beetle-pce-fast-libretro/mednafen/mednafen.cpp
2013-02-24 00:25:50 +01:00

464 lines
10 KiB
C++

/* Mednafen - Multi-system Emulator
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "mednafen.h"
#include <string.h>
#include <stdarg.h>
#include <errno.h>
#include <trio/trio.h>
#include <list>
#include <algorithm>
#include "general.h"
#include "state.h"
#include "video.h"
#include "file.h"
#include "FileWrapper.h"
#ifdef NEED_CD
#include "cdrom/cdromif.h"
#include "cdrom/CDUtility.h"
#endif
#include "mempatcher.h"
#include "md5.h"
#include "clamp.h"
#ifdef _MSC_VER
#include "msvc_compat.h"
#endif
MDFNGI *MDFNGameInfo = NULL;
#if defined(WANT_NES_EMU)
extern MDFNGI EmulatedNES;
#define MDFNGI_CORE &EmulatedNES
#elif defined WANT_SNES_EMU
extern MDFNGI EmulatedSNES;
#define MDFNGI_CORE &EmulatedSNES
extern MDFNGI EmulatedGB;
#elif defined WANT_GB_EMU
#define MDFNGI_CORE &EmulatedGB
#elif defined WANT_GBA_EMU
extern MDFNGI EmulatedGBA;
#define MDFNGI_CORE &EmulatedGBA
#elif defined WANT_PCE_EMU
extern MDFNGI EmulatedPCE;
#define MDFNGI_CORE &EmulatedPCE
#elif defined WANT_PCE_FAST_EMU
extern MDFNGI EmulatedPCE_Fast;
#define MDFNGI_CORE &EmulatedPCE_Fast
#elif defined WANT_LYNX_EMU
extern MDFNGI EmulatedLynx;
#define MDFNGI_CORE &EmulatedLynx
#elif defined WANT_MD_EMU
extern MDFNGI EmulatedMD;
#define MDFNGI_CORE &EmulatedMD
#elif defined WANT_PCFX_EMU
extern MDFNGI EmulatedPCFX;
#define MDFNGI_CORE &EmulatedPCFX
#elif defined WANT_NGP_EMU
extern MDFNGI EmulatedNGP;
#define MDFNGI_CORE &EmulatedNGP
#elif defined WANT_PSX_EMU
extern MDFNGI EmulatedPSX;
#define MDFNGI_CORE &EmulatedPSX
#elif defined WANT_VB_EMU
extern MDFNGI EmulatedVB;
#define MDFNGI_CORE &EmulatedVB
#elif defined WANT_WSWAN_EMU
extern MDFNGI EmulatedWSwan;
#define MDFNGI_CORE &EmulatedWSwan
#elif defined WANT_SMS_EMU
extern MDFNGI EmulatedSMS;
#define MDFNGI_CORE &EmulatedSMS
#elif defined(WANT_SMS_EMU) && defined(WANT_GG_EMU)
extern MDFNGI EmulatedGG;
#define MDFNGI_CORE &EmulatedGG
#endif
/* forward declarations */
extern void MDFND_DispMessage(unsigned char *str);
void MDFN_DispMessage(const char *format, ...)
{
va_list ap;
va_start(ap,format);
char *msg = NULL;
trio_vasprintf(&msg, format,ap);
va_end(ap);
MDFND_DispMessage((UTF8*)msg);
}
void MDFN_ResetMessages(void)
{
MDFND_DispMessage(NULL);
}
#ifdef NEED_CD
static void ReadM3U(std::vector<std::string> &file_list, std::string path, unsigned depth = 0)
{
std::vector<std::string> ret;
FileWrapper m3u_file(path.c_str(), FileWrapper::MODE_READ, _("M3U CD Set"));
std::string dir_path;
char linebuf[2048];
MDFN_GetFilePathComponents(path, &dir_path);
while(m3u_file.get_line(linebuf, sizeof(linebuf)))
{
std::string efp;
if(linebuf[0] == '#') continue;
MDFN_rtrim(linebuf);
if(linebuf[0] == 0) continue;
efp = MDFN_EvalFIP(dir_path, std::string(linebuf));
if(efp.size() >= 4 && efp.substr(efp.size() - 4) == ".m3u")
{
if(efp == path)
throw(MDFN_Error(0, _("M3U at \"%s\" references self."), efp.c_str()));
if(depth == 99)
throw(MDFN_Error(0, _("M3U load recursion too deep!")));
ReadM3U(file_list, efp, depth++);
}
else
file_list.push_back(efp);
}
}
// TODO: LoadCommon()
MDFNGI *MDFNI_LoadCD(const char *force_module, const char *devicename)
{
uint8 LayoutMD5[16];
#ifdef NEED_CD
static std::vector<CDIF *> CDInterfaces; // FIXME: Cleanup on error out.
#endif
MDFN_printf(_("Loading %s...\n\n"), devicename ? devicename : _("PHYSICAL CD"));
try
{
if(devicename && strlen(devicename) > 4 && !strcasecmp(devicename + strlen(devicename) - 4, ".m3u"))
{
std::vector<std::string> file_list;
ReadM3U(file_list, devicename);
for(unsigned i = 0; i < file_list.size(); i++)
{
CDInterfaces.push_back(CDIF_Open(file_list[i].c_str(), false /* cdimage_memcache */));
}
}
else
{
CDInterfaces.push_back(CDIF_Open(devicename, false /* cdimage_memcache */));
}
}
catch(std::exception &e)
{
MDFND_PrintError(e.what());
MDFN_PrintError(_("Error opening CD."));
return(0);
}
//
// Print out a track list for all discs.
//
MDFN_indent(1);
for(unsigned i = 0; i < CDInterfaces.size(); i++)
{
CDUtility::TOC toc;
CDInterfaces[i]->ReadTOC(&toc);
MDFN_printf(_("CD %d Layout:\n"), i + 1);
MDFN_indent(1);
for(int32 track = toc.first_track; track <= toc.last_track; track++)
{
MDFN_printf(_("Track %2d, LBA: %6d %s\n"), track, toc.tracks[track].lba, (toc.tracks[track].control & 0x4) ? "DATA" : "AUDIO");
}
MDFN_printf("Leadout: %6d\n", toc.tracks[100].lba);
MDFN_indent(-1);
MDFN_printf("\n");
}
MDFN_indent(-1);
// Calculate layout MD5. The system emulation LoadCD() code is free to ignore this value and calculate
// its own, or to use it to look up a game in its database.
{
md5_context layout_md5;
layout_md5.starts();
for(unsigned i = 0; i < CDInterfaces.size(); i++)
{
CD_TOC toc;
CDInterfaces[i]->ReadTOC(&toc);
layout_md5.update_u32_as_lsb(toc.first_track);
layout_md5.update_u32_as_lsb(toc.last_track);
layout_md5.update_u32_as_lsb(toc.tracks[100].lba);
for(uint32 track = toc.first_track; track <= toc.last_track; track++)
{
layout_md5.update_u32_as_lsb(toc.tracks[track].lba);
layout_md5.update_u32_as_lsb(toc.tracks[track].control & 0x4);
}
}
layout_md5.finish(LayoutMD5);
}
// This if statement will be true if force_module references a system without CDROM support.
if(!MDFNGameInfo->LoadCD)
{
MDFN_PrintError(_("Specified system \"%s\" doesn't support CDs!"), force_module);
return(0);
}
MDFN_printf(_("Using module: %s(%s)\n\n"), MDFNGameInfo->shortname, MDFNGameInfo->fullname);
// TODO: include module name in hash
memcpy(MDFNGameInfo->MD5, LayoutMD5, 16);
if(!(MDFNGameInfo->LoadCD(&CDInterfaces)))
{
for(unsigned i = 0; i < CDInterfaces.size(); i++)
delete CDInterfaces[i];
CDInterfaces.clear();
MDFNGameInfo = NULL;
return(0);
}
//MDFNI_SetLayerEnableMask(~0ULL);
#ifdef WANT_DEBUGGER
MDFNDBG_PostGameLoad();
#endif
MDFN_ResetMessages(); // Save state, status messages, etc.
MDFN_LoadGameCheats(NULL);
MDFNMP_InstallReadPatches();
return(MDFNGameInfo);
}
#endif
MDFNGI *MDFNI_LoadGame(const char *force_module, const char *name)
{
MDFNFILE GameFile;
std::vector<FileExtensionSpecStruct> valid_iae;
MDFNGameInfo = MDFNGI_CORE;
#ifdef NEED_CD
if(strlen(name) > 4 && (!strcasecmp(name + strlen(name) - 4, ".cue") || !strcasecmp(name + strlen(name) - 4, ".toc") || !strcasecmp(name + strlen(name) - 4, ".m3u")))
return(MDFNI_LoadCD(force_module, name));
#endif
MDFN_printf(_("Loading %s...\n"),name);
MDFN_indent(1);
// Construct a NULL-delimited list of known file extensions for MDFN_fopen()
const FileExtensionSpecStruct *curexts = MDFNGameInfo->FileExtensions;
while(curexts->extension && curexts->description)
{
valid_iae.push_back(*curexts);
curexts++;
}
if(!GameFile.Open(name, &valid_iae[0], _("game")))
{
MDFNGameInfo = NULL;
return 0;
}
MDFN_printf(_("Using module: %s(%s)\n\n"), MDFNGameInfo->shortname, MDFNGameInfo->fullname);
MDFN_indent(1);
//
// Load per-game settings
//
// Maybe we should make a "pgcfg" subdir, and automatically load all files in it?
// End load per-game settings
//
if(MDFNGameInfo->Load(name, &GameFile) <= 0)
{
GameFile.Close();
MDFN_indent(-2);
MDFNGameInfo = NULL;
return(0);
}
MDFN_LoadGameCheats(NULL);
MDFNMP_InstallReadPatches();
#ifdef WANT_DEBUGGER
MDFNDBG_PostGameLoad();
#endif
MDFN_ResetMessages(); // Save state, status messages, etc.
MDFN_indent(-2);
if(!MDFNGameInfo->name)
{
unsigned int x;
char *tmp;
MDFNGameInfo->name = (UTF8 *)strdup(GetFNComponent(name));
for(x=0;x<strlen((char *)MDFNGameInfo->name);x++)
{
if(MDFNGameInfo->name[x] == '_')
MDFNGameInfo->name[x] = ' ';
}
if((tmp = strrchr((char *)MDFNGameInfo->name, '.')))
*tmp = 0;
}
return(MDFNGameInfo);
}
bool MDFNI_InitializeModule(void)
{
#ifdef NEED_CD
CDUtility::CDUtility_Init();
#endif
return(1);
}
int MDFNI_Initialize(const char *basedir)
{
#ifdef WANT_DEBUGGER
MDFNDBG_Init();
#endif
return(1);
}
static int curindent = 0;
void MDFN_indent(int indent)
{
curindent += indent;
}
static uint8 lastchar = 0;
void MDFN_printf(const char *format, ...)
{
char *format_temp;
char *temp;
unsigned int x, newlen;
va_list ap;
va_start(ap,format);
// First, determine how large our format_temp buffer needs to be.
uint8 lastchar_backup = lastchar; // Save lastchar!
for(newlen=x=0;x<strlen(format);x++)
{
if(lastchar == '\n' && format[x] != '\n')
{
int y;
for(y=0;y<curindent;y++)
newlen++;
}
newlen++;
lastchar = format[x];
}
format_temp = (char *)malloc(newlen + 1); // Length + NULL character, duh
// Now, construct our format_temp string
lastchar = lastchar_backup; // Restore lastchar
for(newlen=x=0;x<strlen(format);x++)
{
if(lastchar == '\n' && format[x] != '\n')
{
int y;
for(y=0;y<curindent;y++)
format_temp[newlen++] = ' ';
}
format_temp[newlen++] = format[x];
lastchar = format[x];
}
format_temp[newlen] = 0;
temp = trio_vaprintf(format_temp, ap);
free(format_temp);
MDFND_Message(temp);
free(temp);
va_end(ap);
}
void MDFN_PrintError(const char *format, ...)
{
char *temp;
va_list ap;
va_start(ap, format);
temp = trio_vaprintf(format, ap);
MDFND_PrintError(temp);
free(temp);
va_end(ap);
}
void MDFN_DebugPrintReal(const char *file, const int line, const char *format, ...)
{
char *temp;
va_list ap;
va_start(ap, format);
temp = trio_vaprintf(format, ap);
fprintf(stderr, "%s:%d %s\n", file, line, temp);
free(temp);
va_end(ap);
}