/* 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. * */ // FIXME: Avoid using printf #define FORBIDDEN_SYMBOL_EXCEPTION_printf #define FORBIDDEN_SYMBOL_EXCEPTION_exit #include #include "engines/metaengine.h" #include "base/commandLine.h" #include "base/plugins.h" #include "base/version.h" #include "common/config-manager.h" #include "common/fs.h" #include "common/rendermode.h" #include "common/system.h" #include "common/textconsole.h" #include "common/tokenizer.h" #include "gui/ThemeEngine.h" #include "audio/musicplugin.h" #include "graphics/renderer.h" #define DETECTOR_TESTING_HACK #define UPGRADE_ALL_TARGETS_HACK namespace Base { #ifndef DISABLE_COMMAND_LINE static const char USAGE_STRING[] = "%s: %s\n" "Usage: %s [OPTIONS]... [GAME]\n" "\n" "Try '%s --help' for more options.\n" ; // DONT FIXME: DO NOT ORDER ALPHABETICALLY, THIS IS ORDERED BY IMPORTANCE/CATEGORY! :) #if defined(__SYMBIAN32__) || defined(ANDROID) || defined(__DS__) || defined(__3DS__) static const char HELP_STRING[] = "NoUsageString"; // save more data segment space #else static const char HELP_STRING[] = "ScummVM - Graphical Adventure Game Interpreter\n" "Usage: %s [OPTIONS]... [GAME]\n" " -v, --version Display ScummVM version information and exit\n" " -h, --help Display a brief help text and exit\n" " -z, --list-games Display list of supported games and exit\n" " -t, --list-targets Display list of configured targets and exit\n" " --list-engines Display list of suppported engines and exit\n" " --list-saves Display a list of saved games for the target specified\n" " with --game=TARGET, or all targets if none is specified\n" " -a, --add Add all games from current or specified directory.\n" " If --game=ID is passed only the game with id ID is added. See also --detect\n" " Use --path=PATH to specify a directory.\n" " --detect Display a list of games with their ID from current or\n" " specified directory without adding it to the config.\n" " Use --path=PATH to specify a directory.\n" " --game=ID In combination with --add or --detect only adds or attempts to\n" " detect the game with id ID.\n" " --auto-detect Display a list of games from current or specified directory\n" " and start the first one. Use --path=PATH to specify a directory.\n" " --recursive In combination with --add or --detect recurse down all subdirectories\n" #if defined(WIN32) && !defined(__SYMBIAN32__) " --console Enable the console window (default:enabled)\n" #endif "\n" " -c, --config=CONFIG Use alternate configuration file\n" #if defined(SDL_BACKEND) " -l, --logfile=PATH Use alternate path for log file\n" #endif " -p, --path=PATH Path to where the game is installed\n" " -x, --save-slot[=NUM] Save game slot to load (default: autosave)\n" " -f, --fullscreen Force full-screen mode\n" " -F, --no-fullscreen Force windowed mode\n" " -g, --gfx-mode=MODE Select graphics scaler (1x,2x,3x,2xsai,super2xsai,\n" " supereagle,advmame2x,advmame3x,hq2x,hq3x,tv2x,\n" " dotmatrix)\n" " --stretch-mode=MODE Select stretch mode (center, integral, fit, stretch)\n" " --filtering Force filtered graphics mode\n" " --no-filtering Force unfiltered graphics mode\n" " --gui-theme=THEME Select GUI theme\n" " --themepath=PATH Path to where GUI themes are stored\n" " --list-themes Display list of all usable GUI themes\n" " -e, --music-driver=MODE Select music driver (see README for details)\n" " --list-audio-devices List all available audio devices\n" " -q, --language=LANG Select language (en,de,fr,it,pt,es,jp,zh,kr,se,gb,\n" " hb,ru,cz)\n" " -m, --music-volume=NUM Set the music volume, 0-255 (default: 192)\n" " -s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)\n" " -r, --speech-volume=NUM Set the speech volume, 0-255 (default: 192)\n" " --midi-gain=NUM Set the gain for MIDI playback, 0-1000 (default:\n" " 100) (only supported by some MIDI drivers)\n" " -n, --subtitles Enable subtitles (use with games that have voice)\n" " -b, --boot-param=NUM Pass number to the boot script (boot param)\n" " -d, --debuglevel=NUM Set debug verbosity level\n" " --debugflags=FLAGS Enable engine specific debug flags\n" " (separated by commas)\n" " --debug-channels-only Show only the specified debug channels\n" " -u, --dump-scripts Enable script dumping if a directory called 'dumps'\n" " exists in the current directory\n" "\n" " --cdrom=DRIVE CD drive to play CD audio from; can either be a\n" " drive, path, or numeric index (default: 0 = best\n" " choice drive)\n" " --joystick[=NUM] Enable joystick input (default: 0 = first joystick)\n" " --platform=WORD Specify platform of game (allowed values: 2gs, 3do,\n" " acorn, amiga, atari, c64, fmtowns, nes, mac, pc, pc98,\n" " pce, segacd, wii, windows)\n" " --savepath=PATH Path to where saved games are stored\n" " --extrapath=PATH Extra path to additional game data\n" " --soundfont=FILE Select the SoundFont for MIDI playback (only\n" " supported by some MIDI drivers)\n" " --multi-midi Enable combination AdLib and native MIDI\n" " --native-mt32 True Roland MT-32 (disable GM emulation)\n" " --dump-midi Dumps MIDI events to 'dump.mid', until quitting from game\n" " (if file already exists, it will be overwritten)\n" " --enable-gs Enable Roland GS mode for MIDI playback\n" " --output-rate=RATE Select output sample rate in Hz (e.g. 22050)\n" " --opl-driver=DRIVER Select AdLib (OPL) emulator (db, mame" #ifndef DISABLE_NUKED_OPL ", nuked" #endif #ifdef ENABLE_OPL2LPT ", opl2lpt" #endif ")\n" " --show-fps Set the turn on display FPS info in 3D games\n" " --no-show-fps Set the turn off display FPS info in 3D games\n" " --renderer=RENDERER Select 3D renderer (software, opengl, opengl_shaders)\n" " --aspect-ratio Enable aspect ratio correction\n" " --[no-]dirtyrects Enable dirty rectangles optimisation in software renderer\n" " (default: enabled)\n" " --render-mode=MODE Enable additional render modes (hercGreen, hercAmber,\n" " cga, ega, vga, amiga, fmtowns, pc9821, pc9801, 2gs,\n" " atari, macintosh)\n" #ifdef ENABLE_EVENTRECORDER " --record-mode=MODE Specify record mode for event recorder (record, playback,\n" " passthrough [default])\n" " --record-file-name=FILE Specify record file name\n" " --disable-display Disable any gfx output. Used for headless events\n" " playback by Event Recorder\n" #endif "\n" #if defined(ENABLE_SKY) || defined(ENABLE_QUEEN) " --alt-intro Use alternative intro for CD versions of Beneath a\n" " Steel Sky and Flight of the Amazon Queen\n" #endif " --copy-protection Enable copy protection in games, when\n" " ScummVM disables it by default.\n" " --talkspeed=NUM Set talk speed for games (default: 60)\n" " Grim Fandango or EMI (default: 179).\n" #if defined(ENABLE_SCUMM) || defined(ENABLE_GROOVIE) " --demo-mode Start demo mode of Maniac Mansion or The 7th Guest\n" #endif #if defined(ENABLE_DIRECTOR) " --start-movie=NAME@NUM Start movie at frame for Director\n" " Either can be specified without the other.\n" #endif #ifdef ENABLE_SCUMM " --tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games\n" " (default: 100)\n" #endif #if (defined(ENABLE_SCUMM) && defined(ENABLE_SCUMM_7_8)) || defined(ENABLE_GRIM) " --dimuse-tempo=NUM Set internal Digital iMuse tempo (10 - 100) per second\n" " (default: 10)\n" #endif " --engine-speed=NUM Set frame per second limit (0 - 100), 0 = no limit\n" " (default: 60)\n" " Grim Fandango or Escape from Monkey Island\n" "\n" "The meaning of boolean long options can be inverted by prefixing them with\n" "\"no-\", e.g. \"--no-aspect-ratio\".\n" ; #endif static const char *s_appName = "scummvm"; static void NORETURN_PRE usage(const char *s, ...) GCC_PRINTF(1, 2) NORETURN_POST; static void usage(const char *s, ...) { char buf[STRINGBUFLEN]; va_list va; va_start(va, s); vsnprintf(buf, STRINGBUFLEN, s, va); va_end(va); #if !(defined(__SYMBIAN32__) || defined(__DS__)) printf(USAGE_STRING, s_appName, buf, s_appName, s_appName); #endif exit(1); } static void ensureFirstCommand(const Common::String &existingCommand, const char *newCommand) { if (!existingCommand.empty()) usage("--%s: Cannot accept more than one command (already found --%s).", newCommand, existingCommand.c_str()); } static Common::String buildQualifiedGameName(const Common::String &engineId, const Common::String &gameId) { return Common::String::format("%s:%s", engineId.c_str(), gameId.c_str()); } #endif // DISABLE_COMMAND_LINE void registerDefaults() { // Graphics ConfMan.registerDefault("fullscreen", false); ConfMan.registerDefault("filtering", false); ConfMan.registerDefault("aspect_ratio", false); ConfMan.registerDefault("gfx_mode", "normal"); ConfMan.registerDefault("render_mode", "default"); ConfMan.registerDefault("desired_screen_aspect_ratio", "auto"); ConfMan.registerDefault("stretch_mode", "default"); ConfMan.registerDefault("shader", "default"); ConfMan.registerDefault("show_fps", false); ConfMan.registerDefault("dirtyrects", true); ConfMan.registerDefault("vsync", true); // Sound & Music ConfMan.registerDefault("music_volume", 192); ConfMan.registerDefault("sfx_volume", 192); ConfMan.registerDefault("speech_volume", 192); ConfMan.registerDefault("music_mute", false); ConfMan.registerDefault("sfx_mute", false); ConfMan.registerDefault("speech_mute", false); ConfMan.registerDefault("mute", false); ConfMan.registerDefault("multi_midi", false); ConfMan.registerDefault("native_mt32", false); ConfMan.registerDefault("dump_midi", false); ConfMan.registerDefault("enable_gs", false); ConfMan.registerDefault("midi_gain", 100); ConfMan.registerDefault("music_driver", "auto"); ConfMan.registerDefault("mt32_device", "null"); ConfMan.registerDefault("gm_device", "null"); ConfMan.registerDefault("opl2lpt_parport", "null"); ConfMan.registerDefault("cdrom", 0); ConfMan.registerDefault("enable_unsupported_game_warning", true); // Game specific ConfMan.registerDefault("path", ""); ConfMan.registerDefault("platform", Common::kPlatformDOS); ConfMan.registerDefault("language", "en"); ConfMan.registerDefault("subtitles", false); ConfMan.registerDefault("boot_param", 0); ConfMan.registerDefault("dump_scripts", false); ConfMan.registerDefault("save_slot", -1); ConfMan.registerDefault("autosave_period", 5 * 60); // By default, trigger autosave every 5 minutes #if defined(ENABLE_SCUMM) || defined(ENABLE_SWORD2) ConfMan.registerDefault("object_labels", true); #endif ConfMan.registerDefault("copy_protection", false); ConfMan.registerDefault("talkspeed", 60); #if defined(ENABLE_SCUMM) || defined(ENABLE_GROOVIE) ConfMan.registerDefault("demo_mode", false); #endif #ifdef ENABLE_SCUMM ConfMan.registerDefault("tempo", 0); #endif #if (defined(ENABLE_SCUMM) && defined(ENABLE_SCUMM_7_8)) || defined(ENABLE_GRIM) ConfMan.registerDefault("dimuse_tempo", 10); #endif #if defined(ENABLE_SKY) || defined(ENABLE_QUEEN) ConfMan.registerDefault("alt_intro", false); #endif // Miscellaneous ConfMan.registerDefault("joystick_num", 0); ConfMan.registerDefault("confirm_exit", false); ConfMan.registerDefault("disable_sdl_parachute", false); ConfMan.registerDefault("disable_display", false); ConfMan.registerDefault("record_mode", "none"); ConfMan.registerDefault("record_file_name", "record.bin"); ConfMan.registerDefault("gui_saveload_chooser", "grid"); ConfMan.registerDefault("gui_saveload_last_pos", "0"); ConfMan.registerDefault("gui_browser_show_hidden", false); ConfMan.registerDefault("gui_browser_native", true); // Specify threshold for scanning directories in the launcher // If number of game entries in scummvm.ini exceeds the specified // number, then skip scanning. -1 = scan always ConfMan.registerDefault("gui_list_max_scan_entries", -1); ConfMan.registerDefault("game", ""); #ifdef USE_FLUIDSYNTH // The settings are deliberately stored the same way as in Qsynth. The // FluidSynth music driver is responsible for transforming them into // their appropriate values. ConfMan.registerDefault("fluidsynth_chorus_activate", true); ConfMan.registerDefault("fluidsynth_chorus_nr", 3); ConfMan.registerDefault("fluidsynth_chorus_level", 100); ConfMan.registerDefault("fluidsynth_chorus_speed", 30); ConfMan.registerDefault("fluidsynth_chorus_depth", 80); ConfMan.registerDefault("fluidsynth_chorus_waveform", "sine"); ConfMan.registerDefault("fluidsynth_reverb_activate", true); ConfMan.registerDefault("fluidsynth_reverb_roomsize", 20); ConfMan.registerDefault("fluidsynth_reverb_damping", 0); ConfMan.registerDefault("fluidsynth_reverb_width", 1); ConfMan.registerDefault("fluidsynth_reverb_level", 90); ConfMan.registerDefault("fluidsynth_misc_interpolation", "4th"); #endif } static bool parseGameName(const Common::String &gameName, Common::String &engineId, Common::String &gameId) { Common::StringTokenizer tokenizer(gameName, ":"); Common::String token1, token2; if (!tokenizer.empty()) { token1 = tokenizer.nextToken(); } if (!tokenizer.empty()) { token2 = tokenizer.nextToken(); } if (!tokenizer.empty()) { return false; // Stray colon } if (!token1.empty() && !token2.empty()) { engineId = token1; gameId = token2; return true; } else if (!token1.empty()) { engineId.clear(); gameId = token1; return true; } return false; } static QualifiedGameDescriptor findGameMatchingName(const Common::String &name) { if (name.empty()) { return QualifiedGameDescriptor(); } Common::String engineId; Common::String gameId; if (!parseGameName(name, engineId, gameId)) { return QualifiedGameDescriptor(); // Invalid name format } // Check if the name is a known game id QualifiedGameList games = EngineMan.findGamesMatching(engineId, gameId); if (games.size() != 1) { // Game not found or ambiguous name return QualifiedGameDescriptor(); } return games[0]; } static Common::String createTemporaryTarget(const Common::String &engineId, const Common::String &gameId) { Common::String domainName = gameId; ConfMan.addGameDomain(domainName); ConfMan.set("engineid", engineId, domainName); ConfMan.set("gameid", gameId, domainName); // We designate targets which come strictly from command line // so ConfMan will not save them to the configuration file. ConfMan.set("id_came_from_command_line", "1", domainName); return domainName; } // // Various macros used by the command line parser. // #ifndef DISABLE_COMMAND_LINE // Use this for options which have an *optional* value #define DO_OPTION_OPT(shortCmd, longCmd, defaultVal) \ if (isLongCmd ? (!strcmp(s + 2, longCmd) || !memcmp(s + 2, longCmd"=", sizeof(longCmd"=") - 1)) : (tolower(s[1]) == shortCmd)) { \ s += 2; \ if (isLongCmd) { \ s += sizeof(longCmd) - 1; \ if (*s == '=') \ s++; \ } \ const char *option = s; \ if (*s == '\0' && !isLongCmd) { option = s2; i++; } \ if (!option || *option == '\0') option = defaultVal; \ if (option) settings[longCmd] = option; // Use this for options which have a required (string) value #define DO_OPTION(shortCmd, longCmd) \ DO_OPTION_OPT(shortCmd, longCmd, 0) \ if (!option) usage("Option '%s' requires an argument", argv[isLongCmd ? i : i-1]); // Use this for options which have a required integer value // (we don't check ERANGE because WinCE doesn't support errno, so we're stuck just rejecting LONG_MAX/LONG_MIN..) #define DO_OPTION_INT(shortCmd, longCmd) \ DO_OPTION(shortCmd, longCmd) \ char *endptr; \ long int retval = strtol(option, &endptr, 0); \ if (*endptr != '\0' || retval == LONG_MAX || retval == LONG_MIN) \ usage("--%s: Invalid number '%s'", longCmd, option); // Use this for boolean options; this distinguishes between "-x" and "-X", // resp. between "--some-option" and "--no-some-option". #define DO_OPTION_BOOL(shortCmd, longCmd) \ if (isLongCmd ? (!strcmp(s + 2, longCmd) || !strcmp(s + 2, "no-" longCmd)) : (tolower(s[1]) == shortCmd)) { \ bool boolValue = (Common::isLower(s[1]) != 0); \ s += 2; \ if (isLongCmd) { \ boolValue = !strcmp(s, longCmd); \ s += boolValue ? (sizeof(longCmd) - 1) : (sizeof("no-" longCmd) - 1); \ } \ if (*s != '\0') goto unknownOption; \ const char *option = boolValue ? "true" : "false"; \ settings[longCmd] = option; // Use this for options which never have a value, i.e. for 'commands', like "--help". #define DO_COMMAND(shortCmd, longCmd) \ if (isLongCmd ? (!strcmp(s + 2, longCmd)) : (tolower(s[1]) == shortCmd)) { \ s += 2; \ if (isLongCmd) \ s += sizeof(longCmd) - 1; \ if (*s != '\0') goto unknownOption; \ ensureFirstCommand(command, longCmd); \ command = longCmd; #define DO_LONG_OPTION_OPT(longCmd, d) DO_OPTION_OPT(0, longCmd, d) #define DO_LONG_OPTION(longCmd) DO_OPTION(0, longCmd) #define DO_LONG_OPTION_INT(longCmd) DO_OPTION_INT(0, longCmd) #define DO_LONG_OPTION_BOOL(longCmd) DO_OPTION_BOOL(0, longCmd) #define DO_LONG_COMMAND(longCmd) DO_COMMAND(0, longCmd) // End an option handler #define END_OPTION \ continue; \ } // End an option handler #define END_COMMAND \ continue; \ } Common::String parseCommandLine(Common::StringMap &settings, int argc, const char * const *argv) { const char *s, *s2; Common::String command; if (!argv) return command; // argv[0] contains the name of the executable. if (argv[0]) { s = strrchr(argv[0], '/'); s_appName = s ? (s + 1) : argv[0]; } // We store all command line settings into a string map. // Iterate over all command line arguments and parse them into our string map. for (int i = 1; i < argc; ++i) { s = argv[i]; s2 = (i < argc-1) ? argv[i+1] : 0; if (s[0] != '-') { // The argument doesn't start with a dash, so it's not an option. // Hence it must be the target name. We currently enforce that // this always comes last. if (i != argc - 1) usage("Stray argument '%s'", s); // We defer checking whether this is a valid target to a later point. return s; } else { // On MacOS X prior to 10.9 the OS is sometimes adding a -psn_X_XXXXXX argument (where X are digits) // to pass the process serial number. We need to ignore it to avoid an error. // When using XCode it also adds -NSDocumentRevisionsDebugMode YES argument if XCode option // "Allow debugging when using document Versions Browser" is on (which is the default). #ifdef MACOSX if (strncmp(s, "-psn_", 5) == 0) continue; if (strcmp(s, "-NSDocumentRevisionsDebugMode") == 0) { ++i; // Also skip the YES that follows continue; } #endif bool isLongCmd = (s[0] == '-' && s[1] == '-'); DO_COMMAND('h', "help") END_COMMAND DO_COMMAND('v', "version") END_COMMAND DO_COMMAND('t', "list-targets") END_COMMAND DO_COMMAND('z', "list-games") END_COMMAND DO_LONG_COMMAND("list-engines") END_COMMAND DO_COMMAND('a', "add") END_COMMAND DO_LONG_COMMAND("detect") END_COMMAND DO_LONG_COMMAND("auto-detect") END_COMMAND #ifdef DETECTOR_TESTING_HACK // HACK FIXME TODO: This command is intentionally *not* documented! DO_LONG_COMMAND("test-detector") END_COMMAND #endif #ifdef UPGRADE_ALL_TARGETS_HACK // HACK FIXME TODO: This command is intentionally *not* documented! DO_LONG_COMMAND("upgrade-targets") END_COMMAND #endif DO_LONG_COMMAND("list-saves") END_COMMAND DO_OPTION('c', "config") END_OPTION #if defined(SDL_BACKEND) DO_OPTION('l', "logfile") END_OPTION #endif DO_OPTION_INT('b', "boot-param") END_OPTION DO_OPTION_OPT('d', "debuglevel", "0") END_OPTION DO_LONG_OPTION("debugflags") END_OPTION DO_LONG_OPTION_BOOL("debug-channels-only") END_OPTION DO_OPTION('e', "music-driver") END_OPTION DO_LONG_COMMAND("list-audio-devices") END_COMMAND DO_LONG_OPTION_INT("output-rate") END_OPTION DO_OPTION_BOOL('f', "fullscreen") END_OPTION DO_LONG_OPTION_BOOL("filtering") END_OPTION #ifdef ENABLE_EVENTRECORDER DO_LONG_OPTION_INT("disable-display") END_OPTION DO_LONG_OPTION("record-mode") END_OPTION DO_LONG_OPTION("record-file-name") END_OPTION #endif DO_LONG_OPTION("opl-driver") END_OPTION DO_OPTION('g', "gfx-mode") END_OPTION DO_LONG_OPTION("stretch-mode") END_OPTION DO_LONG_OPTION("shader") END_OPTION DO_OPTION_INT('m', "music-volume") END_OPTION DO_OPTION_BOOL('n', "subtitles") END_OPTION DO_OPTION('p', "path") Common::FSNode path(option); if (!path.exists()) { usage("Non-existent game path '%s'", option); } else if (!path.isReadable()) { usage("Non-readable game path '%s'", option); } END_OPTION DO_OPTION('q', "language") if (Common::parseLanguage(option) == Common::UNK_LANG) usage("Unrecognized language '%s'", option); END_OPTION DO_OPTION_INT('s', "sfx-volume") END_OPTION DO_OPTION_INT('r', "speech-volume") END_OPTION DO_LONG_OPTION_INT("midi-gain") END_OPTION DO_OPTION_BOOL('u', "dump-scripts") END_OPTION DO_OPTION_OPT('x', "save-slot", "0") END_OPTION DO_LONG_OPTION_INT("cdrom") END_OPTION DO_LONG_OPTION_OPT("joystick", "0") settings["joystick_num"] = option; settings.erase("joystick"); END_OPTION DO_LONG_OPTION("platform") int platform = Common::parsePlatform(option); if (platform == Common::kPlatformUnknown) usage("Unrecognized platform '%s'", option); END_OPTION DO_LONG_OPTION("soundfont") Common::FSNode path(option); if (!path.exists()) { usage("Non-existent soundfont path '%s'", option); } else if (!path.isReadable()) { usage("Non-readable soundfont path '%s'", option); } END_OPTION DO_LONG_OPTION_BOOL("disable-sdl-parachute") END_OPTION DO_LONG_OPTION_BOOL("multi-midi") END_OPTION DO_LONG_OPTION_BOOL("native-mt32") END_OPTION DO_LONG_OPTION_BOOL("dump-midi") END_OPTION DO_LONG_OPTION_BOOL("enable-gs") END_OPTION DO_LONG_OPTION_BOOL("aspect-ratio") END_OPTION DO_LONG_OPTION("render-mode") int renderMode = Common::parseRenderMode(option); if (renderMode == Common::kRenderDefault) usage("Unrecognized render mode '%s'", option); END_OPTION DO_LONG_OPTION_BOOL("dirtyrects") END_OPTION DO_LONG_OPTION("gamma") END_OPTION DO_LONG_OPTION("renderer") Graphics::RendererType renderer = Graphics::parseRendererTypeCode(option); if (renderer == Graphics::kRendererTypeDefault) usage("Unrecognized renderer type '%s'", option); END_OPTION DO_LONG_OPTION_BOOL("show-fps") END_OPTION DO_LONG_OPTION("savepath") Common::FSNode path(option); if (!path.exists()) { usage("Non-existent saved games path '%s'", option); } else if (!path.isWritable()) { usage("Non-writable saved games path '%s'", option); } END_OPTION DO_LONG_OPTION("extrapath") Common::FSNode path(option); if (!path.exists()) { usage("Non-existent extra path '%s'", option); } else if (!path.isReadable()) { usage("Non-readable extra path '%s'", option); } END_OPTION DO_LONG_OPTION_INT("talkspeed") END_OPTION DO_LONG_OPTION_BOOL("copy-protection") END_OPTION DO_LONG_OPTION("gui-theme") END_OPTION DO_LONG_OPTION("game") END_OPTION DO_LONG_OPTION_BOOL("recursive") END_OPTION DO_LONG_OPTION("themepath") Common::FSNode path(option); if (!path.exists()) { usage("Non-existent theme path '%s'", option); } else if (!path.isReadable()) { usage("Non-readable theme path '%s'", option); } END_OPTION DO_LONG_COMMAND("list-themes") END_COMMAND DO_LONG_OPTION("target-md5") END_OPTION #ifdef ENABLE_SCUMM DO_LONG_OPTION_INT("tempo") END_OPTION #endif #if (defined(ENABLE_SCUMM) && defined(ENABLE_SCUMM_7_8)) || defined(ENABLE_GRIM) DO_LONG_OPTION_INT("dimuse-tempo") END_OPTION #endif #if defined(ENABLE_SCUMM) || defined(ENABLE_GROOVIE) DO_LONG_OPTION_BOOL("demo-mode") END_OPTION #endif #if defined(ENABLE_SKY) || defined(ENABLE_QUEEN) DO_LONG_OPTION_BOOL("alt-intro") END_OPTION #endif DO_LONG_OPTION_INT("engine-speed") END_OPTION #ifdef IPHONE // This is automatically set when launched from the Springboard. DO_LONG_OPTION_OPT("launchedFromSB", 0) END_OPTION #endif #if defined(WIN32) && !defined(__SYMBIAN32__) // Optional console window on Windows (default: enabled) DO_LONG_OPTION_BOOL("console") END_OPTION #endif #if defined(ENABLE_DIRECTOR) DO_LONG_OPTION("start-movie") END_OPTION #endif unknownOption: // If we get till here, the option is unhandled and hence unknown. usage("Unrecognized option '%s'", argv[i]); } } return command; } /** List all supported game IDs, i.e. all games which any loaded plugin supports. */ static void listGames() { printf("Game ID Full Title \n" "------------------------------ -----------------------------------------------------------\n"); const PluginList &plugins = EngineMan.getPlugins(); for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); ++iter) { const MetaEngineDetection &metaengine = (*iter)->get(); PlainGameList list = metaengine.getSupportedGames(); for (PlainGameList::const_iterator v = list.begin(); v != list.end(); ++v) { printf("%-30s %s\n", buildQualifiedGameName(metaengine.getEngineId(), v->gameId).c_str(), v->description); } } } /** List all supported engines, i.e. all loaded plugins. */ static void listEngines() { printf("Engine ID Engine Name \n" "--------------- ------------------------------------------------------\n"); const PluginList &plugins = EngineMan.getPlugins(); for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); ++iter) { const MetaEngineDetection &metaEngine = (*iter)->get(); printf("%-15s %s\n", metaEngine.getEngineId(), metaEngine.getName()); } } /** List all targets which are configured in the config file. */ static void listTargets() { printf("Target Description \n" "-------------------- ------------------------------------------------------\n"); const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains(); Common::ConfigManager::DomainMap::const_iterator iter; Common::Array targets; targets.reserve(domains.size()); for (iter = domains.begin(); iter != domains.end(); ++iter) { Common::String name(iter->_key); Common::String description(iter->_value.getVal("description")); // If there's no description, fallback on the default description. if (description.empty()) { QualifiedGameDescriptor g = EngineMan.findTarget(name); if (!g.description.empty()) description = g.description; } // If there's still no description, we cannot come up with one. Insert some dummy text. if (description.empty()) description = ""; targets.push_back(Common::String::format("%-20s %s", name.c_str(), description.c_str())); } Common::sort(targets.begin(), targets.end()); for (Common::Array::const_iterator i = targets.begin(), end = targets.end(); i != end; ++i) printf("%s\n", i->c_str()); } /** List all saves states for the given target. */ static Common::Error listSaves(const Common::String &singleTarget) { Common::Error result = Common::kNoError; // If no target is specified, list save games for all known targets Common::Array targets; if (!singleTarget.empty()) targets.push_back(singleTarget); else { const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains(); Common::ConfigManager::DomainMap::const_iterator iter; targets.reserve(domains.size()); for (iter = domains.begin(); iter != domains.end(); ++iter) targets.push_back(iter->_key); } // FIXME HACK g_system->initBackend(); Common::String oldDomain = ConfMan.getActiveDomainName(); bool atLeastOneFound = false; for (Common::Array::const_iterator i = targets.begin(), end = targets.end(); i != end; ++i) { // Check whether there is either a game domain (i.e. a target) matching // the specified game name, or alternatively whether there is a matching game id. Common::String currentTarget; QualifiedGameDescriptor game; const Plugin *metaEnginePlugin = nullptr; const Plugin *enginePlugin = nullptr; if (ConfMan.hasGameDomain(*i)) { // The name is a known target currentTarget = *i; EngineMan.upgradeTargetIfNecessary(*i); game = EngineMan.findTarget(*i, &metaEnginePlugin); } else if (game = findGameMatchingName(*i), !game.gameId.empty()) { // The name is a known game id metaEnginePlugin = EngineMan.findPlugin(game.engineId); currentTarget = createTemporaryTarget(game.engineId, game.gameId); } else { return Common::Error(Common::kEnginePluginNotFound, Common::String::format("target '%s'", singleTarget.c_str())); } // If we actually found a domain, we're going to change the domain ConfMan.setActiveDomain(currentTarget); if (!metaEnginePlugin) { // If the target was specified, treat this as an error, and otherwise skip it. if (!singleTarget.empty()) return Common::Error(Common::kMetaEnginePluginNotFound, Common::String::format("target '%s'", i->c_str())); printf("MetaEnginePlugin could not be loaded for target '%s'\n", i->c_str()); continue; } else { enginePlugin = PluginMan.getEngineFromMetaEngine(metaEnginePlugin); if (!enginePlugin) { // If the target was specified, treat this as an error, and otherwise skip it. if (!singleTarget.empty()) return Common::Error(Common::kEnginePluginNotFound, Common::String::format("target '%s'", i->c_str())); printf("EnginePlugin could not be loaded for target '%s'\n", i->c_str()); continue; } } const MetaEngine &metaEngine = enginePlugin->get(); Common::String qualifiedGameId = buildQualifiedGameName(game.engineId, game.gameId); if (!metaEngine.hasFeature(MetaEngine::kSupportsListSaves)) { // If the target was specified, treat this as an error, and otherwise skip it. if (!singleTarget.empty()) // TODO: Include more info about the target (desc, engine name, ...) ??? return Common::Error(Common::kEnginePluginNotSupportSaves, Common::String::format("target '%s', gameid '%s'", i->c_str(), qualifiedGameId.c_str())); continue; } // Query the plugin for a list of saved games SaveStateList saveList = metaEngine.listSaves(i->c_str()); if (!saveList.empty()) { // TODO: Include more info about the target (desc, engine name, ...) ??? if (atLeastOneFound) printf("\n"); printf("Save states for target '%s' (gameid '%s'):\n", i->c_str(), qualifiedGameId.c_str()); printf(" Slot Description \n" " ---- ------------------------------------------------------\n"); for (SaveStateList::const_iterator x = saveList.begin(); x != saveList.end(); ++x) { printf(" %-4d %s\n", x->getSaveSlot(), x->getDescription().encode().c_str()); // TODO: Could also iterate over the full hashmap, printing all key-value pairs } atLeastOneFound = true; } else { // If the target was specified, indicate no save games were found for it. Otherwise just skip it. if (!singleTarget.empty()) printf("There are no save states for target '%s' (gameid '%s'):\n", i->c_str(), qualifiedGameId.c_str()); } } // Revert to the old active domain ConfMan.setActiveDomain(oldDomain); if (!atLeastOneFound && singleTarget.empty()) printf("No save states could be found.\n"); return result; } /** Lists all usable themes */ static void listThemes() { typedef Common::List ThList; ThList thList; GUI::ThemeEngine::listUsableThemes(thList); printf("Theme Description\n"); printf("-------------- ------------------------------------------------\n"); for (ThList::const_iterator i = thList.begin(); i != thList.end(); ++i) printf("%-14s %s\n", i->id.c_str(), i->name.c_str()); } /** Lists all output devices */ static void listAudioDevices() { PluginList pluginList = MusicMan.getPlugins(); printf("ID Description\n"); printf("------------------------------ ------------------------------------------------\n"); for (PluginList::const_iterator i = pluginList.begin(), iend = pluginList.end(); i != iend; ++i) { const MusicPluginObject &musicObject = (*i)->get(); MusicDevices deviceList = musicObject.getDevices(); for (MusicDevices::iterator j = deviceList.begin(), jend = deviceList.end(); j != jend; ++j) { printf("%-30s %s\n", Common::String::format("\"%s\"", j->getCompleteId().c_str()).c_str(), j->getCompleteName().c_str()); } } } /** Display all games in the given directory, or current directory if empty */ static DetectedGames getGameList(const Common::FSNode &dir) { Common::FSList files; // Collect all files from directory if (!dir.getChildren(files, Common::FSNode::kListAll)) { printf("Path %s does not exist or is not a directory.\n", dir.getPath().c_str()); return DetectedGames(); } // detect Games DetectionResults detectionResults = EngineMan.detectGames(files); if (detectionResults.foundUnknownGames()) { Common::U32String report = detectionResults.generateUnknownGameReport(false, 80); g_system->logMessage(LogMessageType::kInfo, report.encode().c_str()); } return detectionResults.listRecognizedGames(); } static DetectedGames recListGames(const Common::FSNode &dir, const Common::String &engineId, const Common::String &gameId, bool recursive) { DetectedGames list = getGameList(dir); if (recursive) { Common::FSList files; dir.getChildren(files, Common::FSNode::kListDirectoriesOnly); for (Common::FSList::const_iterator file = files.begin(); file != files.end(); ++file) { DetectedGames rec = recListGames(*file, engineId, gameId, recursive); for (DetectedGames::const_iterator game = rec.begin(); game != rec.end(); ++game) { if ((game->engineId == engineId && game->gameId == gameId) || gameId.empty()) list.push_back(*game); } } } return list; } /** Display all games in the given directory, return ID of first detected game */ static Common::String detectGames(const Common::String &path, const Common::String &engineId, const Common::String &gameId, bool recursive) { bool noPath = path.empty(); //Current directory Common::FSNode dir(path); DetectedGames candidates = recListGames(dir, engineId, gameId, recursive); if (candidates.empty()) { printf("WARNING: ScummVM could not find any game in %s\n", dir.getPath().c_str()); if (noPath) { printf("WARNING: Consider using --path= to specify a directory\n"); } if (!recursive) { printf("WARNING: Consider using --recursive to search inside subdirectories\n"); } return Common::String(); } // TODO this is not especially pretty printf("GameID Description Full Path\n"); printf("------------------------------ ---------------------------------------------------------- ---------------------------------------------------------\n"); for (DetectedGames::const_iterator v = candidates.begin(); v != candidates.end(); ++v) { printf("%-30s %-58s %s\n", buildQualifiedGameName(v->engineId, v->gameId).c_str(), v->description.c_str(), v->path.c_str()); } return buildQualifiedGameName(candidates[0].engineId, candidates[0].gameId); } static int recAddGames(const Common::FSNode &dir, const Common::String &engineId, const Common::String &gameId, bool recursive) { int count = 0; DetectedGames list = getGameList(dir); for (DetectedGames::const_iterator v = list.begin(); v != list.end(); ++v) { if ((v->engineId != engineId || v->gameId != gameId) && !gameId.empty()) { printf("Found %s, only adding %s per --game option, ignoring...\n", buildQualifiedGameName(v->engineId, v->gameId).c_str(), buildQualifiedGameName(engineId, gameId).c_str()); } else if (ConfMan.hasGameDomain(v->preferredTarget)) { // TODO Better check for game already added? printf("Found %s, but has already been added, skipping\n", buildQualifiedGameName(v->engineId, v->gameId).c_str()); } else { Common::String target = EngineMan.createTargetForGame(*v); count++; // Display added game info printf("Game Added: \n Target: %s\n GameID: %s\n Name: %s\n Language: %s\n Platform: %s\n", target.c_str(), buildQualifiedGameName(v->engineId, v->gameId).c_str(), v->description.c_str(), Common::getLanguageDescription(v->language), Common::getPlatformDescription(v->platform) ); } } if (recursive) { Common::FSList files; if (dir.getChildren(files, Common::FSNode::kListDirectoriesOnly)) { for (Common::FSList::const_iterator file = files.begin(); file != files.end(); ++file) { count += recAddGames(*file, engineId, gameId, recursive); } } } return count; } static bool addGames(const Common::String &path, const Common::String &engineId, const Common::String &gameId, bool recursive) { //Current directory Common::FSNode dir(path); int added = recAddGames(dir, engineId, gameId, recursive); printf("Added %d games\n", added); if (added == 0 && !recursive) { printf("Consider using --recursive to search inside subdirectories\n"); } ConfMan.flushToDisk(); return true; } #ifdef DETECTOR_TESTING_HACK static void runDetectorTest() { // HACK: The following code can be used to test the detection code of our // engines. Basically, it loops over all targets, and calls the detector // for the given path. It then prints out the result and also checks // whether the result agrees with the settings of the target. const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains(); Common::ConfigManager::DomainMap::const_iterator iter = domains.begin(); int success = 0, failure = 0; for (iter = domains.begin(); iter != domains.end(); ++iter) { Common::String name(iter->_key); Common::String gameid(iter->_value.getVal("gameid")); Common::String path(iter->_value.getVal("path")); printf("Looking at target '%s', gameid '%s', path '%s' ...\n", name.c_str(), gameid.c_str(), path.c_str()); if (path.empty()) { printf(" ... no path specified, skipping\n"); continue; } if (gameid.empty()) { gameid = name; } Common::FSNode dir(path); Common::FSList files; if (!dir.getChildren(files, Common::FSNode::kListAll)) { printf(" ... invalid path, skipping\n"); continue; } DetectionResults detectionResults = EngineMan.detectGames(files); DetectedGames candidates = detectionResults.listRecognizedGames(); bool gameidDiffers = false; DetectedGames::const_iterator x; for (x = candidates.begin(); x != candidates.end(); ++x) { gameidDiffers |= !gameid.equalsIgnoreCase(x->gameId); } if (candidates.empty()) { printf(" FAILURE: No games detected\n"); failure++; } else if (candidates.size() > 1) { if (gameidDiffers) { printf(" WARNING: Multiple games detected, some/all with wrong gameid\n"); } else { printf(" WARNING: Multiple games detected, but all have matching gameid\n"); } failure++; } else if (gameidDiffers) { printf(" FAILURE: Wrong gameid detected\n"); failure++; } else { printf(" SUCCESS: Game was detected correctly\n"); success++; } for (x = candidates.begin(); x != candidates.end(); ++x) { printf(" gameid '%s', desc '%s', language '%s', platform '%s'\n", x->gameId.c_str(), x->description.c_str(), Common::getLanguageDescription(x->language), Common::getPlatformDescription(x->platform)); } } int total = domains.size(); printf("Detector test run: %d fail, %d success, %d skipped, out of %d\n", failure, success, total - failure - success, total); } #endif #ifdef UPGRADE_ALL_TARGETS_HACK void upgradeTargets() { // HACK: The following upgrades all your targets to the latest and // greatest. Right now that means updating the guioptions and (optionally) // also the game descriptions. // Basically, it loops over all targets, and calls the detector for the // given path. It then compares the result with the settings of the target. // If the basics seem to match, it updates the guioptions. printf("Upgrading all your existing targets\n"); Common::ConfigManager::DomainMap::iterator iter = ConfMan.beginGameDomains(); for (; iter != ConfMan.endGameDomains(); ++iter) { Common::ConfigManager::Domain &dom = iter->_value; Common::String name(iter->_key); Common::String gameid(dom.getVal("gameid")); Common::String path(dom.getVal("path")); printf("Looking at target '%s', gameid '%s' ...\n", name.c_str(), gameid.c_str()); if (path.empty()) { printf(" ... no path specified, skipping\n"); continue; } if (gameid.empty()) { gameid = name; } gameid.toLowercase(); // TODO: Is this paranoia? Maybe we should just assume all lowercase, always? Common::FSNode dir(path); Common::FSList files; if (!dir.getChildren(files, Common::FSNode::kListAll)) { printf(" ... invalid path, skipping\n"); continue; } Common::Language lang = Common::parseLanguage(dom.getVal("language")); Common::Platform plat = Common::parsePlatform(dom.getVal("platform")); Common::String desc(dom.getVal("description")); DetectionResults detectionResults = EngineMan.detectGames(files); DetectedGames candidates = detectionResults.listRecognizedGames(); DetectedGame *g = 0; // We proceed as follows: // * If detection failed to produce candidates, skip. // * If there is a unique detector match, trust it. // * If there are multiple match, run over them comparing gameid, language and platform. // If we end up with a unique match, use it. Otherwise, skip. if (candidates.empty()) { printf(" ... failed to detect game, skipping\n"); continue; } if (candidates.size() > 1) { // Scan over all candidates, check if there is a unique match for gameid, language and platform DetectedGames::iterator x; int matchesFound = 0; for (x = candidates.begin(); x != candidates.end(); ++x) { if (x->gameId == gameid && x->language == lang && x->platform == plat) { matchesFound++; g = &(*x); } } if (matchesFound != 1) { printf(" ... detected multiple games, could not establish unique match, skipping\n"); continue; } } else { // Unique match -> use it g = &candidates[0]; } // At this point, g points to a GameDescriptor which we can use to update // the target referred to by dom. We update several things // Always set the engine ID and game ID explicitly (in case of legacy targets) dom["engineid"] = g->engineId; dom["gameid"] = g->gameId; // Always set the GUI options. The user should not modify them, and engines might // gain more features over time, so we want to keep this list up-to-date. if (!g->getGUIOptions().empty()) { printf(" -> update guioptions to '%s'\n", g->getGUIOptions().c_str()); dom["guioptions"] = g->getGUIOptions(); } else if (dom.contains("guioptions")) { dom.erase("guioptions"); } // Update the language setting but only if none has been set yet. if (lang == Common::UNK_LANG && g->language != Common::UNK_LANG) { printf(" -> set language to '%s'\n", Common::getLanguageCode(g->language)); dom["language"] = Common::getLanguageCode(g->language); } // Update the platform setting but only if none has been set yet. if (plat == Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown) { printf(" -> set platform to '%s'\n", Common::getPlatformCode(g->platform)); dom["platform"] = Common::getPlatformCode(g->platform); } // TODO: We could also update the description. But not everybody will want that. // Esp. because for some games (e.g. the combined Zak/Loom FM-TOWNS demo etc.) // ScummVM still generates an incorrect description string. So, the description // should only be updated if the user explicitly requests this. #if 0 if (desc != g->description) { printf(" -> update desc from '%s' to\n '%s' ?\n", desc.c_str(), g->description.c_str()); dom["description"] = g->description; } #endif } // Finally, save our changes to disk ConfMan.flushToDisk(); } #endif #else // DISABLE_COMMAND_LINE Common::String parseCommandLine(Common::StringMap &settings, int argc, const char * const *argv) { return Common::String(); } #endif // DISABLE_COMMAND_LINE bool processSettings(Common::String &command, Common::StringMap &settings, Common::Error &err) { err = Common::kNoError; #ifndef DISABLE_COMMAND_LINE // Check the --game argument refers to a known game id. QualifiedGameDescriptor gameOption; if (settings.contains("game")) { gameOption = findGameMatchingName(settings["game"]); if (gameOption.gameId.empty()) { usage("Unrecognized game '%s'. Use the --list-games command for a list of accepted values.\n", settings["game"].c_str()); } } // Handle commands passed via the command line (like --list-targets and // --list-games). This must be done after the config file and the plugins // have been loaded. if (command == "list-targets") { listTargets(); return true; } else if (command == "list-games") { listGames(); return true; } else if (command == "list-engines") { listEngines(); return true; } else if (command == "list-saves") { err = listSaves(settings["game"]); return true; } else if (command == "list-themes") { listThemes(); return true; } else if (command == "list-audio-devices") { listAudioDevices(); return true; } else if (command == "version") { printf("%s\n", gScummVMFullVersion); printf("Features compiled in: %s\n", gScummVMFeatures); return true; } else if (command == "help") { printf(HELP_STRING, s_appName); return true; } else if (command == "auto-detect") { bool resursive = settings["recursive"] == "true"; // If auto-detects fails (returns an empty ID) return true to close ScummVM. // If we get a non-empty ID, we store it in command so that it gets processed together with the // other command line options below. if (resursive) { printf("ERROR: Autodetection not supported with --recursive; are you sure you didn't want --detect?\n"); err = Common::kUnknownError; return true; // There is not a particularly good technical reason for this. // From an UX point of view, however, it might get confusing. // Consider removing this if consensus says otherwise. } else { command = detectGames(settings["path"], gameOption.engineId, gameOption.gameId, resursive); if (command.empty()) { err = Common::kNoGameDataFoundError; return true; } } } else if (command == "detect") { detectGames(settings["path"], gameOption.engineId, gameOption.gameId, settings["recursive"] == "true"); return true; } else if (command == "add") { addGames(settings["path"], gameOption.engineId, gameOption.gameId, settings["recursive"] == "true"); return true; } #ifdef DETECTOR_TESTING_HACK else if (command == "test-detector") { runDetectorTest(); return true; } #endif #ifdef UPGRADE_ALL_TARGETS_HACK else if (command == "upgrade-targets") { upgradeTargets(); return true; } #endif #endif // DISABLE_COMMAND_LINE // If a target was specified, check whether there is either a game // domain (i.e. a target) matching this argument, or alternatively // whether there is a gameid matching that name. if (!command.empty()) { QualifiedGameDescriptor gd; if (ConfMan.hasGameDomain(command)) { // Command is a known target ConfMan.setActiveDomain(command); } else if (gd = findGameMatchingName(command), !gd.gameId.empty()) { // Command is a known game ID Common::String domainName = createTemporaryTarget(gd.engineId, gd.gameId); ConfMan.setActiveDomain(domainName); } else { #ifndef DISABLE_COMMAND_LINE usage("Unrecognized game '%s'. Use the --list-targets and --list-games commands for a list of accepted values.", command.c_str()); #endif // DISABLE_COMMAND_LINE } } // Finally, store the command line settings into the config manager. for (Common::StringMap::const_iterator x = settings.begin(); x != settings.end(); ++x) { Common::String key(x->_key); Common::String value(x->_value); // Replace any "-" in the key by "_" (e.g. change "save-slot" to "save_slot"). for (Common::String::iterator c = key.begin(); c != key.end(); ++c) if (*c == '-') *c = '_'; // Store it into ConfMan. ConfMan.set(key, value, Common::ConfigManager::kTransientDomain); } return false; } } // End of namespace Base