/* ScummVM - Scumm Interpreter * Copyright (C) 2005-2006 The ScummVM project * * 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. * * $URL$ * $Id$ * */ #ifndef COMMON_ADVANCED_DETECTOR_H #define COMMON_ADVANCED_DETECTOR_H #include "common/fs.h" #include "base/game.h" // For PlainGameDescriptor and GameList #include "base/plugins.h" // For PluginError namespace Common { struct ADGameFileDescription { const char *fileName; uint16 fileType; // Optional. Not used during detection, only by engines. const char *md5; // Optional. May be NULL. int32 fileSize; // Optional. Set to -1 to ignore. }; struct ADGameDescription { const char *gameid; const char *extra; ADGameFileDescription filesDescriptions[14]; Language language; Platform platform; }; struct ADObsoleteGameID { const char *from; const char *to; Common::Platform platform; }; enum ADFlags { kADFlagComplexID = (1 << 0) // Generate complex suggested IDs }; struct ADParams { // Pointer to ADGameDescription or its superset structure const byte *descs; // Size of that superset structure int descItemSize; // Number of bytes to compute MD5 sum for int md5Bytes; // List of all engine targets const PlainGameDescriptor *list; // Structure for autoupgrading obsolete targets (optional) const Common::ADObsoleteGameID *obsoleteList; // Name of single gameid (optional) const char *singleid; // Flags const uint32 flags; }; typedef Array ADList; typedef Array ADGameDescList; #define AD_ENTRY1(f, x) {{ f, 0, x, -1}, {NULL, 0, NULL, 0}} #define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, {NULL, 0, NULL, 0}} namespace AdvancedDetector { /** * Scan through the game descriptors specified in params and search for * 'gameid' in there. If a match is found, returns a GameDescriptor * with gameid and description set. */ GameDescriptor findGameID( const char *gameid, const Common::ADParams ¶ms ); // FIXME/TODO: Rename this function to something more sensible. GameList detectAllGames( const FSList &fslist, const Common::ADParams ¶ms ); // FIXME/TODO: Rename this function to something more sensible. int detectBestMatchingGame( const Common::ADParams ¶ms ); // FIXME/TODO: Rename this function to something more sensible. void upgradeTargetIfNecessary(const Common::ADParams ¶ms); // FIXME/TODO: Rename this function to something more sensible. PluginError detectGameForEngineCreation( GameList (*detectFunc)(const FSList &fslist), const Common::ADParams ¶ms ); // FIXME: It would probably be good to merge detectBestMatchingGame // and detectGameForEngineCreation into a single function. Right now, the // detection code called priort to creating an engine instance // (i.e. detectGameForEngineCreation) differs from the detection code the // engines call internally (i.e. detectBestMatchingGame). This could lead // to hard to debug and odd errors. } // End of namespace AdvancedDetector #define ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,factoryFunc,detectFunc,params) \ GameList Engine_##engine##_gameIDList() { \ return GameList(params.list); \ } \ GameDescriptor Engine_##engine##_findGameID(const char *gameid) { \ return Common::AdvancedDetector::findGameID(gameid, params); \ } \ GameList Engine_##engine##_detectGames(const FSList &fslist) { \ return detectFunc(fslist); \ } \ PluginError Engine_##engine##_create(OSystem *syst, Engine **engine) { \ assert(syst); \ assert(engine); \ Common::AdvancedDetector::upgradeTargetIfNecessary(params); \ PluginError err = Common::AdvancedDetector::detectGameForEngineCreation(detectFunc, params); \ if (err == kNoError) \ *engine = factoryFunc(syst); \ return err; \ } \ void dummyFuncToAllowTrailingSemicolon() #define ADVANCED_DETECTOR_DEFINE_PLUGIN(engine,className,detectFunc,params) \ static className *engine##_createInstance(OSystem *syst) { \ return new className(syst); \ } \ ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,engine##_createInstance,detectFunc,params); \ void dummyFuncToAllowTrailingSemicolon() } // End of namespace Common #endif