scummvm/engines/tinsel/metaengine.cpp
2021-12-26 18:48:43 +01:00

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