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https://github.com/libretro/scummvm.git
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f915daad6d
We no longer detect the sword1 files inside the "clusters" folder
357 lines
13 KiB
C++
357 lines
13 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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*/
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#include "sword1/sword1.h"
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#include "sword1/control.h"
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#include "base/plugins.h"
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#include "common/fs.h"
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#include "common/gui_options.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "graphics/thumbnail.h"
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#include "graphics/surface.h"
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#include "engines/metaengine.h"
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/* Broken Sword */
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static const PlainGameDescriptor sword1FullSettings =
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{"sword1", "Broken Sword: The Shadow of the Templars"};
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static const PlainGameDescriptor sword1DemoSettings =
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{"sword1demo", "Broken Sword: The Shadow of the Templars (Demo)"};
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static const PlainGameDescriptor sword1MacFullSettings =
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{"sword1mac", "Broken Sword: The Shadow of the Templars (Mac)"};
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static const PlainGameDescriptor sword1MacDemoSettings =
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{"sword1macdemo", "Broken Sword: The Shadow of the Templars (Mac demo)"};
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static const PlainGameDescriptor sword1PSXSettings =
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{"sword1psx", "Broken Sword: The Shadow of the Templars (PlayStation)"};
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static const PlainGameDescriptor sword1PSXDemoSettings =
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{"sword1psxdemo", "Broken Sword: The Shadow of the Templars (PlayStation demo)"};
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// check these subdirectories (if present)
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static const char *const g_dirNames[] = { "clusters", "speech", "english", "italian"};
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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_PSX_FILES_TO_CHECK 1
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#define NUM_PSX_DEMO_FILES_TO_CHECK 2
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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_PSX_FILES_TO_CHECK + NUM_DEMO_FILES_TO_CHECK + NUM_MAC_DEMO_FILES_TO_CHECK + NUM_PSX_DEMO_FILES_TO_CHECK
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static const char *const g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
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"swordres.rif", // Mac, PC and PSX version
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"general.clu", // PC and PSX version
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"compacts.clu", // PC and PSX version
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"scripts.clu", // PC and PSX version
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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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"train.plx", // PSX version only
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"speech.dat", // PSX version only
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"tunes.dat", // PSX version only
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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 "Sword1";
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}
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virtual const char *getOriginalCopyright() 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 void removeSaveState(const char *target, int slot) const;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) 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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(f == kSupportsDeleteSave) ||
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(f == kSavesSupportMetaInfo) ||
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(f == kSavesSupportThumbnail) ||
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(f == kSavesSupportCreationDate) ||
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(f == kSavesSupportPlayTime);
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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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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsLoadingDuringRuntime);
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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(GameDescriptor(sword1FullSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1DemoSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1MacFullSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1MacDemoSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1PSXSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1PSXDemoSettings, GUIO_NOMIDI));
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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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if (0 == scumm_stricmp(gameid, sword1PSXSettings.gameid))
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return sword1PSXSettings;
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if (0 == scumm_stricmp(gameid, sword1PSXDemoSettings.gameid))
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return sword1PSXDemoSettings;
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return GameDescriptor();
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}
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void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound, bool recursion = false) {
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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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// The required game data files can be located in the game directory, or in
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// a subdirectory called "clusters". In the latter case, we don't want to
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// detect the game in that subdirectory, as this will detect the game twice
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// when mass add is searching inside a directory. In this case, the first
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// result (the game directory) will be correct, but the second result (the
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// clusters subdirectory) will be wrong, as the optional speech, music and
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// video data files will be ignored. Note that this fix will skip the game
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// data files if the user has placed them inside a "clusters" subdirectory,
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// or if he/she points ScummVM directly to the "clusters" directory of the
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// game CD. Fixes bug #3049346.
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Common::String directory = file->getParent().getName();
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directory.toLowercase();
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if (directory.hasPrefix("clusters") && directory.size() <= 9 && !recursion)
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continue;
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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, true);
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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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bool psxFilesFound = true;
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bool psxDemoFilesFound = 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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for (j = 0; j < NUM_PSX_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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psxFilesFound = false;
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for (j = 0; j < NUM_PSX_DEMO_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i] || psxFilesFound)
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psxDemoFilesFound = false;
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if (mainFilesFound && pcFilesFound && demoFilesFound)
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detectedGames.push_back(GameDescriptor(sword1DemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
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else if (mainFilesFound && pcFilesFound && psxFilesFound)
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detectedGames.push_back(GameDescriptor(sword1PSXSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
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else if (mainFilesFound && pcFilesFound && psxDemoFilesFound)
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detectedGames.push_back(GameDescriptor(sword1PSXDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
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else if (mainFilesFound && pcFilesFound && !psxFilesFound)
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detectedGames.push_back(GameDescriptor(sword1FullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
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else if (mainFilesFound && macFilesFound)
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detectedGames.push_back(GameDescriptor(sword1MacFullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
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else if (mainFilesFound && macDemoFilesFound)
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detectedGames.push_back(GameDescriptor(sword1MacDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)));
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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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char saveName[40];
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Common::StringArray filenames = saveFileMan->listSavefiles("sword1.???");
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sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)
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int slotNum = 0;
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for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
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// Obtain the last 3 digits of the filename, since they correspond to the save slot
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slotNum = atoi(file->c_str() + file->size() - 3);
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if (slotNum >= 0 && slotNum <= 999) {
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Common::InSaveFile *in = saveFileMan->openForLoading(*file);
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if (in) {
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in->readUint32LE(); // header
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in->read(saveName, 40);
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saveList.push_back(SaveStateDescriptor(slotNum, saveName));
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delete in;
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}
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}
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}
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return saveList;
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}
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int SwordMetaEngine::getMaximumSaveSlot() const { return 999; }
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void SwordMetaEngine::removeSaveState(const char *target, int slot) const {
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g_system->getSavefileManager()->removeSavefile(Common::String::format("sword1.%03d", slot));
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}
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SaveStateDescriptor SwordMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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Common::String fileName = Common::String::format("sword1.%03d", slot);
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char name[40];
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uint32 playTime = 0;
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byte versionSave;
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
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if (in) {
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in->skip(4); // header
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in->read(name, sizeof(name));
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in->read(&versionSave, 1); // version
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SaveStateDescriptor desc(slot, name);
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if (versionSave < 2) // These older version of the savegames used a flag to signal presence of thumbnail
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in->skip(1);
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if (Graphics::checkThumbnailHeader(*in)) {
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Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*in);
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desc.setThumbnail(thumbnail);
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}
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uint32 saveDate = in->readUint32BE();
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uint16 saveTime = in->readUint16BE();
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if (versionSave > 1) // Previous versions did not have playtime data
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playTime = in->readUint32BE();
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int day = (saveDate >> 24) & 0xFF;
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int month = (saveDate >> 16) & 0xFF;
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int year = saveDate & 0xFFFF;
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desc.setSaveDate(year, month, day);
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int hour = (saveTime >> 8) & 0xFF;
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int minutes = saveTime & 0xFF;
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desc.setSaveTime(hour, minutes);
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if (versionSave > 1) {
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desc.setPlayTime(playTime * 1000);
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} else { //We have no playtime data
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desc.setPlayTime(0);
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}
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delete in;
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return desc;
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}
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return SaveStateDescriptor();
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}
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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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namespace Sword1 {
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Common::Error SwordEngine::loadGameState(int slot) {
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_systemVars.forceRestart = false;
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_systemVars.controlPanelMode = CP_NORMAL;
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_control->restoreGameFromFile(slot);
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reinitialize();
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_control->doRestore();
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reinitRes();
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return Common::kNoError; // TODO: return success/failure
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}
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bool SwordEngine::canLoadGameStateCurrently() {
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return (mouseIsActive() && !_control->isPanelShown()); // Disable GMM loading when game panel is shown
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}
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Common::Error SwordEngine::saveGameState(int slot, const Common::String &desc) {
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_control->setSaveDescription(slot, desc.c_str());
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_control->saveGameToFile(slot);
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return Common::kNoError; // TODO: return success/failure
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}
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bool SwordEngine::canSaveGameStateCurrently() {
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return (mouseIsActive() && !_control->isPanelShown());
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}
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} // End of namespace Sword1
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