scummvm/engines/sword1/detection.cpp

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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 "sword1/sword1.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/savefile.h"
#include "engines/metaengine.h"
/* Broken Sword 1 */
static const PlainGameDescriptor sword1FullSettings =
{"sword1", "Broken Sword 1: The Shadow of the Templars"};
static const PlainGameDescriptor sword1DemoSettings =
{"sword1demo", "Broken Sword 1: The Shadow of the Templars (Demo)"};
static const PlainGameDescriptor sword1MacFullSettings =
{"sword1mac", "Broken Sword 1: The Shadow of the Templars (Mac)"};
static const PlainGameDescriptor sword1MacDemoSettings =
{"sword1macdemo", "Broken Sword 1: The Shadow of the Templars (Mac demo)"};
// check these subdirectories (if present)
static const char *g_dirNames[] = { "clusters", "speech" };
#define NUM_COMMON_FILES_TO_CHECK 1
#define NUM_PC_FILES_TO_CHECK 3
#define NUM_MAC_FILES_TO_CHECK 4
#define NUM_DEMO_FILES_TO_CHECK 1
#define NUM_MAC_DEMO_FILES_TO_CHECK 1
#define NUM_FILES_TO_CHECK NUM_COMMON_FILES_TO_CHECK + NUM_PC_FILES_TO_CHECK + NUM_MAC_FILES_TO_CHECK + NUM_DEMO_FILES_TO_CHECK + NUM_MAC_DEMO_FILES_TO_CHECK
static const char *g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
"swordres.rif", // Mac and PC version
"general.clu", // PC version only
"compacts.clu", // PC version only
"scripts.clu", // PC version only
"general.clm", // Mac version only
"compacts.clm", // Mac version only
"scripts.clm", // Mac version only
"paris2.clm", // Mac version (full game only)
"cows.mad", // this one should only exist in the demo version
"scripts.clm", // Mac version both demo and full game
// the engine needs several more files to work, but checking these should be sufficient
};
class SwordMetaEngine : public MetaEngine {
public:
virtual const char *getName() const {
return "Broken Sword";
}
virtual const char *getCopyright() const {
return "Broken Sword Games (C) Revolution";
}
virtual bool hasFeature(MetaEngineFeature f) const;
virtual GameList getSupportedGames() const;
virtual GameDescriptor findGame(const char *gameid) const;
virtual GameList detectGames(const Common::FSList &fslist) const;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
};
bool SwordMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup);
}
bool Sword1::SwordEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL);
}
GameList SwordMetaEngine::getSupportedGames() const {
GameList games;
games.push_back(sword1FullSettings);
games.push_back(sword1DemoSettings);
games.push_back(sword1MacFullSettings);
games.push_back(sword1MacDemoSettings);
return games;
}
GameDescriptor SwordMetaEngine::findGame(const char *gameid) const {
if (0 == scumm_stricmp(gameid, sword1FullSettings.gameid))
return sword1FullSettings;
if (0 == scumm_stricmp(gameid, sword1DemoSettings.gameid))
return sword1DemoSettings;
if (0 == scumm_stricmp(gameid, sword1MacFullSettings.gameid))
return sword1MacFullSettings;
if (0 == scumm_stricmp(gameid, sword1MacDemoSettings.gameid))
return sword1MacDemoSettings;
return GameDescriptor();
}
void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound) {
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
const char *fileName = file->getName().c_str();
for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
if (scumm_stricmp(fileName, g_filesToCheck[cnt]) == 0)
filesFound[cnt] = true;
} else {
for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
if (scumm_stricmp(file->getName().c_str(), g_dirNames[cnt]) == 0) {
Common::FSList fslist2;
if (file->getChildren(fslist2, Common::FSNode::kListFilesOnly))
Sword1CheckDirectory(fslist2, filesFound);
}
}
}
}
GameList SwordMetaEngine::detectGames(const Common::FSList &fslist) const {
int i, j;
GameList detectedGames;
bool filesFound[NUM_FILES_TO_CHECK];
for (i = 0; i < NUM_FILES_TO_CHECK; i++)
filesFound[i] = false;
Sword1CheckDirectory(fslist, filesFound);
bool mainFilesFound = true;
bool pcFilesFound = true;
bool macFilesFound = true;
bool demoFilesFound = true;
bool macDemoFilesFound = true;
for (i = 0; i < NUM_COMMON_FILES_TO_CHECK; i++)
if (!filesFound[i])
mainFilesFound = false;
for (j = 0; j < NUM_PC_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
pcFilesFound = false;
for (j = 0; j < NUM_MAC_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
macFilesFound = false;
for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
demoFilesFound = false;
for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
macDemoFilesFound = false;
if (mainFilesFound && pcFilesFound && demoFilesFound)
detectedGames.push_back(sword1DemoSettings);
else if (mainFilesFound && pcFilesFound)
detectedGames.push_back(sword1FullSettings);
else if (mainFilesFound && macFilesFound)
detectedGames.push_back(sword1MacFullSettings);
else if (mainFilesFound && macDemoFilesFound)
detectedGames.push_back(sword1MacDemoSettings);
return detectedGames;
}
Common::Error SwordMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
assert(engine);
*engine = new Sword1::SwordEngine(syst);
return Common::kNoError;
}
SaveStateList SwordMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
SaveStateList saveList;
Common::String pattern = "SAVEGAME.???";
Common::StringList filenames = saveFileMan->listSavefiles(pattern.c_str());
sort(filenames.begin(), filenames.end());
Common::StringList::const_iterator file = filenames.begin();
Common::InSaveFile *in = saveFileMan->openForLoading("SAVEGAME.INF");
if (in) {
Common::Array<uint32> offsets;
uint8 stop = 0;
int slotsInFile = 0;
// Find the offset for each savegame name in the file.
while (stop != 255 && !in->eos()) {
offsets.push_back(in->pos());
slotsInFile++;
stop = 0;
while (stop != 10 && stop != 255 && !in->eos())
stop = in->readByte();
}
// Match the savegames to the save slot names.
while (file != filenames.end()) {
char saveDesc[32];
if (file->compareToIgnoreCase("SAVEGAME.INF") == 0) {
file++;
continue;
}
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 3);
if (slotNum >= 0 && slotNum < slotsInFile) {
in->seek(offsets[slotNum]);
uint pos = 0;
do {
stop = in->readByte();
if (pos < sizeof(saveDesc) - 1) {
if (stop == 10 || stop == 255 || in->eos())
saveDesc[pos++] = '\0';
else if (stop >= 32)
saveDesc[pos++] = stop;
}
} while (stop != 10 && stop != 255 && !in->eos());
}
if (saveDesc[0] == 0)
strcpy(saveDesc, "Unnamed savegame");
// FIXME: The in-game dialog shows the first save slot as 1, not 0,
// but if we change the numbering here, the launcher won?t set
// "save_slot" correctly.
saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
file++;
}
}
delete in;
return saveList;
}
int SwordMetaEngine::getMaximumSaveSlot() const { return 999; }
#if PLUGIN_ENABLED_DYNAMIC(SWORD1)
REGISTER_PLUGIN_DYNAMIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
#else
REGISTER_PLUGIN_STATIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
#endif