mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
ebb72cdfdf
svn-id: r35043
260 lines
8.4 KiB
C++
260 lines
8.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* 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,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "sword1/sword1.h"
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "common/savefile.h"
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#include "engines/metaengine.h"
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/* Broken Sword 1 */
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static const PlainGameDescriptor sword1FullSettings =
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{"sword1", "Broken Sword 1: The Shadow of the Templars"};
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static const PlainGameDescriptor sword1DemoSettings =
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{"sword1demo", "Broken Sword 1: The Shadow of the Templars (Demo)"};
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static const PlainGameDescriptor sword1MacFullSettings =
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{"sword1mac", "Broken Sword 1: The Shadow of the Templars (Mac)"};
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static const PlainGameDescriptor sword1MacDemoSettings =
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{"sword1macdemo", "Broken Sword 1: The Shadow of the Templars (Mac demo)"};
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// check these subdirectories (if present)
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static const char *g_dirNames[] = { "clusters", "speech" };
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#define NUM_COMMON_FILES_TO_CHECK 1
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#define NUM_PC_FILES_TO_CHECK 3
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#define NUM_MAC_FILES_TO_CHECK 4
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#define NUM_DEMO_FILES_TO_CHECK 1
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#define NUM_MAC_DEMO_FILES_TO_CHECK 1
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#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
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static const char *g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
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"swordres.rif", // Mac and PC version
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"general.clu", // PC version only
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"compacts.clu", // PC version only
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"scripts.clu", // PC version only
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"general.clm", // Mac version only
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"compacts.clm", // Mac version only
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"scripts.clm", // Mac version only
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"paris2.clm", // Mac version (full game only)
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"cows.mad", // this one should only exist in the demo version
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"scripts.clm", // Mac version both demo and full game
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// the engine needs several more files to work, but checking these should be sufficient
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};
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class SwordMetaEngine : public MetaEngine {
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public:
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virtual const char *getName() const {
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return "Broken Sword";
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}
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virtual const char *getCopyright() const {
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return "Broken Sword Games (C) Revolution";
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}
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virtual bool hasFeature(MetaEngineFeature f) const;
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virtual GameList getSupportedGames() const;
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virtual GameDescriptor findGame(const char *gameid) const;
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virtual GameList detectGames(const Common::FSList &fslist) const;
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virtual SaveStateList listSaves(const char *target) const;
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virtual int getMaximumSaveSlot() const;
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virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
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};
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bool SwordMetaEngine::hasFeature(MetaEngineFeature f) const {
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return
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(f == kSupportsListSaves) ||
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(f == kSupportsLoadingDuringStartup);
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}
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bool Sword1::SwordEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsRTL);
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}
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GameList SwordMetaEngine::getSupportedGames() const {
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GameList games;
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games.push_back(sword1FullSettings);
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games.push_back(sword1DemoSettings);
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games.push_back(sword1MacFullSettings);
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games.push_back(sword1MacDemoSettings);
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return games;
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}
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GameDescriptor SwordMetaEngine::findGame(const char *gameid) const {
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if (0 == scumm_stricmp(gameid, sword1FullSettings.gameid))
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return sword1FullSettings;
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if (0 == scumm_stricmp(gameid, sword1DemoSettings.gameid))
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return sword1DemoSettings;
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if (0 == scumm_stricmp(gameid, sword1MacFullSettings.gameid))
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return sword1MacFullSettings;
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if (0 == scumm_stricmp(gameid, sword1MacDemoSettings.gameid))
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return sword1MacDemoSettings;
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return GameDescriptor();
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}
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void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound) {
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for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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const char *fileName = file->getName().c_str();
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for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
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if (scumm_stricmp(fileName, g_filesToCheck[cnt]) == 0)
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filesFound[cnt] = true;
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} else {
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for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
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if (scumm_stricmp(file->getName().c_str(), g_dirNames[cnt]) == 0) {
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Common::FSList fslist2;
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if (file->getChildren(fslist2, Common::FSNode::kListFilesOnly))
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Sword1CheckDirectory(fslist2, filesFound);
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}
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}
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}
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}
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GameList SwordMetaEngine::detectGames(const Common::FSList &fslist) const {
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int i, j;
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GameList detectedGames;
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bool filesFound[NUM_FILES_TO_CHECK];
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for (i = 0; i < NUM_FILES_TO_CHECK; i++)
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filesFound[i] = false;
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Sword1CheckDirectory(fslist, filesFound);
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bool mainFilesFound = true;
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bool pcFilesFound = true;
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bool macFilesFound = true;
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bool demoFilesFound = true;
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bool macDemoFilesFound = true;
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for (i = 0; i < NUM_COMMON_FILES_TO_CHECK; i++)
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if (!filesFound[i])
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mainFilesFound = false;
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for (j = 0; j < NUM_PC_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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pcFilesFound = false;
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for (j = 0; j < NUM_MAC_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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macFilesFound = false;
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for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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demoFilesFound = false;
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for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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macDemoFilesFound = false;
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if (mainFilesFound && pcFilesFound && demoFilesFound)
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detectedGames.push_back(sword1DemoSettings);
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else if (mainFilesFound && pcFilesFound)
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detectedGames.push_back(sword1FullSettings);
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else if (mainFilesFound && macFilesFound)
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detectedGames.push_back(sword1MacFullSettings);
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else if (mainFilesFound && macDemoFilesFound)
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detectedGames.push_back(sword1MacDemoSettings);
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return detectedGames;
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}
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Common::Error SwordMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
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assert(engine);
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*engine = new Sword1::SwordEngine(syst);
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return Common::kNoError;
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}
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SaveStateList SwordMetaEngine::listSaves(const char *target) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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SaveStateList saveList;
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Common::String pattern = "SAVEGAME.???";
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Common::StringList filenames = saveFileMan->listSavefiles(pattern.c_str());
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sort(filenames.begin(), filenames.end());
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Common::StringList::const_iterator file = filenames.begin();
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Common::InSaveFile *in = saveFileMan->openForLoading("SAVEGAME.INF");
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if (in) {
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Common::Array<uint32> offsets;
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uint8 stop = 0;
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int slotsInFile = 0;
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// Find the offset for each savegame name in the file.
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while (stop != 255 && !in->eos()) {
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offsets.push_back(in->pos());
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slotsInFile++;
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stop = 0;
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while (stop != 10 && stop != 255 && !in->eos())
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stop = in->readByte();
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}
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// Match the savegames to the save slot names.
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while (file != filenames.end()) {
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char saveDesc[32];
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if (file->compareToIgnoreCase("SAVEGAME.INF") == 0) {
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file++;
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continue;
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}
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// Obtain the last 3 digits of the filename, since they correspond to the save slot
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int slotNum = atoi(file->c_str() + file->size() - 3);
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if (slotNum >= 0 && slotNum < slotsInFile) {
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in->seek(offsets[slotNum]);
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uint pos = 0;
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do {
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stop = in->readByte();
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if (pos < sizeof(saveDesc) - 1) {
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if (stop == 10 || stop == 255 || in->eos())
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saveDesc[pos++] = '\0';
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else if (stop >= 32)
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saveDesc[pos++] = stop;
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}
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} while (stop != 10 && stop != 255 && !in->eos());
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}
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if (saveDesc[0] == 0)
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strcpy(saveDesc, "Unnamed savegame");
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// FIXME: The in-game dialog shows the first save slot as 1, not 0,
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// but if we change the numbering here, the launcher won?t set
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// "save_slot" correctly.
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saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
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file++;
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}
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}
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delete in;
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return saveList;
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}
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int SwordMetaEngine::getMaximumSaveSlot() const { return 999; }
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#if PLUGIN_ENABLED_DYNAMIC(SWORD1)
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REGISTER_PLUGIN_DYNAMIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
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#endif
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