// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** gamedrv.h Definitions for game drivers. ***************************************************************************/ #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 MACHINE_NOT_WORKING = 0x00000008; const UINT32 MACHINE_UNEMULATED_PROTECTION = 0x00000010; // game's protection not fully emulated const UINT32 MACHINE_WRONG_COLORS = 0x00000020; // colors are totally wrong const UINT32 MACHINE_IMPERFECT_COLORS = 0x00000040; // colors are not 100% accurate, but close const UINT32 MACHINE_IMPERFECT_GRAPHICS = 0x00000080; // graphics are wrong/incomplete const UINT32 MACHINE_NO_COCKTAIL = 0x00000100; // screen flip support is missing const UINT32 MACHINE_NO_SOUND = 0x00000200; // sound is missing const UINT32 MACHINE_IMPERFECT_SOUND = 0x00000400; // sound is known to be wrong const UINT32 MACHINE_SUPPORTS_SAVE = 0x00000800; // game supports save states const UINT32 MACHINE_IS_BIOS_ROOT = 0x00001000; // this driver entry is a BIOS root const UINT32 MACHINE_NO_STANDALONE = 0x00002000; // this driver cannot stand alone const UINT32 MACHINE_REQUIRES_ARTWORK = 0x00004000; // the driver requires external artwork for key elements of the game const UINT32 MACHINE_UNOFFICIAL = 0x00008000; // unofficial hardware change const UINT32 MACHINE_NO_SOUND_HW = 0x00010000; // sound hardware not available const UINT32 MACHINE_MECHANICAL = 0x00020000; // contains mechanical parts (pinball, redemption games,...) const UINT32 MACHINE_TYPE_ARCADE = 0x00040000; // arcade machine (coin operated machines) const UINT32 MACHINE_TYPE_CONSOLE = 0x00080000; // console system const UINT32 MACHINE_TYPE_COMPUTER = 0x00100000; // any kind of computer including home computers, minis, calcs,... const UINT32 MACHINE_TYPE_OTHER = 0x00200000; // any other emulated system that doesn't fit above (ex. clock, satelite receiver,...) const UINT32 MACHINE_IMPERFECT_KEYBOARD = 0x00400000; // keyboard is known to be wrong const UINT32 MACHINE_CLICKABLE_ARTWORK = 0x00800000; // marking that artwork is clickable and require mouse cursor const UINT32 MACHINE_IS_INCOMPLETE = 0x01000000; // any official game/system with blantantly incomplete HW or SW should be marked with this // useful combinations of flags const UINT32 MACHINE_IS_SKELETON = MACHINE_NO_SOUND | MACHINE_NOT_WORKING; // mask for skelly games const UINT32 MACHINE_IS_SKELETON_MECHANICAL = MACHINE_IS_SKELETON | MACHINE_MECHANICAL | MACHINE_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 internal_layout * 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)() ATTR_COLD #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) \ 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), \ nullptr, \ (MONITOR)|(FLAGS)|MACHINE_TYPE_ARCADE, \ nullptr \ }; // 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), \ nullptr, \ (MONITOR)|(FLAGS)|MACHINE_TYPE_ARCADE, \ &LAYOUT \ }; // 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)|MACHINE_TYPE_CONSOLE, \ nullptr \ }; // 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)|MACHINE_TYPE_COMPUTER, \ nullptr \ }; // 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)|MACHINE_TYPE_OTHER, \ nullptr \ }; #endif