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cleanup of game detector functions
svn-id: r11024
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parent
7fc1e3ec92
commit
078091e7f4
13
sky/sky.cpp
13
sky/sky.cpp
@ -78,17 +78,12 @@ extern bool draw_keyboard;
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#undef WITH_DEBUG_CHEATS
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static const GameSettings sky_settings[] = {
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/* Beneath a Steel Sky */
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{"sky", "Beneath a Steel Sky", MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "sky.dsk" },
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{NULL, NULL, MDT_NONE, 0, NULL}
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};
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static const GameSettings skySetting =
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{"sky", "Beneath a Steel Sky", MDT_ADLIB | MDT_NATIVE | MDT_PREFER_NATIVE, 0, "sky.dsk" };
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GameList Engine_SKY_gameList() {
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const GameSettings *g = sky_settings;
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GameList games;
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while (g->gameName)
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games.push_back(*g++);
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games.push_back(skySetting);
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return games;
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}
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@ -100,7 +95,7 @@ GameList Engine_SKY_detectGames(const FSList &fslist) {
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if (0 == scumm_stricmp("sky.dsk", fileName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(sky_settings[0]);
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detectedGames.push_back(skySetting);
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break;
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}
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}
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@ -74,20 +74,17 @@ GameList Engine_SWORD2_gameList() {
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GameList Engine_SWORD2_detectGames(const FSList &fslist) {
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GameList detectedGames;
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const GameSettings *g;
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char detectName[128];
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char detectName2[128];
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// TODO: It would be nice if we had code here which distinguishes between
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// the 'sword2' and Ôsword2demoÔ targets. The current code can't do that
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// since they use the same detectname.
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for (g = sword2_settings; g->gameName; ++g) {
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strcpy(detectName, g->detectname);
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strcpy(detectName2, g->detectname);
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strcat(detectName2, ".");
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// Iterate over all files in the given directory
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for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if ((0 == scumm_stricmp(detectName, gameName)) ||
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(0 == scumm_stricmp(detectName2, gameName))) {
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if (0 == scumm_stricmp(g->detectname, gameName)) {
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// Match found, add to list of candidates, then abort inner loop.
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detectedGames.push_back(*g);
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break;
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