scummvm/engines/wintermute/detection.cpp

142 lines
4.6 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 "engines/advancedDetector.h"
#include "common/config-manager.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/util.h"
#include "common/translation.h"
#include "engines/metaengine.h"
#include "wintermute/detection.h"
#include "wintermute/detection_tables.h"
#include "wintermute/wintermute.h"
static const DebugChannelDef debugFlagList[] = {
{Wintermute::kWintermuteDebugLog, "enginelog", "Covers the same output as the log-file in WME"},
{Wintermute::kWintermuteDebugSaveGame, "savegame", "Savegames"},
{Wintermute::kWintermuteDebugFont, "font", "Text-drawing-related messages"},
{Wintermute::kWintermuteDebugFileAccess, "file-access", "Non-critical problems like missing files"},
{Wintermute::kWintermuteDebugAudio, "audio", "audio-playback-related issues"},
{Wintermute::kWintermuteDebugGeneral, "general", "various issues not covered by any of the above"},
DEBUG_CHANNEL_END
};
namespace Wintermute {
static const ADExtraGuiOptionsMap gameGuiOptions[] = {
{
GAMEOPTION_SHOW_FPS,
{
_s("Show FPS-counter"),
_s("Show the current number of frames per second in the upper left corner"),
"show_fps",
false
},
},
{
GAMEOPTION_BILINEAR,
{
_s("Sprite bilinear filtering (SLOW)"),
_s("Apply bilinear filtering to individual sprites"),
"bilinear_filtering",
false
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
static const char *directoryGlobs[] = {
"language", // To detect the various languages
"languages", // To detect the various languages
"localization", // To detect the various languages
0
};
class WintermuteMetaEngineDetection : public AdvancedMetaEngineDetection {
public:
WintermuteMetaEngineDetection() : AdvancedMetaEngineDetection(Wintermute::gameDescriptions, sizeof(WMEGameDescription), Wintermute::wintermuteGames, gameGuiOptions) {
// Use kADFlagUseExtraAsHint to distinguish between SD and HD versions
// of J.U.L.I.A. when their datafiles sit in the same directory (e.g. in Steam distribution).
_flags = kADFlagUseExtraAsHint;
_guiOptions = GUIO3(GUIO_NOMIDI, GAMEOPTION_SHOW_FPS, GAMEOPTION_BILINEAR);
_maxScanDepth = 2;
_directoryGlobs = directoryGlobs;
}
const char *getEngineId() const override {
return "wintermute";
}
const char *getName() const override {
return "Wintermute";
}
const char *getOriginalCopyright() const override {
return "Copyright (C) 2011 Jan Nedoma";
}
const DebugChannelDef *getDebugChannels() const override {
return debugFlagList;
}
ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra) const override {
/**
* Fallback detection for Wintermute heavily depends on engine resources, so it's not possible
* to use them without the engine present in a clean way.
*/
if (ConfMan.hasKey("always_run_fallback_detection_extern")) {
if (ConfMan.getBool("always_run_fallback_detection_extern") == false) {
warning("WINTERMUTE: Fallback detection is disabled.");
return ADDetectedGame();
}
}
const Plugin *metaEnginePlugin = EngineMan.findPlugin(getEngineId());
if (metaEnginePlugin) {
const Plugin *enginePlugin = PluginMan.getEngineFromMetaEngine(metaEnginePlugin);
if (enginePlugin) {
return enginePlugin->get<AdvancedMetaEngine>().fallbackDetectExtern(_md5Bytes, allFiles, fslist);
} else {
static bool warn = true;
if (warn) {
warning("Engine plugin for Wintermute not present. Fallback detection is disabled.");
warn = false;
}
}
}
return ADDetectedGame();
}
};
} // End of namespace Wintermute
REGISTER_PLUGIN_STATIC(WINTERMUTE_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, Wintermute::WintermuteMetaEngineDetection);