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/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "base/plugins.h"
#include "common/advancedDetector.h"
#include "common/file.h"
#include "drascula/drascula.h"
namespace Drascula {
struct DrasculaGameDescription {
Common::ADGameDescription desc;
int gameID;
int gameType;
uint32 features;
uint16 version;
};
uint32 DrasculaEngine::getGameID() const {
return _gameDescription->gameID;
}
uint32 DrasculaEngine::getFeatures() const {
return _gameDescription->features;
}
Common::Platform DrasculaEngine::getPlatform() const {
return _gameDescription->desc.platform;
}
uint16 DrasculaEngine::getVersion() const {
return _gameDescription->version;
}
}
static const PlainGameDescriptor drasculaGames[] = {
{"drascula", "Drascula game"},
{0, 0}
};
namespace Drascula {
static const DrasculaGameDescription gameDescriptions[] = {
{
// Drascula English version
{
"drascula",
"English",
AD_ENTRY1("14.ald", "09b2735953edcd43af115c65ae00b10e"),
Common::EN_ANY,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
0,
0,
0,
0,
},
{
// Drascula Spanish version
{
"drascula",
"Spanish",
AD_ENTRY1("14.ald", "0746ed1a5cc8d9728f790c29813f4b43"),
Common::ES_ESP,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
0,
0,
0,
0,
},
{ AD_TABLE_END_MARKER, 0, 0, 0, 0 }
};
/**
* The fallback game descriptor used by the Drascula engine's fallbackDetector.
* Contents of this struct are to be overwritten by the fallbackDetector.
*/
static DrasculaGameDescription g_fallbackDesc = {
{
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's gameid
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's extra
AD_ENTRY1(0, 0), // This should always be AD_ENTRY1(0, 0) in the fallback descriptor
Common::UNK_LANG,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
0,
0,
0,
0,
};
Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
// Set the default values for the fallback descriptor's ADGameDescription part.
g_fallbackDesc.desc.language = Common::UNK_LANG;
g_fallbackDesc.desc.platform = Common::kPlatformPC;
g_fallbackDesc.desc.flags = Common::ADGF_NO_FLAGS;
// Set default values for the fallback descriptor's DrasculaGameDescription part.
g_fallbackDesc.gameID = 0;
g_fallbackDesc.features = 0;
g_fallbackDesc.version = 0;
Common::EncapsulatedADGameDesc result;
return result;
}
} // End of namespace Drascula
static const Common::ADParams detectionParams = {
// Pointer to ADGameDescription or its superset structure
(const byte *)Drascula::gameDescriptions,
// Size of that superset structure
sizeof(Drascula::DrasculaGameDescription),
// Number of bytes to compute MD5 sum for
5000,
// List of all engine targets
drasculaGames,
// Structure for autoupgrading obsolete targets
0,
// Name of single gameid (optional)
"drascula",
// List of files for file-based fallback detection (optional)
0,
// Fallback callback
Drascula::fallbackDetector,
// Flags
Common::kADFlagAugmentPreferredTarget
};
ADVANCED_DETECTOR_DEFINE_PLUGIN(DRASCULA, Drascula::DrasculaEngine, detectionParams);
REGISTER_PLUGIN(DRASCULA, "Drascula Engine", "Drascula Engine (C) 2000 Alcachofa Soft, 1996 (C) Digital Dreams Multimedia, 1994 (C) Emilio de Paz");
namespace Drascula {
bool DrasculaEngine::initGame() {
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
_gameDescription = (const DrasculaGameDescription *)(encapsulatedDesc.realDesc);
return (_gameDescription != 0);
}
} // End of namespace Drascula
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