scummvm/engines/access/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.
*
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* 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.
*
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* 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.
*
*/
#include "access/access.h"
#include "access/amazon/amazon_game.h"
#include "access/martian/martian_game.h"
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#include "base/plugins.h"
#include "common/savefile.h"
#include "common/str-array.h"
#include "common/memstream.h"
#include "engines/advancedDetector.h"
#include "common/system.h"
#include "graphics/colormasks.h"
#include "graphics/surface.h"
#define MAX_SAVES 99
namespace Access {
struct AccessGameDescription {
ADGameDescription desc;
int gameID;
uint32 features;
};
uint32 AccessEngine::getGameID() const {
return _gameDescription->gameID;
}
uint32 AccessEngine::getGameFeatures() const {
return _gameDescription->features;
}
uint32 AccessEngine::getFeatures() const {
return _gameDescription->desc.flags;
}
bool AccessEngine::isCD() const {
return (bool)(_gameDescription->desc.flags & ADGF_CD);
}
bool AccessEngine::isDemo() const {
return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
}
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Common::Language AccessEngine::getLanguage() const {
return _gameDescription->desc.language;
}
Common::Platform AccessEngine::getPlatform() const {
return _gameDescription->desc.platform;
}
} // End of namespace Access
static const PlainGameDescriptor AccessGames[] = {
{"Access", "Access"},
{"amazon", "Amazon: Guardians of Eden"},
{"martian", "Martian Memorandum"},
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{0, 0}
};
#include "access/detection_tables.h"
class AccessMetaEngine : public AdvancedMetaEngine {
public:
AccessMetaEngine() : AdvancedMetaEngine(Access::gameDescriptions, sizeof(Access::AccessGameDescription), AccessGames) {
_maxScanDepth = 3;
}
virtual const char *getName() const {
return "Access";
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}
virtual const char *getOriginalCopyright() const {
return "Access Engine (C) 1989-1994 Access Software";
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}
virtual bool hasFeature(MetaEngineFeature f) const;
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual void removeSaveState(const char *target, int slot) const;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
};
bool AccessMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSimpleSavesNames);
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}
bool Access::AccessEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool AccessMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
const Access::AccessGameDescription *gd = (const Access::AccessGameDescription *)desc;
if (gd) {
switch (gd->gameID) {
case Access::GType_Amazon:
*engine = new Access::Amazon::AmazonEngine(syst, gd);
break;
case Access::GType_MartianMemorandum:
*engine = new Access::Martian::MartianEngine(syst, gd);
break;
default:
error("Unknown game");
}
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}
return gd != 0;
}
SaveStateList AccessMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String saveDesc;
Common::String pattern = Common::String::format("%s.0##", target);
Access::AccessSavegameHeader header;
filenames = saveFileMan->listSavefiles(pattern);
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SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
const char *ext = strrchr(file->c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
if (slot >= 0 && slot < MAX_SAVES) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file);
if (in) {
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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if (Access::AccessEngine::readSavegameHeader(in, header))
saveList.push_back(SaveStateDescriptor(slot, header._saveName));
delete in;
}
}
}
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// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
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return saveList;
}
int AccessMetaEngine::getMaximumSaveSlot() const {
return MAX_SAVES;
}
void AccessMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
g_system->getSavefileManager()->removeSavefile(filename);
}
SaveStateDescriptor AccessMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
if (f) {
Access::AccessSavegameHeader header;
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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if (!Access::AccessEngine::readSavegameHeader(f, header, false)) {
delete f;
return SaveStateDescriptor();
}
delete f;
// Create the return descriptor
SaveStateDescriptor desc(slot, header._saveName);
desc.setThumbnail(header._thumbnail);
desc.setSaveDate(header._year, header._month, header._day);
desc.setSaveTime(header._hour, header._minute);
desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
return desc;
}
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return SaveStateDescriptor();
}
#if PLUGIN_ENABLED_DYNAMIC(ACCESS)
REGISTER_PLUGIN_DYNAMIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine);
#else
REGISTER_PLUGIN_STATIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine);
#endif