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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.
80 lines
2.1 KiB
C++
80 lines
2.1 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 NANCY_DETECTION_H
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#define NANCY_DETECTION_H
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#include "engines/advancedDetector.h"
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namespace Nancy {
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enum GameType {
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kGameTypeNone = 0,
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kGameTypeVampire = 1,
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kGameTypeNancy1 = 2,
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kGameTypeNancy2 = 3,
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kGameTypeNancy3 = 4,
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kGameTypeNancy4 = 5,
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kGameTypeNancy5 = 6,
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kGameTypeNancy6 = 7,
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kGameTypeNancy7 = 8,
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kGameTypeNancy8 = 9,
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kGameTypeNancy9 = 10,
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kGameTypeNancy10 = 11,
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kGameTypeNancy11 = 12,
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};
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enum NancyGameFlags {
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GF_COMPRESSED = 1 << 0
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};
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struct NancyGameDescription {
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AD_GAME_DESCRIPTION_HELPERS(desc);
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ADGameDescription desc;
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GameType gameType;
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};
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enum NancyDebugChannels {
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kDebugEngine = 1 << 0,
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kDebugActionRecord = 1 << 1,
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kDebugScene = 1 << 2,
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kDebugSound = 1 << 3,
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kDebugVideo = 1 << 4,
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kDebugHypertext = 1 << 5
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};
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// Settings found in the original engine
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#define GAMEOPTION_PLAYER_SPEECH GUIO_GAMEOPTIONS1
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#define GAMEOPTION_CHARACTER_SPEECH GUIO_GAMEOPTIONS2
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#define GAMEOPTION_AUTO_MOVE GUIO_GAMEOPTIONS3
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// Patch settings, general
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#define GAMEOPTION_FIX_SOFTLOCKS GUIO_GAMEOPTIONS4
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#define GAMEOPTION_FIX_ANNOYANCES GUIO_GAMEOPTIONS5
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// Patch settings, specific to each game
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#define GAMEOPTION_NANCY2_TIMER GUIO_GAMEOPTIONS6
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} // End of namespace Nancy
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#endif // NANCY_DETECTION_H
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