargetSettings *findTarget(const String &targetName, const Plugin **plugin = NULL) const;
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const GameSettings *findGame(const String &gameName, const Plugin **plugin = NULL) const;
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protected:
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bool detectGame(void);
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@ -259,16 +259,18 @@ int main(int argc, char *argv[]) {
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g_gui = new NewGui(system);
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// Unless a game was specified, show the launcher dialog
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if (detector._gameFileName.isEmpty())
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if (detector._targetName.isEmpty())
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launcherDialog(detector, system);
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// Verify the given game name is a valid supported game
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if (detector.detectMain()) {
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// Set the window caption to the game name
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prop.caption = ConfMan.get("description", detector._gameFileName).c_str();
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prop.caption = ConfMan.get("description", detector._targetName).c_str();
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if (prop.caption == NULL)
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prop.caption = detector._gameFileName.c_str();
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prop.caption = detector._game.description;
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if (prop.caption == NULL)
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prop.caption = detector._targetName.c_str();
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if (prop.caption != NULL)
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system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
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@ -277,7 +279,7 @@ int main(int argc, char *argv[]) {
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// should combine both checks into one.
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// See if the game should default to 1x scaler
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if (!ConfMan.hasKey("gfx_mode", detector._gameFileName) &&
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if (!ConfMan.hasKey("gfx_mode", detector._targetName) &&
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(detector._game.features & GF_DEFAULT_TO_1X_SCALER)) {
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prop.gfx_mode = GFX_NORMAL;
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system->property(OSystem::PROP_SET_GFX_MODE, &prop);
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@ -44,27 +44,27 @@ typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
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// 1) Clean seperation from the game modules (scumm, simon) and the generic code
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// 2) Faster (compiler doesn't have to parse lengthy header files)
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#ifndef DISABLE_SCUMM
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extern const TargetSettings *Engine_SCUMM_targetList();
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extern const GameSettings *Engine_SCUMM_targetList();
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extern Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst);
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#endif
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#ifndef DISABLE_SIMON
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extern Engine *Engine_SIMON_create(GameDetector *detector, OSystem *syst);
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extern const TargetSettings *Engine_SIMON_targetList();
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extern const GameSettings *Engine_SIMON_targetList();
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#endif
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#ifndef DISABLE_SKY
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extern const TargetSettings *Engine_SKY_targetList();
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extern const GameSettings *Engine_SKY_targetList();
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extern Engine *Engine_SKY_create(GameDetector *detector, OSystem *syst);
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#endif
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#ifndef DISABLE_SWORD2
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extern const TargetSettings *Engine_SWORD2_targetList();
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extern const GameSettings *Engine_SWORD2_targetList();
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extern Engine *Engine_SWORD2_create(GameDetector *detector, OSystem *syst);
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#endif
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#ifndef DISABLE_QUEEN
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extern const TargetSettings *Engine_QUEEN_targetList();
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extern const GameSettings *Engine_QUEEN_targetList();
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extern Engine *Engine_QUEEN_create(GameDetector *detector, OSystem *syst);
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#endif
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@ -75,19 +75,19 @@ extern Engine *Engine_QUEEN_create(GameDetector *detector, OSystem *syst);
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int Plugin::countTargets() const {
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const TargetSettings *target = getTargets();
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const GameSettings *target = getTargets();
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int count;
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for (count = 0; target->targetName; target++, count++)
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for (count = 0; target->gameName; target++, count++)
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;
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return count;
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}
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const TargetSettings *Plugin::findTarget(const char *targetName) const {
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// Find the TargetSettings for this target
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const TargetSettings *target = getTargets();
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assert(targetName);
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while (target->targetName) {
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if (!scumm_stricmp(target->targetName, targetName)) {
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const GameSettings *Plugin::findGame(const char *gameName) const {
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// Find the GameSettings for this target
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const GameSettings *target = getTargets();
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assert(gameName);
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while (target->gameName) {
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if (!scumm_stricmp(target->gameName, gameName)) {
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return target;
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}
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target++;
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@ -101,11 +101,11 @@ const TargetSettings *Plugin::findTarget(const char *targetName) const {
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class StaticPlugin : public Plugin {
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const char *_name;
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const TargetSettings *_targets;
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const GameSettings *_targets;
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int _targetCount;
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EngineFactory _ef;
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public:
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StaticPlugin(const char *name, const TargetSettings *targets, EngineFactory ef)
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StaticPlugin(const char *name, const GameSettings *targets, EngineFactory ef)
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: _name(name), _targets(targets), _ef(ef) {
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_targetCount = Plugin::countTargets();
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}
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@ -113,7 +113,7 @@ public:
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const char *getName() const { return _name; }
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int countTargets() const { return _targetCount; }
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const TargetSettings *getTargets() const { return _targets; }
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const GameSettings *getTargets() const { return _targets; }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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return (*_ef)(detector, syst);
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@ -131,7 +131,7 @@ class DynamicPlugin : public Plugin {
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Common::String _filename;
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Common::String _name;
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const TargetSettings *_targets;
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const GameSettings *_targets;
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int _targetCount;
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EngineFactory _ef;
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@ -144,7 +144,7 @@ public:
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const char *getName() const { return _name.c_str(); }
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int countTargets() const { return _targetCount; }
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const TargetSettings *getTargets() const { return _targets; }
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const GameSettings *getTargets() const { return _targets; }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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assert(_ef);
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@ -174,7 +174,7 @@ void *DynamicPlugin::findSymbol(const char *symbol) {
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}
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typedef const char *(*NameFunc)();
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typedef const TargetSettings *(*TargetListFunc)();
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typedef const GameSettings *(*TargetListFunc)();
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bool DynamicPlugin::loadPlugin() {
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assert(!_dlHandle);
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@ -29,7 +29,7 @@
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class Engine;
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class GameDetector;
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class OSystem;
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struct TargetSettings;
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struct GameSettings;
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/**
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* Abstract base class for the plugin system.
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@ -47,8 +47,8 @@ public:
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virtual int getVersion() const { return 0; } // TODO!
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virtual int countTargets() const;
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virtual const TargetSettings *getTargets() const = 0;
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virtual const TargetSettings *findTarget(const char *targetName) const;
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virtual const GameSettings *getTargets() const = 0;
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virtual const GameSettings *findGame(const char *gameName) const;
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virtual Engine *createInstance(GameDetector *detector, OSystem *syst) const = 0;
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};
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@ -69,7 +69,7 @@ public:
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#define REGISTER_PLUGIN(name,targetListFactory,engineFactory) \
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extern "C" { \
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const char *PLUGIN_name() { return name; } \
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const TargetSettings *PLUGIN_getTargetList() { return targetListFactory(); } \
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const GameSettings *PLUGIN_getTargetList() { return targetListFactory(); } \
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Engine *PLUGIN_createEngine(GameDetector *detector, OSystem *syst) { return engineFactory(detector, syst); } \
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}
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#endif
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@ -50,7 +50,7 @@ enum {
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kQuitCmd = 'QUIT'
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};
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typedef Common::List<const TargetSettings *> GameList;
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typedef Common::List<const GameSettings *> GameList;
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/*
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* A dialog that allows the user to edit a config game entry.
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@ -80,7 +80,7 @@ class EditGameDialog : public Dialog {
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typedef Common::String String;
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typedef Common::StringList StringList;
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public:
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EditGameDialog(NewGui *gui, const String &domain, const TargetSettings *target);
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EditGameDialog(NewGui *gui, const String &domain, const GameSettings *target);
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virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
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@ -92,7 +92,7 @@ protected:
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CheckboxWidget *_amigaCheckbox;
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};
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EditGameDialog::EditGameDialog(NewGui *gui, const String &domain, const TargetSettings *target)
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EditGameDialog::EditGameDialog(NewGui *gui, const String &domain, const GameSettings *target)
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: Dialog(gui, 8, 50, 320 - 2 * 8, 200 - 2 * 40),
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_domain(domain) {
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@ -247,7 +247,7 @@ void LauncherDialog::updateListing() {
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if (name.isEmpty())
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name = iter->_key;
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if (description.isEmpty()) {
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const TargetSettings *v = _detector.findTarget(name);
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const GameSettings *v = _detector.findGame(name);
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if (v && v->description)
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description = v->description;
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}
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@ -284,8 +284,8 @@ GameList findGame(FilesystemNode *dir) {
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const PluginList &plugins = PluginManager::instance().getPlugins();
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int p;
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for (p = 0; p < plugins.size(); p++) {
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const TargetSettings *v = plugins[p]->getTargets();
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while (v->targetName && v->description) {
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const GameSettings *v = plugins[p]->getTargets();
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while (v->gameName && v->description) {
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// Determine the 'detectname' for this game, that is, the name of a
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// file that *must* be presented if the directory contains the data
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@ -296,9 +296,9 @@ GameList findGame(FilesystemNode *dir) {
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strcat(detectName2, ".");
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detectName3[0] = '\0';
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} else {
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strcpy(detectName, v->targetName);
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strcpy(detectName2, v->targetName);
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strcpy(detectName3, v->targetName);
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strcpy(detectName, v->gameName);
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strcpy(detectName2, v->gameName);
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strcpy(detectName3, v->gameName);
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strcat(detectName, ".000");
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if (v->version >= 7) {
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strcat(detectName2, ".la0");
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@ -309,11 +309,11 @@ GameList findGame(FilesystemNode *dir) {
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// Iterate over all files in the given directory
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for (int i = 0; i < size; i++) {
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const char *targetName = (*files)[i].displayName().c_str();
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const char *gameName = (*files)[i].displayName().c_str();
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if ((0 == scumm_stricmp(detectName, targetName)) ||
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(0 == scumm_stricmp(detectName2, targetName)) ||
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(0 == scumm_stricmp(detectName3, targetName))) {
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if ((0 == scumm_stricmp(detectName, gameName)) ||
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(0 == scumm_stricmp(detectName2, gameName)) ||
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(0 == scumm_stricmp(detectName3, gameName))) {
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// Match found, add to list of candidates, then abort inner loop.
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list.push_back(v);
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break;
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@ -350,7 +350,7 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
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// ...so let's determine a list of candidates, games that
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// could be contained in the specified directory.
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GameList candidates = findGame(dir);
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const TargetSettings *v = 0;
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const GameSettings *v = 0;
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if (candidates.isEmpty()) {
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// No game was found in the specified directory
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@ -376,7 +376,7 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
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// The auto detector or the user made a choice.
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// Pick a domain name which does not yet exist (after all, we
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// are *adding* a game to the config, not replacing).
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String domain(v->targetName);
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String domain(v->gameName);
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if (ConfMan.hasGameDomain(domain)) {
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char suffix = 'a';
|
||||
domain += suffix;
|
||||
@ -385,7 +385,7 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
|
||||
suffix++;
|
||||
domain += suffix;
|
||||
}
|
||||
ConfMan.set("gameid", v->targetName, domain);
|
||||
ConfMan.set("gameid", v->gameName, domain);
|
||||
ConfMan.set("description", v->description, domain);
|
||||
}
|
||||
ConfMan.set("path", dir->path(), domain);
|
||||
@ -431,7 +431,7 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
|
||||
String gameId(ConfMan.get("gameid", _domains[item]));
|
||||
if (gameId.isEmpty())
|
||||
gameId = _domains[item];
|
||||
EditGameDialog editDialog(_gui, _domains[item], _detector.findTarget(gameId));
|
||||
EditGameDialog editDialog(_gui, _domains[item], _detector.findGame(gameId));
|
||||
if (editDialog.runModal()) {
|
||||
// User pressed OK, so make changes permanent
|
||||
|
||||
@ -463,7 +463,7 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
|
||||
case kListItemDoubleClickedCmd:
|
||||
// Print out what was selected
|
||||
assert(item >= 0);
|
||||
_detector.setGame(_domains[item]);
|
||||
_detector.setTarget(_domains[item]);
|
||||
close();
|
||||
break;
|
||||
case kListSelectionChangedCmd:
|
||||
|
@ -36,13 +36,13 @@ extern bool draw_keyboard;
|
||||
|
||||
#endif
|
||||
|
||||
static const TargetSettings queen_settings[] = {
|
||||
static const GameSettings queen_settings[] = {
|
||||
/* Flight of the Amazon Queen */
|
||||
{ "queen", "Flight of the Amazon Queen", GID_QUEEN_FIRST, 99, MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "queen.1" },
|
||||
{ NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
|
||||
};
|
||||
|
||||
const TargetSettings *Engine_QUEEN_targetList() {
|
||||
const GameSettings *Engine_QUEEN_targetList() {
|
||||
return queen_settings;
|
||||
}
|
||||
|
||||
|
@ -76,7 +76,7 @@ enum MouseButtonStatus {
|
||||
// Use g_scumm from error() ONLY
|
||||
ScummEngine *g_scumm = 0;
|
||||
|
||||
static const TargetSettings scumm_settings[] = {
|
||||
static const GameSettings scumm_settings[] = {
|
||||
/* Scumm Version 1 */
|
||||
/* Scumm Version 2 */
|
||||
|
||||
@ -595,8 +595,8 @@ ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst)
|
||||
_debugLevel = ConfMan.getInt("debuglevel");
|
||||
_dumpScripts = detector->_dumpScripts;
|
||||
_bootParam = ConfMan.getInt("boot_param");
|
||||
_exe_name = strdup(detector->_game.targetName);
|
||||
_game_name = strdup(detector->_gameFileName.c_str());
|
||||
_exe_name = strdup(detector->_game.gameName);
|
||||
_game_name = strdup(detector->_targetName.c_str());
|
||||
_gameId = detector->_game.id;
|
||||
_version = detector->_game.version;
|
||||
setFeatures(detector->_game.features);
|
||||
@ -2634,7 +2634,7 @@ int normalizeAngle(int angle) {
|
||||
|
||||
using namespace Scumm;
|
||||
|
||||
const TargetSettings *Engine_SCUMM_targetList() {
|
||||
const GameSettings *Engine_SCUMM_targetList() {
|
||||
return scumm_settings;
|
||||
}
|
||||
|
||||
|
@ -45,7 +45,7 @@ extern bool draw_keyboard;
|
||||
|
||||
#endif
|
||||
|
||||
static const TargetSettings simon_settings[] = {
|
||||
static const GameSettings simon_settings[] = {
|
||||
// Simon the Sorcerer 1 & 2 (not SCUMM games)
|
||||
{"simon1acorn", "Simon the Sorcerer 1 (Acorn)", GID_SIMON_FIRST, 99, MDT_ADLIB | MDT_NATIVE, GAME_SIMON1ACORN, "DATA"},
|
||||
{"simon1dos", "Simon the Sorcerer 1 (DOS)", GID_SIMON_FIRST, 99, MDT_ADLIB | MDT_NATIVE, GAME_SIMON1DOS, "GAMEPC"},
|
||||
@ -62,7 +62,7 @@ static const TargetSettings simon_settings[] = {
|
||||
{NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
|
||||
};
|
||||
|
||||
const TargetSettings *Engine_SIMON_targetList() {
|
||||
const GameSettings *Engine_SIMON_targetList() {
|
||||
return simon_settings;
|
||||
}
|
||||
|
||||
|
@ -76,13 +76,13 @@ extern bool draw_keyboard;
|
||||
|
||||
#undef WITH_DEBUG_CHEATS
|
||||
|
||||
static const TargetSettings sky_settings[] = {
|
||||
static const GameSettings sky_settings[] = {
|
||||
/* Beneath a Steel Sky */
|
||||
{"sky", "Beneath a Steel Sky", GID_SKY_FIRST, 99, MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "sky.dsk" },
|
||||
{NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
|
||||
};
|
||||
|
||||
const TargetSettings *Engine_SKY_targetList() {
|
||||
const GameSettings *Engine_SKY_targetList() {
|
||||
return sky_settings;
|
||||
}
|
||||
|
||||
|
@ -48,7 +48,7 @@
|
||||
|
||||
extern uint16 _debugLevel;
|
||||
|
||||
static const TargetSettings sword2_settings[] = {
|
||||
static const GameSettings sword2_settings[] = {
|
||||
/* Broken Sword 2 */
|
||||
{"sword2", "Broken Sword II", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "players.clu" },
|
||||
{"sword2alt", "Broken Sword II (alt)", GID_SWORD2, 99, MDT_ADLIB | MDT_NATIVE, GF_DEFAULT_TO_1X_SCALER, "r2ctlns.ocx" },
|
||||
@ -56,7 +56,7 @@ static const TargetSettings sword2_settings[] = {
|
||||
{NULL, NULL, 0, 0, MDT_NONE, 0, NULL}
|
||||
};
|
||||
|
||||
const TargetSettings *Engine_SWORD2_targetList() {
|
||||
const GameSettings *Engine_SWORD2_targetList() {
|
||||
return sword2_settings;
|
||||
}
|
||||
|
||||
@ -104,7 +104,7 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
|
||||
g_sword2 = this;
|
||||
_features = detector->_game.features;
|
||||
_gameId = detector->_game.id;
|
||||
_gameName = strdup(detector->_gameFileName.c_str());
|
||||
_gameName = strdup(detector->_targetName.c_str());
|
||||
_bootParam = ConfMan.getInt("boot_param");
|
||||
_saveSlot = ConfMan.getInt("save_slot");
|
||||
_debugLevel = ConfMan.getInt("debuglevel");
|
||||
|
Loading…
x
Reference in New Issue
Block a user