scummvm/engines/scumm/detection.h

231 lines
5.4 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCUMM_DETECTION_H
#define SCUMM_DETECTION_H
#include "common/language.h"
#include "common/platform.h"
namespace Scumm {
/**
* 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
};
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_FREDDI3,
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
};
} // End of namespace Scumm
#endif