/*************************************************************************** gamedrv.h Definitions for game drivers. **************************************************************************** Copyright Aaron Giles All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name 'MAME' nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ***************************************************************************/ #pragma once #ifndef __GAMEDRV_H__ #define __GAMEDRV_H__ //************************************************************************** // CONSTANTS //************************************************************************** // maxima const int MAX_DRIVER_NAME_CHARS = 8; // flags for game drivers const UINT32 ORIENTATION_MASK = 0x00000007; const UINT32 GAME_NOT_WORKING = 0x00000008; const UINT32 GAME_UNEMULATED_PROTECTION = 0x00000010; // game's protection not fully emulated const UINT32 GAME_WRONG_COLORS = 0x00000020; // colors are totally wrong const UINT32 GAME_IMPERFECT_COLORS = 0x00000040; // colors are not 100% accurate, but close const UINT32 GAME_IMPERFECT_GRAPHICS = 0x00000080; // graphics are wrong/incomplete const UINT32 GAME_NO_COCKTAIL = 0x00000100; // screen flip support is missing const UINT32 GAME_NO_SOUND = 0x00000200; // sound is missing const UINT32 GAME_IMPERFECT_SOUND = 0x00000400; // sound is known to be wrong const UINT32 GAME_SUPPORTS_SAVE = 0x00000800; // game supports save states const UINT32 GAME_IS_BIOS_ROOT = 0x00001000; // this driver entry is a BIOS root const UINT32 GAME_NO_STANDALONE = 0x00002000; // this driver cannot stand alone const UINT32 GAME_REQUIRES_ARTWORK = 0x00004000; // the driver requires external artwork for key elements of the game const UINT32 GAME_UNOFFICIAL = 0x00008000; // unofficial hardware change const UINT32 GAME_NO_SOUND_HW = 0x00010000; // sound hardware not available const UINT32 GAME_MECHANICAL = 0x00020000; // contains mechanical parts (pinball, redemption games,...) const UINT32 GAME_TYPE_ARCADE = 0x00040000; // arcade machine (coin operated machines) const UINT32 GAME_TYPE_CONSOLE = 0x00080000; // console system const UINT32 GAME_TYPE_COMPUTER = 0x00100000; // any kind of computer including home computers, minis, calcs,... const UINT32 GAME_TYPE_OTHER = 0x00200000; // any other emulated system that doesn't fit above (ex. clock, satelite receiver,...) const UINT32 GAME_IMPERFECT_KEYBOARD = 0x00400000; // keyboard is known to be wrong const UINT32 GAME_CLICKABLE_ARTWORK = 0x00800000; // marking that artwork is clickable and require mouse cursor // useful combinations of flags const UINT32 GAME_IS_SKELETON = GAME_NO_SOUND | GAME_NOT_WORKING; // mask for skelly games const UINT32 GAME_IS_SKELETON_MECHANICAL = GAME_IS_SKELETON | GAME_MECHANICAL | GAME_REQUIRES_ARTWORK; // mask for skelly mechanical games //************************************************************************** // TYPE DEFINITIONS //************************************************************************** // static driver initialization callback typedef void (*driver_init_func)(running_machine &machine); // static POD structure describing each game driver entry struct game_driver { const char * source_file; // set this to __FILE__ const char * parent; // if this is a clone, the name of the parent const char * name; // short (8-character) name of the game const char * description; // full name of the game const char * year; // year the game was released const char * manufacturer; // manufacturer of the game machine_config_constructor machine_config; // machine driver tokens ioport_constructor ipt; // pointer to constructor for input ports void (*driver_init)(running_machine &machine); // DRIVER_INIT callback const rom_entry * rom; // pointer to list of ROMs for the game const char * compatible_with; UINT32 flags; // orientation and other flags; see defines below const char * default_layout; // default internally defined layout }; //************************************************************************** // MACROS //************************************************************************** // wrappers for the DRIVER_INIT callback #define DRIVER_INIT_NAME(name) init_##name #define DECLARE_DRIVER_INIT(name) void DRIVER_INIT_NAME(name)() #define DRIVER_INIT_MEMBER(cls,name) void cls::DRIVER_INIT_NAME(name)() #define DRIVER_INIT_CALL(name) DRIVER_INIT_NAME(name)() // wrappers for declaring and defining game drivers #define GAME_NAME(name) driver_##name #define GAME_EXTERN(name) extern const game_driver GAME_NAME(name) // standard GAME() macro #define GAME(YEAR,NAME,PARENT,MACHINE,INPUT,CLASS,INIT,MONITOR,COMPANY,FULLNAME,FLAGS) \ GAMEL(YEAR,NAME,PARENT,MACHINE,INPUT,CLASS,INIT,MONITOR,COMPANY,FULLNAME,FLAGS,((const char *)0)) // standard macro with additional layout #define GAMEL(YEAR,NAME,PARENT,MACHINE,INPUT,CLASS,INIT,MONITOR,COMPANY,FULLNAME,FLAGS,LAYOUT) \ extern const game_driver GAME_NAME(NAME) = \ { \ __FILE__, \ #PARENT, \ #NAME, \ FULLNAME, \ #YEAR, \ COMPANY, \ MACHINE_CONFIG_NAME(MACHINE), \ INPUT_PORTS_NAME(INPUT), \ &driver_device::driver_init_wrapper, \ ROM_NAME(NAME), \ NULL, \ (MONITOR)|(FLAGS)|GAME_TYPE_ARCADE, \ &LAYOUT[0] \ }; // standard console definition macro #define CONS(YEAR,NAME,PARENT,COMPAT,MACHINE,INPUT,CLASS,INIT,COMPANY,FULLNAME,FLAGS) \ extern const game_driver GAME_NAME(NAME) = \ { \ __FILE__, \ #PARENT, \ #NAME, \ FULLNAME, \ #YEAR, \ COMPANY, \ MACHINE_CONFIG_NAME(MACHINE), \ INPUT_PORTS_NAME(INPUT), \ &driver_device::driver_init_wrapper, \ ROM_NAME(NAME), \ #COMPAT, \ ROT0|(FLAGS)|GAME_TYPE_CONSOLE, \ NULL \ }; // standard computer definition macro #define COMP(YEAR,NAME,PARENT,COMPAT,MACHINE,INPUT,CLASS,INIT,COMPANY,FULLNAME,FLAGS) \ extern const game_driver GAME_NAME(NAME) = \ { \ __FILE__, \ #PARENT, \ #NAME, \ FULLNAME, \ #YEAR, \ COMPANY, \ MACHINE_CONFIG_NAME(MACHINE), \ INPUT_PORTS_NAME(INPUT), \ &driver_device::driver_init_wrapper, \ ROM_NAME(NAME), \ #COMPAT, \ ROT0|(FLAGS)|GAME_TYPE_COMPUTER, \ NULL \ }; // standard system definition macro #define SYST(YEAR,NAME,PARENT,COMPAT,MACHINE,INPUT,CLASS,INIT,COMPANY,FULLNAME,FLAGS) \ extern const game_driver GAME_NAME(NAME) = \ { \ __FILE__, \ #PARENT, \ #NAME, \ FULLNAME, \ #YEAR, \ COMPANY, \ MACHINE_CONFIG_NAME(MACHINE), \ INPUT_PORTS_NAME(INPUT), \ &driver_device::driver_init_wrapper, \ ROM_NAME(NAME), \ #COMPAT, \ ROT0|(FLAGS)|GAME_TYPE_OTHER, \ NULL \ }; //************************************************************************** // GLOBAL VARIABLES //************************************************************************** GAME_EXTERN(___empty); #endif