mirror of
https://github.com/libretro/scummvm.git
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270 lines
8.3 KiB
C++
270 lines
8.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/savefile.h"
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#include "engines/advancedDetector.h"
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#include "tinsel/bmv.h"
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#include "tinsel/cursor.h"
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#include "tinsel/tinsel.h"
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#include "tinsel/savescn.h" // needed by TinselMetaEngine::
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#include "tinsel/detection.h"
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namespace Tinsel {
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uint32 TinselEngine::getGameID() const {
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return _gameDescription->gameID;
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}
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uint32 TinselEngine::getFeatures() const {
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return _gameDescription->features;
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}
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Common::Language TinselEngine::getLanguage() const {
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return _gameDescription->desc.language;
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}
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Common::Platform TinselEngine::getPlatform() const {
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return _gameDescription->desc.platform;
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}
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uint16 TinselEngine::getVersion() const {
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return _gameDescription->version;
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}
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bool TinselEngine::getIsADGFDemo() const {
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return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
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}
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bool TinselEngine::isV1CD() const {
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return (bool)(_gameDescription->desc.flags & ADGF_CD);
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}
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} // End of namespace Tinsel
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class TinselMetaEngine : public AdvancedMetaEngine {
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public:
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const char *getName() const override{
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return "tinsel";
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}
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
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bool hasFeature(MetaEngineFeature f) const override;
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SaveStateList listSaves(const char *target) const override;
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int getMaximumSaveSlot() const override;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
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void removeSaveState(const char *target, int slot) const override;
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// TODO: Add getSavegameFile(). See comments in loadGameState and removeSaveState
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};
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bool TinselMetaEngine::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 == kSimpleSavesNames) ||
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(f == kSavesSupportMetaInfo) ||
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(f == kSavesSupportPlayTime) ||
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(f == kSavesSupportCreationDate);
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}
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bool Tinsel::TinselEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime);
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}
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SaveStateDescriptor TinselMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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Common::String fileName;
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fileName = Common::String::format("%s.%03u", target, slot);
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Common::InSaveFile *file = g_system->getSavefileManager()->openForLoading(fileName);
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if (!file) {
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return SaveStateDescriptor();
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}
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file->readUint32LE(); // skip id
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file->readUint32LE(); // skip size
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uint32 ver = file->readUint32LE();
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char saveDesc[SG_DESC_LEN];
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file->read(saveDesc, sizeof(saveDesc));
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saveDesc[SG_DESC_LEN - 1] = 0;
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SaveStateDescriptor desc(this, slot, saveDesc);
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int8 tm_year = file->readUint16LE();
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int8 tm_mon = file->readSByte();
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int8 tm_mday = file->readSByte();
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int8 tm_hour = file->readSByte();
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int8 tm_min = file->readSByte();
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file->readSByte(); // skip secs
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desc.setSaveDate(1900 + tm_year, 1 + tm_mon, tm_mday);
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desc.setSaveTime(tm_hour, tm_min);
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if (ver >= 3) {
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uint32 playTime = file->readUint32LE(); // playTime in seconds
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desc.setPlayTime(playTime);
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}
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delete file;
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return desc;
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}
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namespace Tinsel {
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extern int getList(Common::SaveFileManager *saveFileMan, const Common::String &target);
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}
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SaveStateList TinselMetaEngine::listSaves(const char *target) const {
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Common::String pattern = target;
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pattern = pattern + ".###";
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Common::StringArray files = g_system->getSavefileManager()->listSavefiles(pattern);
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SaveStateList saveList;
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int slotNum = 0;
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for (Common::StringArray::const_iterator file = files.begin(); file != files.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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const Common::String &fname = *file;
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fname);
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if (in) {
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in->readUint32LE(); // skip id
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in->readUint32LE(); // skip size
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in->readUint32LE(); // skip version
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char saveDesc[SG_DESC_LEN];
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in->read(saveDesc, sizeof(saveDesc));
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saveDesc[SG_DESC_LEN - 1] = 0;
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saveList.push_back(SaveStateDescriptor(this, slotNum, saveDesc));
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delete in;
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}
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}
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// Sort saves based on slot number.
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Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
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return saveList;
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}
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Common::Error TinselMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new Tinsel::TinselEngine(syst, (const Tinsel::TinselGameDescription *)desc);
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return Common::kNoError;
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}
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int TinselMetaEngine::getMaximumSaveSlot() const { return 99; }
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void TinselMetaEngine::removeSaveState(const char *target, int slot) const {
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Tinsel::setNeedLoad();
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// Same issue here as with loadGameState(): we need the physical savegame
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// slot. Refer to bug #5819.
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int listSlot = -1;
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const int numStates = Tinsel::getList(g_system->getSavefileManager(), target);
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for (int i = 0; i < numStates; ++i) {
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const char *fileName = Tinsel::ListEntry(i, Tinsel::LE_NAME);
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const int saveSlot = atoi(fileName + strlen(fileName) - 3);
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if (saveSlot == slot) {
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listSlot = i;
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break;
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}
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}
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g_system->getSavefileManager()->removeSavefile(Tinsel::ListEntry(listSlot, Tinsel::LE_NAME));
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Tinsel::setNeedLoad();
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Tinsel::getList(g_system->getSavefileManager(), target);
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}
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#if PLUGIN_ENABLED_DYNAMIC(TINSEL)
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REGISTER_PLUGIN_DYNAMIC(TINSEL, PLUGIN_TYPE_ENGINE, TinselMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(TINSEL, PLUGIN_TYPE_ENGINE, TinselMetaEngine);
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#endif
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namespace Tinsel {
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Common::Error TinselEngine::loadGameState(int slot) {
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// FIXME: Hopefully this is only used when loading games via
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// the launcher, since we do a hacky savegame slot to savelist
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// entry mapping here.
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//
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// You might wonder why is needed and here is the answer:
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// The save/load dialog of the GMM operates with the physical
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// savegame slots, while Tinsel internally uses entry numbers in
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// a savelist (which is sorted latest to first). Now to allow
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// proper loading of (especially Discworld2) saves we need to
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// get a savelist entry number instead of the physical slot.
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//
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// There are different possible solutions:
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//
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// One way to fix this would be to pass the filename instead of
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// the savelist entry number to RestoreGame, though it could make
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// problems how DW2 handles CD switches. Normally DW2 would pass
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// '-2' as slot when it changes CDs.
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//
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// Another way would be to convert all of Tinsel to use physical
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// slot numbers instead of savelist entry numbers for loading.
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// This would also allow '-2' as slot for CD changes without
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// any major hackery.
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int listSlot = -1;
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const int numStates = Tinsel::getList();
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for (int i = 0; i < numStates; ++i) {
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const char *fileName = Tinsel::ListEntry(i, Tinsel::LE_NAME);
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const int saveSlot = atoi(fileName + strlen(fileName) - 3);
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if (saveSlot == slot) {
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listSlot = i;
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break;
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}
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}
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if (listSlot == -1)
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return Common::kUnknownError; // TODO: proper error code
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RestoreGame(listSlot);
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return Common::kNoError; // TODO: return success/failure
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}
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#if 0
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Common::Error TinselEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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Common::String saveName = _vm->getSavegameFilename((int16)(slot + 1));
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char saveDesc[SG_DESC_LEN];
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Common::strlcpy(saveDesc, desc, SG_DESC_LEN);
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SaveGame((char *)saveName.c_str(), saveDesc);
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ProcessSRQueue(); // This shouldn't be needed, but for some reason it is...
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return Common::kNoError; // TODO: return success/failure
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}
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#endif
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bool TinselEngine::canLoadGameStateCurrently() { return !_bmv->MoviePlaying(); }
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#if 0
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bool TinselEngine::canSaveGameStateCurrently() { return isCursorShown(); }
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#endif
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} // End of namespace Tinsel
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