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detection.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/drascula/detection.cpp $
 * $Id: detection.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

#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: The Vampire Strikes Back"},
      {0, 0}
};


namespace Drascula {

static const DrasculaGameDescription gameDescriptions[] = {

      {
            // Drascula English version
            {
                  "drascula",
                  0,
                  AD_ENTRY1("14.ald", "09b2735953edcd43af115c65ae00b10e"),
                  Common::EN_ANY,
                  Common::kPlatformPC,
                  Common::ADGF_NO_FLAGS
            },
            0,
            0,
            0,
            0,
      },
/*
      {
            // Drascula Spanish version
            {
                  "drascula",
                  0,
                  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
};

static bool Engine_DRASCULA_createInstance(OSystem *syst, Engine **engine, Common::EncapsulatedADGameDesc encapsulatedDesc) {
      const Drascula::DrasculaGameDescription *gd = (const Drascula::DrasculaGameDescription *)(encapsulatedDesc.realDesc);
      if (gd) {
            *engine = new Drascula::DrasculaEngine(syst, gd);
      }
      return gd != 0;
}

ADVANCED_DETECTOR_DEFINE_PLUGIN(DRASCULA, Engine_DRASCULA_createInstance, detectionParams);

REGISTER_PLUGIN(DRASCULA, "Drascula Engine", "Drascula Engine (C) 2000 Alcachofa Soft, 1996 (C) Digital Dreams Multimedia, 1994 (C) Emilio de Paz");


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