scummvm/engines/sword1/detection.cpp
2016-03-08 19:01:42 +01:00

358 lines
13 KiB
C++

/* 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.
*
*/
#include "sword1/sword1.h"
#include "sword1/control.h"
#include "base/plugins.h"
#include "common/fs.h"
#include "common/gui_options.h"
#include "common/savefile.h"
#include "common/system.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "engines/metaengine.h"
/* Broken Sword */
static const PlainGameDescriptor sword1FullSettings =
{"sword1", "Broken Sword: The Shadow of the Templars"};
static const PlainGameDescriptor sword1DemoSettings =
{"sword1demo", "Broken Sword: The Shadow of the Templars (Demo)"};
static const PlainGameDescriptor sword1MacFullSettings =
{"sword1mac", "Broken Sword: The Shadow of the Templars (Mac)"};
static const PlainGameDescriptor sword1MacDemoSettings =
{"sword1macdemo", "Broken Sword: The Shadow of the Templars (Mac demo)"};
static const PlainGameDescriptor sword1PSXSettings =
{"sword1psx", "Broken Sword: The Shadow of the Templars (PlayStation)"};
static const PlainGameDescriptor sword1PSXDemoSettings =
{"sword1psxdemo", "Broken Sword: The Shadow of the Templars (PlayStation demo)"};
// check these subdirectories (if present)
static const char *const g_dirNames[] = { "clusters", "speech", "english", "italian"};
#define NUM_COMMON_FILES_TO_CHECK 1
#define NUM_PC_FILES_TO_CHECK 3
#define NUM_MAC_FILES_TO_CHECK 4
#define NUM_PSX_FILES_TO_CHECK 1
#define NUM_PSX_DEMO_FILES_TO_CHECK 2
#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_PSX_FILES_TO_CHECK + NUM_DEMO_FILES_TO_CHECK + NUM_MAC_DEMO_FILES_TO_CHECK + NUM_PSX_DEMO_FILES_TO_CHECK
static const char *const g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
"swordres.rif", // Mac, PC and PSX version
"general.clu", // PC and PSX version
"compacts.clu", // PC and PSX version
"scripts.clu", // PC and PSX version
"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
"train.plx", // PSX version only
"speech.dat", // PSX version only
"tunes.dat", // PSX version only
// 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 "Sword1";
}
virtual const char *getOriginalCopyright() 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 void removeSaveState(const char *target, int slot) const;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
};
bool SwordMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportCreationDate) ||
(f == kSavesSupportPlayTime);
}
bool Sword1::SwordEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsSavingDuringRuntime) ||
(f == kSupportsLoadingDuringRuntime);
}
GameList SwordMetaEngine::getSupportedGames() const {
GameList games;
games.push_back(GameDescriptor(sword1FullSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1DemoSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1MacFullSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1MacDemoSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1PSXSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1PSXDemoSettings, GUIO_NOMIDI));
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;
if (0 == scumm_stricmp(gameid, sword1PSXSettings.gameId))
return sword1PSXSettings;
if (0 == scumm_stricmp(gameid, sword1PSXDemoSettings.gameId))
return sword1PSXDemoSettings;
return GameDescriptor();
}
void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound, bool recursion = false) {
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
// The required game data files can be located in the game directory, or in
// a subdirectory called "clusters". In the latter case, we don't want to
// detect the game in that subdirectory, as this will detect the game twice
// when mass add is searching inside a directory. In this case, the first
// result (the game directory) will be correct, but the second result (the
// clusters subdirectory) will be wrong, as the optional speech, music and
// video data files will be ignored. Note that this fix will skip the game
// data files if the user has placed them inside a "clusters" subdirectory,
// or if he/she points ScummVM directly to the "clusters" directory of the
// game CD. Fixes bug #3049346.
Common::String directory = file->getParent().getName();
directory.toLowercase();
if (directory.hasPrefix("clusters") && directory.size() <= 9 && !recursion)
continue;
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, true);
}
}
}
}
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;
bool psxFilesFound = true;
bool psxDemoFilesFound = 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;
for (j = 0; j < NUM_PSX_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
psxFilesFound = false;
for (j = 0; j < NUM_PSX_DEMO_FILES_TO_CHECK; i++, j++)
if (!filesFound[i] || psxFilesFound)
psxDemoFilesFound = false;
if (mainFilesFound && pcFilesFound && demoFilesFound)
detectedGames.push_back(GameDescriptor(sword1DemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
else if (mainFilesFound && pcFilesFound && psxFilesFound)
detectedGames.push_back(GameDescriptor(sword1PSXSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
else if (mainFilesFound && pcFilesFound && psxDemoFilesFound)
detectedGames.push_back(GameDescriptor(sword1PSXDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
else if (mainFilesFound && pcFilesFound && !psxFilesFound)
detectedGames.push_back(GameDescriptor(sword1FullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
else if (mainFilesFound && macFilesFound)
detectedGames.push_back(GameDescriptor(sword1MacFullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
else if (mainFilesFound && macDemoFilesFound)
detectedGames.push_back(GameDescriptor(sword1MacDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
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;
char saveName[40];
Common::StringArray filenames = saveFileMan->listSavefiles("sword1.###");
int slotNum = 0;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
slotNum = atoi(file->c_str() + file->size() - 3);
if (slotNum >= 0 && slotNum <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
in->readUint32LE(); // header
in->read(saveName, 40);
saveList.push_back(SaveStateDescriptor(slotNum, saveName));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int SwordMetaEngine::getMaximumSaveSlot() const { return 999; }
void SwordMetaEngine::removeSaveState(const char *target, int slot) const {
g_system->getSavefileManager()->removeSavefile(Common::String::format("sword1.%03d", slot));
}
SaveStateDescriptor SwordMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String fileName = Common::String::format("sword1.%03d", slot);
char name[40];
uint32 playTime = 0;
byte versionSave;
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
if (in) {
in->skip(4); // header
in->read(name, sizeof(name));
in->read(&versionSave, 1); // version
SaveStateDescriptor desc(slot, name);
if (versionSave < 2) // These older version of the savegames used a flag to signal presence of thumbnail
in->skip(1);
if (Graphics::checkThumbnailHeader(*in)) {
Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*in);
desc.setThumbnail(thumbnail);
}
uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
if (versionSave > 1) // Previous versions did not have playtime data
playTime = in->readUint32BE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
desc.setSaveDate(year, month, day);
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
desc.setSaveTime(hour, minutes);
if (versionSave > 1) {
desc.setPlayTime(playTime * 1000);
} else { //We have no playtime data
desc.setPlayTime(0);
}
delete in;
return desc;
}
return SaveStateDescriptor();
}
#if PLUGIN_ENABLED_DYNAMIC(SWORD1)
REGISTER_PLUGIN_DYNAMIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
#else
REGISTER_PLUGIN_STATIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
#endif
namespace Sword1 {
Common::Error SwordEngine::loadGameState(int slot) {
_systemVars.forceRestart = false;
_systemVars.controlPanelMode = CP_NORMAL;
_control->restoreGameFromFile(slot);
reinitialize();
_control->doRestore();
reinitRes();
return Common::kNoError; // TODO: return success/failure
}
bool SwordEngine::canLoadGameStateCurrently() {
return (mouseIsActive() && !_control->isPanelShown()); // Disable GMM loading when game panel is shown
}
Common::Error SwordEngine::saveGameState(int slot, const Common::String &desc) {
_control->setSaveDescription(slot, desc.c_str());
_control->saveGameToFile(slot);
return Common::kNoError; // TODO: return success/failure
}
bool SwordEngine::canSaveGameStateCurrently() {
return (mouseIsActive() && !_control->isPanelShown());
}
} // End of namespace Sword1