mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
413 lines
13 KiB
C++
413 lines
13 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 SCUMM_DETECTION_H
|
|
#define SCUMM_DETECTION_H
|
|
|
|
#include "common/language.h"
|
|
#include "common/platform.h"
|
|
|
|
namespace Scumm {
|
|
|
|
|
|
// GUI-options, primarily used by detection_tables.h
|
|
#define GUIO_TRIM_FMTOWNS_TO_200_PIXELS GUIO_GAMEOPTIONS1
|
|
#define GUIO_ENHANCEMENTS GUIO_GAMEOPTIONS2
|
|
#define GUIO_AUDIO_OVERRIDE GUIO_GAMEOPTIONS3
|
|
#define GUIO_ORIGINALGUI GUIO_GAMEOPTIONS4
|
|
#define GUIO_LOWLATENCYAUDIO GUIO_GAMEOPTIONS5
|
|
#define GUIO_NETWORK GUIO_GAMEOPTIONS6
|
|
|
|
/* Game enhancements */
|
|
|
|
/* "How should I mark an enhancement?" - A practical guide for the developer:
|
|
*
|
|
* Hi! If you're here it means that you are probably trying to make up
|
|
* your mind about how to correctly mark your brand new game enhancement:
|
|
* if that's the case... congratulations, you've come to the right place! :-)
|
|
*
|
|
* Marking a piece of code as an enhancement is as simple as guarding it with
|
|
* a conditional check using the enhancementEnabled(<class>) function.
|
|
* For example:
|
|
*
|
|
* if (enhancementEnabled(<kMyBeautifulEnhancementClass>)) {
|
|
* // Piece of code which makes Guybrush hair white
|
|
* }
|
|
*
|
|
* That's it! :-)
|
|
*
|
|
* You've probably noticed that the function above needs a class in order to work.
|
|
* Of course there is no one kind of enhancement: each of them might tackle
|
|
* different aspect of the game, from the graphics to the gameplay itself.
|
|
* So it all comes to identifying the correct class for your enhancement.
|
|
*
|
|
* We identify nine different enhancement classes:
|
|
*
|
|
* --- Gamebreaking Bug Fixes ---
|
|
*
|
|
* This is a class of enhancements which is ALWAYS active; it encapsulates
|
|
* code changes which were not in the original game but which are absolutely
|
|
* necessary in order to avoid deadlocks or even crashes! Being able to differentiate
|
|
* between original code and these enhancements can be quite useful for future
|
|
* developers and their research (e.g. "why is this code different from the disassembly?",
|
|
* "why did they change it like that?").
|
|
*
|
|
* --- Minor Bug Fixes ---
|
|
*
|
|
* Did the original developers blit a green pixel on a blue tinted background
|
|
* and YOU'RE ABSOLUTELY SURE that they didn't do that on purpose? Is one of the
|
|
* voice files playing as garbled noise instead of sounding like normal speech?
|
|
* Is the game looking like there is something which is clearly wrong with it?
|
|
* This is the class you're looking for, then!
|
|
*
|
|
* --- Text and Localization Fixes ---
|
|
*
|
|
* If you spot any issues which pertain texts (accents not being rendered properly
|
|
* on localizations, placeholder lines forgotten by the developers, obvious typos), and
|
|
* which are NOT about the format of the subtitle (color, position) or the content,
|
|
* then this is the class you should be using.
|
|
* Do not use this class when changing an already grammatically correct line to another
|
|
* line for the purpose of matching the text to the speech line!
|
|
* Use "Subtitle Format/Content Changes" instead.
|
|
*
|
|
* --- Visual Changes ---
|
|
*
|
|
* Any graphical change which is not classifiable as a "fix" but is, as a matter of fact,
|
|
* a deliberate change which strays away from the original intentions, should be marked
|
|
* with this class. Some examples of this are enhancements which modify palettes and add
|
|
* or edit graphical elements in order to better match a particular "reference" version.
|
|
*
|
|
* --- Audio Changes ---
|
|
*
|
|
* Like above, but for anything sound related.
|
|
*
|
|
* --- Timing Adjustments ---
|
|
*
|
|
* Are you making a scene slower or faster for any reason? Are you changing the framerate
|
|
* of an in-game situation? Choose this class!
|
|
*
|
|
* --- Subtitles Format/Content Changes ---
|
|
*
|
|
* Any changes to the subtitles format should be classified under this class.
|
|
* This also includes changes to the subtitles content when not under the "fix" umbrella,
|
|
* for example when you are changing an already grammatically and graphically correct line
|
|
* to match it with the corresponding speech file.
|
|
*
|
|
* --- Restored Cut Content ---
|
|
*
|
|
* Have you found any line of dialog, a graphical element or even a piece of music which
|
|
* is in the game data but is not being used? Go nuts with this enhancement class then! :-)
|
|
*
|
|
* --- UI/UX Enhancements ---
|
|
*
|
|
* These old games are beautiful. But sometimes they can be so clunky... :-)
|
|
* If you make any changes in order to yield a slightly-less-clunky user experience
|
|
* you should classify them under this class. Here's a couple of real use cases:
|
|
* - SAMNMAX: the CD version of the game begins with what seems to be a fake loading
|
|
* screen for the sounds. We have an enhancement which just skips that :-)
|
|
* - Early games: some early titles use a save menu screen which is piloted by SCUMM scripts,
|
|
* and therefore run at an in-game framerate. This causes lag and lost keypresses
|
|
* from your keyboard when attempting to write the names of your savegames.
|
|
* We remove the framerate cap so that writing is not painful anymore... :-P
|
|
*
|
|
*/
|
|
|
|
enum {
|
|
kEnhGameBreakingBugFixes = 1 << 0, // Gamebreaking Bug Fixes
|
|
kEnhMinorBugFixes = 1 << 1, // Minor Bug Fixes
|
|
kEnhTextLocFixes = 1 << 2, // Text and Localization Fixes
|
|
kEnhVisualChanges = 1 << 3, // Visual Changes
|
|
kEnhAudioChanges = 1 << 4, // Audio Changes
|
|
kEnhTimingChanges = 1 << 5, // Timing Adjustments
|
|
kEnhSubFmtCntChanges = 1 << 6, // Subtitles Format/Content Changes
|
|
kEnhRestoredContent = 1 << 7, // Restored Cut Content
|
|
kEnhUIUX = 1 << 8, // UI/UX Enhancements
|
|
};
|
|
|
|
/* "How are the enhancements grouped?" - A practical guide to follow if you're lost:
|
|
*
|
|
* GROUP 1: Fix original bugs
|
|
*
|
|
* This category includes both game-breaking bugs which cause the game to crash/deadlock and
|
|
* minor bug fixes (e.g. text and localization issues). Enhancements in this category should
|
|
* pertain stuff which is very clearly a bug (for example a badly shaped walkbox, a wrong accent
|
|
* in a word from the subtitles, a strip of pixels which is very clearly out of place/with the
|
|
* wrong palette, AND NOT include things like subtitles and boxes color changes, enhancements
|
|
* which make a version similar to another, etc.). Basically when this and only this is active,
|
|
* the game should not have deadlock situations and the immersiveness should not be broken by
|
|
* very evident graphical glitches, charset issues, etc.
|
|
*
|
|
* GROUP 2: Audio-visual improvements
|
|
*
|
|
* This category comprises visual and audio changes as well as timing adjustments. This is the
|
|
* category in which we can basically put everything which I said not to put in the previous
|
|
* category. This includes: changing the spacing of the font from the original, changing colors
|
|
* of subtitles for consistency, changes to the subtitles content in order to match the speech
|
|
* or to fix the localization, music changes (like the ones in COMI and FT), graphic changes
|
|
* which are not as essential as the ones from the previous category, etc.
|
|
*
|
|
* GROUP 3: Restored content
|
|
*
|
|
* This category reintroduces content cut or unused which was not in the original. This
|
|
* can include content which was somehow masked by mistake by the scripts.
|
|
*
|
|
* GROUP 4: Modern UI/UX adjustments
|
|
*
|
|
* This category pertains to all enhancements to the user interface and user experience:
|
|
* e.g. the artificial loading screen at the beginning of Sam&Max, speeding up the framerate
|
|
* in old original menus to have a decent keyboard polling rate.
|
|
*
|
|
*/
|
|
|
|
enum {
|
|
kEnhGrp1 = (kEnhMinorBugFixes | kEnhTextLocFixes),
|
|
kEnhGrp2 = (kEnhVisualChanges | kEnhAudioChanges | kEnhTimingChanges | kEnhSubFmtCntChanges),
|
|
kEnhGrp3 = (kEnhRestoredContent),
|
|
kEnhGrp4 = (kEnhUIUX)
|
|
};
|
|
|
|
/**
|
|
* Descriptor of a specific SCUMM game. Used internally to store
|
|
* information about the tons of game variants that exist.
|
|
*/
|
|
struct GameSettings {
|
|
/**
|
|
* The gameid of this game.
|
|
*/
|
|
const char *gameid;
|
|
|
|
/**
|
|
* An identifier which can be used to distinguish game variants.
|
|
* This string is also used to augment the description string
|
|
* generated by the detector, and to search the gameFilenamesTable.
|
|
* It is also used to search the MD5 table (it matches the "extra"
|
|
* data in scumm-md5.txt).
|
|
*
|
|
* Equal to 0 (zero) *if and only if* the game has precisely one
|
|
* variant. Failing to obey this rule can lead to odd bugs.
|
|
*/
|
|
const char *variant;
|
|
|
|
/**
|
|
* An optional string that will be added to the 'preferredtarget'
|
|
* computed by the detector.
|
|
*/
|
|
const char *preferredTag;
|
|
|
|
/**
|
|
* The numerical gameid of this game.
|
|
* This is not in one-to-one correspondence with the gameid above.
|
|
* But if two games settings have the same id (except for GID_HEGAME),
|
|
* then they also have the same gameid ; the converse does not hold
|
|
* in general.
|
|
*/
|
|
byte id;
|
|
|
|
/** The SCUMM version. */
|
|
byte version;
|
|
|
|
/** The HE subversion. */
|
|
byte heversion;
|
|
|
|
/** MidiDriverFlags values */
|
|
int midi;
|
|
|
|
/**
|
|
* Bitmask obtained by ORing various GameFeatures enums, and used
|
|
* to en-/disable certain features of this game variant.
|
|
*/
|
|
uint32 features;
|
|
|
|
/**
|
|
* Platform indicator, this is set to a value different from
|
|
* kPlatformUnknown if this game variant only existed for this
|
|
* specific platform.
|
|
*/
|
|
Common::Platform platform;
|
|
|
|
/**
|
|
* Game GUI options. Used to enable/disable certain GUI widgets
|
|
*/
|
|
const char *guioptions;
|
|
};
|
|
|
|
enum FilenameGenMethod {
|
|
kGenDiskNum,
|
|
kGenDiskNumSteam,
|
|
kGenRoomNum,
|
|
kGenRoomNumSteam,
|
|
kGenHEMac,
|
|
kGenHEMacNoParens,
|
|
kGenHEPC,
|
|
kGenHEIOS,
|
|
kGenUnchanged
|
|
};
|
|
|
|
struct FilenamePattern {
|
|
const char *pattern;
|
|
FilenameGenMethod genMethod;
|
|
};
|
|
|
|
struct GameFilenamePattern {
|
|
const char *gameid;
|
|
const char *pattern;
|
|
FilenameGenMethod genMethod;
|
|
Common::Language language;
|
|
Common::Platform platform;
|
|
const char *variant;
|
|
};
|
|
|
|
struct DetectorResult {
|
|
FilenamePattern fp;
|
|
GameSettings game;
|
|
Common::Language language;
|
|
Common::String md5;
|
|
const char *extra;
|
|
};
|
|
|
|
/**
|
|
* SCUMM feature flags define for every game which specific set of engine
|
|
* features are used by that game.
|
|
* Note that some of them could be replaced by checks for the SCUMM version.
|
|
*/
|
|
enum GameFeatures {
|
|
/** A demo, not a full blown game. */
|
|
GF_DEMO = 1 << 0,
|
|
|
|
/** Games with the AKOS costume system (ScummEngine_v7 and subclasses, HE games). */
|
|
GF_NEW_COSTUMES = 1 << 2,
|
|
|
|
/** Games using XOR encrypted data files. */
|
|
GF_USE_KEY = 1 << 4,
|
|
|
|
/** Small header games (ScummEngine_v4 and subclasses). */
|
|
GF_SMALL_HEADER = 1 << 5,
|
|
|
|
/** Old bundle games (ScummEngine_v3old and subclasses). */
|
|
GF_OLD_BUNDLE = 1 << 6,
|
|
|
|
/** EGA games. */
|
|
GF_16COLOR = 1 << 7,
|
|
|
|
/** VGA versions of V3 games. Equivalent to (version == 3 && not GF_16COLOR) */
|
|
GF_OLD256 = 1 << 8,
|
|
|
|
/** Games which have Audio CD tracks. */
|
|
GF_AUDIOTRACKS = 1 << 9,
|
|
|
|
/**
|
|
* Games using only very few local variables in scripts.
|
|
* Apparently that is only the case for 256 color version of Indy3.
|
|
*/
|
|
GF_FEW_LOCALS = 1 << 11,
|
|
|
|
/** HE games for which localized versions exist */
|
|
GF_HE_LOCALIZED = 1 << 13,
|
|
|
|
/**
|
|
* HE games with more global scripts and different sprite handling
|
|
* i.e. read it as HE version 9.85. Used for HE98 only.
|
|
*/
|
|
GF_HE_985 = 1 << 14,
|
|
|
|
/** HE games with 16 bit color */
|
|
GF_16BIT_COLOR = 1 << 15,
|
|
|
|
/**
|
|
* SCUMM v5-v7 Mac games stored in a container file
|
|
* Used to differentiate between m68k and PPC versions of Indy4
|
|
*/
|
|
GF_MAC_CONTAINER = 1 << 16,
|
|
|
|
/**
|
|
* SCUMM HE Official Hebrew translations were audio only
|
|
* but used reversed string for credits etc.
|
|
* Used to disable BiDi in those games.
|
|
*/
|
|
GF_HE_NO_BIDI = 1 << 17,
|
|
|
|
/**
|
|
* The "Ultimate Talkie" versions of Monkey Island, which have been
|
|
* patched so that most workarounds/bugfixes no longer apply to them.
|
|
*/
|
|
GF_ULTIMATE_TALKIE = 1 << 18,
|
|
|
|
/**
|
|
* HE99 games which were ported to a C++ codebase with HE99 opcodes
|
|
* and several HE100 GFX/Wiz features.
|
|
*/
|
|
GF_HE_995 = 1 << 19
|
|
};
|
|
|
|
enum ScummGameId {
|
|
GID_CMI,
|
|
GID_DIG,
|
|
GID_FT,
|
|
GID_INDY3,
|
|
GID_INDY4,
|
|
GID_LOOM,
|
|
GID_MANIAC,
|
|
GID_MONKEY_EGA,
|
|
GID_MONKEY_VGA,
|
|
GID_MONKEY,
|
|
GID_MONKEY2,
|
|
GID_PASS,
|
|
GID_SAMNMAX,
|
|
GID_TENTACLE,
|
|
GID_ZAK,
|
|
|
|
GID_HEGAME, // Generic name for all HE games with default behavior
|
|
GID_PUTTDEMO,
|
|
GID_FBEAR,
|
|
GID_PUTTMOON,
|
|
GID_FUNPACK,
|
|
GID_PUTTZOO,
|
|
GID_FREDDI,
|
|
GID_FREDDI3,
|
|
GID_FREDDI4,
|
|
GID_BIRTHDAYRED,
|
|
GID_BIRTHDAYYELLOW,
|
|
GID_TREASUREHUNT,
|
|
GID_PUTTRACE,
|
|
GID_FUNSHOP, // Used for all three funshops
|
|
GID_FOOTBALL,
|
|
GID_FOOTBALL2002,
|
|
GID_SOCCER,
|
|
GID_SOCCERMLS,
|
|
GID_SOCCER2004,
|
|
GID_BASEBALL2001,
|
|
GID_BASEBALL2003,
|
|
GID_BASKETBALL,
|
|
GID_MOONBASE,
|
|
GID_PJGAMES,
|
|
GID_HECUP // CUP demos
|
|
};
|
|
|
|
struct RuScummPatcher {
|
|
ScummGameId gameid;
|
|
const char *variant;
|
|
const char *patcherName;
|
|
};
|
|
} // End of namespace Scumm
|
|
|
|
|
|
#endif
|