scummvm/engines/scumm/detection.h
Torbjörn Andersson 5ba5ab9926 SCUMM: Add GUIO_ENHANCEMENTS flag to indicate a game has enhancements
This should make it easier to add the "Enable enhancements" checkbox to
games, without accidentally adding it to demos etc. It's possible that
it will eventually become reduntant as the number of enhancement grows.
But there are so many demos and variants that I doubt that will ever
actually happen.
2022-04-22 00:36:15 +03:00

236 lines
5.5 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
/**
* 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_FREDDI,
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