scummvm/base/commandLine.cpp
2020-10-11 23:14:39 +02:00

1463 lines
50 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.
*
*/
// FIXME: Avoid using printf
#define FORBIDDEN_SYMBOL_EXCEPTION_printf
#define FORBIDDEN_SYMBOL_EXCEPTION_exit
#include <limits.h>
#include "engines/metaengine.h"
#include "base/commandLine.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/config-manager.h"
#include "common/fs.h"
#include "common/rendermode.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "common/tokenizer.h"
#include "gui/ThemeEngine.h"
#include "audio/musicplugin.h"
#include "graphics/renderer.h"
#define DETECTOR_TESTING_HACK
#define UPGRADE_ALL_TARGETS_HACK
namespace Base {
#ifndef DISABLE_COMMAND_LINE
static const char USAGE_STRING[] =
"%s: %s\n"
"Usage: %s [OPTIONS]... [GAME]\n"
"\n"
"Try '%s --help' for more options.\n"
;
// DONT FIXME: DO NOT ORDER ALPHABETICALLY, THIS IS ORDERED BY IMPORTANCE/CATEGORY! :)
#if defined(__SYMBIAN32__) || defined(ANDROID) || defined(__DS__) || defined(__3DS__)
static const char HELP_STRING[] = "NoUsageString"; // save more data segment space
#else
static const char HELP_STRING[] =
"ScummVM - Graphical Adventure Game Interpreter\n"
"Usage: %s [OPTIONS]... [GAME]\n"
" -v, --version Display ScummVM version information and exit\n"
" -h, --help Display a brief help text and exit\n"
" -z, --list-games Display list of supported games and exit\n"
" -t, --list-targets Display list of configured targets and exit\n"
" --list-engines Display list of suppported engines and exit\n"
" --list-saves Display a list of saved games for the target specified\n"
" with --game=TARGET, or all targets if none is specified\n"
" -a, --add Add all games from current or specified directory.\n"
" If --game=ID is passed only the game with id ID is added. See also --detect\n"
" Use --path=PATH to specify a directory.\n"
" --detect Display a list of games with their ID from current or\n"
" specified directory without adding it to the config.\n"
" Use --path=PATH to specify a directory.\n"
" --game=ID In combination with --add or --detect only adds or attempts to\n"
" detect the game with id ID.\n"
" --auto-detect Display a list of games from current or specified directory\n"
" and start the first one. Use --path=PATH to specify a directory.\n"
" --recursive In combination with --add or --detect recurse down all subdirectories\n"
#if defined(WIN32) && !defined(__SYMBIAN32__)
" --console Enable the console window (default:enabled)\n"
#endif
"\n"
" -c, --config=CONFIG Use alternate configuration file\n"
#if defined(SDL_BACKEND)
" -l, --logfile=PATH Use alternate path for log file\n"
#endif
" -p, --path=PATH Path to where the game is installed\n"
" -x, --save-slot[=NUM] Save game slot to load (default: autosave)\n"
" -f, --fullscreen Force full-screen mode\n"
" -F, --no-fullscreen Force windowed mode\n"
" -g, --gfx-mode=MODE Select graphics scaler (1x,2x,3x,2xsai,super2xsai,\n"
" supereagle,advmame2x,advmame3x,hq2x,hq3x,tv2x,\n"
" dotmatrix)\n"
" --stretch-mode=MODE Select stretch mode (center, integral, fit, stretch)\n"
" --filtering Force filtered graphics mode\n"
" --no-filtering Force unfiltered graphics mode\n"
" --gui-theme=THEME Select GUI theme\n"
" --themepath=PATH Path to where GUI themes are stored\n"
" --list-themes Display list of all usable GUI themes\n"
" -e, --music-driver=MODE Select music driver (see README for details)\n"
" --list-audio-devices List all available audio devices\n"
" -q, --language=LANG Select language (en,de,fr,it,pt,es,jp,zh,kr,se,gb,\n"
" hb,ru,cz)\n"
" -m, --music-volume=NUM Set the music volume, 0-255 (default: 192)\n"
" -s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)\n"
" -r, --speech-volume=NUM Set the speech volume, 0-255 (default: 192)\n"
" --midi-gain=NUM Set the gain for MIDI playback, 0-1000 (default:\n"
" 100) (only supported by some MIDI drivers)\n"
" -n, --subtitles Enable subtitles (use with games that have voice)\n"
" -b, --boot-param=NUM Pass number to the boot script (boot param)\n"
" -d, --debuglevel=NUM Set debug verbosity level\n"
" --debugflags=FLAGS Enable engine specific debug flags\n"
" (separated by commas)\n"
" --debug-channels-only Show only the specified debug channels\n"
" -u, --dump-scripts Enable script dumping if a directory called 'dumps'\n"
" exists in the current directory\n"
"\n"
" --cdrom=DRIVE CD drive to play CD audio from; can either be a\n"
" drive, path, or numeric index (default: 0 = best\n"
" choice drive)\n"
" --joystick[=NUM] Enable joystick input (default: 0 = first joystick)\n"
" --platform=WORD Specify platform of game (allowed values: 2gs, 3do,\n"
" acorn, amiga, atari, c64, fmtowns, nes, mac, pc, pc98,\n"
" pce, segacd, wii, windows)\n"
" --savepath=PATH Path to where saved games are stored\n"
" --extrapath=PATH Extra path to additional game data\n"
" --soundfont=FILE Select the SoundFont for MIDI playback (only\n"
" supported by some MIDI drivers)\n"
" --multi-midi Enable combination AdLib and native MIDI\n"
" --native-mt32 True Roland MT-32 (disable GM emulation)\n"
" --dump-midi Dumps MIDI events to 'dump.mid', until quitting from game\n"
" (if file already exists, it will be overwritten)\n"
" --enable-gs Enable Roland GS mode for MIDI playback\n"
" --output-rate=RATE Select output sample rate in Hz (e.g. 22050)\n"
" --opl-driver=DRIVER Select AdLib (OPL) emulator (db, mame"
#ifndef DISABLE_NUKED_OPL
", nuked"
#endif
#ifdef ENABLE_OPL2LPT
", opl2lpt"
#endif
")\n"
" --show-fps Set the turn on display FPS info in 3D games\n"
" --no-show-fps Set the turn off display FPS info in 3D games\n"
" --renderer=RENDERER Select 3D renderer (software, opengl, opengl_shaders)\n"
" --aspect-ratio Enable aspect ratio correction\n"
" --[no-]dirtyrects Enable dirty rectangles optimisation in software renderer\n"
" (default: enabled)\n"
" --render-mode=MODE Enable additional render modes (hercGreen, hercAmber,\n"
" cga, ega, vga, amiga, fmtowns, pc9821, pc9801, 2gs,\n"
" atari, macintosh)\n"
#ifdef ENABLE_EVENTRECORDER
" --record-mode=MODE Specify record mode for event recorder (record, playback,\n"
" passthrough [default])\n"
" --record-file-name=FILE Specify record file name\n"
" --disable-display Disable any gfx output. Used for headless events\n"
" playback by Event Recorder\n"
#endif
"\n"
#if defined(ENABLE_SKY) || defined(ENABLE_QUEEN)
" --alt-intro Use alternative intro for CD versions of Beneath a\n"
" Steel Sky and Flight of the Amazon Queen\n"
#endif
" --copy-protection Enable copy protection in games, when\n"
" ScummVM disables it by default.\n"
" --talkspeed=NUM Set talk speed for games (default: 60)\n"
" Grim Fandango or EMI (default: 179).\n"
#if defined(ENABLE_SCUMM) || defined(ENABLE_GROOVIE)
" --demo-mode Start demo mode of Maniac Mansion or The 7th Guest\n"
#endif
#if defined(ENABLE_DIRECTOR)
" --start-movie=NAME@NUM Start movie at frame for Director\n"
" Either can be specified without the other.\n"
#endif
#ifdef ENABLE_SCUMM
" --tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games\n"
" (default: 100)\n"
#endif
#if (defined(ENABLE_SCUMM) && defined(ENABLE_SCUMM_7_8)) || defined(ENABLE_GRIM)
" --dimuse-tempo=NUM Set internal Digital iMuse tempo (10 - 100) per second\n"
" (default: 10)\n"
#endif
" --engine-speed=NUM Set frame per second limit (0 - 100), 0 = no limit\n"
" (default: 60)\n"
" Grim Fandango or Escape from Monkey Island\n"
"\n"
"The meaning of boolean long options can be inverted by prefixing them with\n"
"\"no-\", e.g. \"--no-aspect-ratio\".\n"
;
#endif
static const char *s_appName = "scummvm";
static void NORETURN_PRE usage(const char *s, ...) GCC_PRINTF(1, 2) NORETURN_POST;
static void usage(const char *s, ...) {
char buf[STRINGBUFLEN];
va_list va;
va_start(va, s);
vsnprintf(buf, STRINGBUFLEN, s, va);
va_end(va);
#if !(defined(__SYMBIAN32__) || defined(__DS__))
printf(USAGE_STRING, s_appName, buf, s_appName, s_appName);
#endif
exit(1);
}
static void ensureFirstCommand(const Common::String &existingCommand, const char *newCommand) {
if (!existingCommand.empty())
usage("--%s: Cannot accept more than one command (already found --%s).", newCommand, existingCommand.c_str());
}
static Common::String buildQualifiedGameName(const Common::String &engineId, const Common::String &gameId) {
return Common::String::format("%s:%s", engineId.c_str(), gameId.c_str());
}
#endif // DISABLE_COMMAND_LINE
void registerDefaults() {
// Graphics
ConfMan.registerDefault("fullscreen", false);
ConfMan.registerDefault("filtering", false);
ConfMan.registerDefault("aspect_ratio", false);
ConfMan.registerDefault("gfx_mode", "normal");
ConfMan.registerDefault("render_mode", "default");
ConfMan.registerDefault("desired_screen_aspect_ratio", "auto");
ConfMan.registerDefault("stretch_mode", "default");
ConfMan.registerDefault("shader", "default");
ConfMan.registerDefault("show_fps", false);
ConfMan.registerDefault("dirtyrects", true);
ConfMan.registerDefault("vsync", true);
// Sound & Music
ConfMan.registerDefault("music_volume", 192);
ConfMan.registerDefault("sfx_volume", 192);
ConfMan.registerDefault("speech_volume", 192);
ConfMan.registerDefault("music_mute", false);
ConfMan.registerDefault("sfx_mute", false);
ConfMan.registerDefault("speech_mute", false);
ConfMan.registerDefault("mute", false);
ConfMan.registerDefault("multi_midi", false);
ConfMan.registerDefault("native_mt32", false);
ConfMan.registerDefault("dump_midi", false);
ConfMan.registerDefault("enable_gs", false);
ConfMan.registerDefault("midi_gain", 100);
ConfMan.registerDefault("music_driver", "auto");
ConfMan.registerDefault("mt32_device", "null");
ConfMan.registerDefault("gm_device", "null");
ConfMan.registerDefault("opl2lpt_parport", "null");
ConfMan.registerDefault("cdrom", 0);
ConfMan.registerDefault("enable_unsupported_game_warning", true);
// Game specific
ConfMan.registerDefault("path", "");
ConfMan.registerDefault("platform", Common::kPlatformDOS);
ConfMan.registerDefault("language", "en");
ConfMan.registerDefault("subtitles", false);
ConfMan.registerDefault("boot_param", 0);
ConfMan.registerDefault("dump_scripts", false);
ConfMan.registerDefault("save_slot", -1);
ConfMan.registerDefault("autosave_period", 5 * 60); // By default, trigger autosave every 5 minutes
#if defined(ENABLE_SCUMM) || defined(ENABLE_SWORD2)
ConfMan.registerDefault("object_labels", true);
#endif
ConfMan.registerDefault("copy_protection", false);
ConfMan.registerDefault("talkspeed", 60);
#if defined(ENABLE_SCUMM) || defined(ENABLE_GROOVIE)
ConfMan.registerDefault("demo_mode", false);
#endif
#ifdef ENABLE_SCUMM
ConfMan.registerDefault("tempo", 0);
#endif
#if (defined(ENABLE_SCUMM) && defined(ENABLE_SCUMM_7_8)) || defined(ENABLE_GRIM)
ConfMan.registerDefault("dimuse_tempo", 10);
#endif
#if defined(ENABLE_SKY) || defined(ENABLE_QUEEN)
ConfMan.registerDefault("alt_intro", false);
#endif
// Miscellaneous
ConfMan.registerDefault("joystick_num", 0);
ConfMan.registerDefault("confirm_exit", false);
ConfMan.registerDefault("disable_sdl_parachute", false);
ConfMan.registerDefault("disable_display", false);
ConfMan.registerDefault("record_mode", "none");
ConfMan.registerDefault("record_file_name", "record.bin");
ConfMan.registerDefault("gui_saveload_chooser", "grid");
ConfMan.registerDefault("gui_saveload_last_pos", "0");
ConfMan.registerDefault("gui_browser_show_hidden", false);
ConfMan.registerDefault("gui_browser_native", true);
// Specify threshold for scanning directories in the launcher
// If number of game entries in scummvm.ini exceeds the specified
// number, then skip scanning. -1 = scan always
ConfMan.registerDefault("gui_list_max_scan_entries", -1);
ConfMan.registerDefault("game", "");
#ifdef USE_FLUIDSYNTH
// The settings are deliberately stored the same way as in Qsynth. The
// FluidSynth music driver is responsible for transforming them into
// their appropriate values.
ConfMan.registerDefault("fluidsynth_chorus_activate", true);
ConfMan.registerDefault("fluidsynth_chorus_nr", 3);
ConfMan.registerDefault("fluidsynth_chorus_level", 100);
ConfMan.registerDefault("fluidsynth_chorus_speed", 30);
ConfMan.registerDefault("fluidsynth_chorus_depth", 80);
ConfMan.registerDefault("fluidsynth_chorus_waveform", "sine");
ConfMan.registerDefault("fluidsynth_reverb_activate", true);
ConfMan.registerDefault("fluidsynth_reverb_roomsize", 20);
ConfMan.registerDefault("fluidsynth_reverb_damping", 0);
ConfMan.registerDefault("fluidsynth_reverb_width", 1);
ConfMan.registerDefault("fluidsynth_reverb_level", 90);
ConfMan.registerDefault("fluidsynth_misc_interpolation", "4th");
#endif
}
static bool parseGameName(const Common::String &gameName, Common::String &engineId, Common::String &gameId) {
Common::StringTokenizer tokenizer(gameName, ":");
Common::String token1, token2;
if (!tokenizer.empty()) {
token1 = tokenizer.nextToken();
}
if (!tokenizer.empty()) {
token2 = tokenizer.nextToken();
}
if (!tokenizer.empty()) {
return false; // Stray colon
}
if (!token1.empty() && !token2.empty()) {
engineId = token1;
gameId = token2;
return true;
} else if (!token1.empty()) {
engineId.clear();
gameId = token1;
return true;
}
return false;
}
static QualifiedGameDescriptor findGameMatchingName(const Common::String &name) {
if (name.empty()) {
return QualifiedGameDescriptor();
}
Common::String engineId;
Common::String gameId;
if (!parseGameName(name, engineId, gameId)) {
return QualifiedGameDescriptor(); // Invalid name format
}
// Check if the name is a known game id
QualifiedGameList games = EngineMan.findGamesMatching(engineId, gameId);
if (games.size() != 1) {
// Game not found or ambiguous name
return QualifiedGameDescriptor();
}
return games[0];
}
static Common::String createTemporaryTarget(const Common::String &engineId, const Common::String &gameId) {
Common::String domainName = gameId;
ConfMan.addGameDomain(domainName);
ConfMan.set("engineid", engineId, domainName);
ConfMan.set("gameid", gameId, domainName);
// We designate targets which come strictly from command line
// so ConfMan will not save them to the configuration file.
ConfMan.set("id_came_from_command_line", "1", domainName);
return domainName;
}
//
// Various macros used by the command line parser.
//
#ifndef DISABLE_COMMAND_LINE
// Use this for options which have an *optional* value
#define DO_OPTION_OPT(shortCmd, longCmd, defaultVal) \
if (isLongCmd ? (!strcmp(s + 2, longCmd) || !memcmp(s + 2, longCmd"=", sizeof(longCmd"=") - 1)) : (tolower(s[1]) == shortCmd)) { \
s += 2; \
if (isLongCmd) { \
s += sizeof(longCmd) - 1; \
if (*s == '=') \
s++; \
} \
const char *option = s; \
if (*s == '\0' && !isLongCmd) { option = s2; i++; } \
if (!option || *option == '\0') option = defaultVal; \
if (option) settings[longCmd] = option;
// Use this for options which have a required (string) value
#define DO_OPTION(shortCmd, longCmd) \
DO_OPTION_OPT(shortCmd, longCmd, 0) \
if (!option) usage("Option '%s' requires an argument", argv[isLongCmd ? i : i-1]);
// Use this for options which have a required integer value
// (we don't check ERANGE because WinCE doesn't support errno, so we're stuck just rejecting LONG_MAX/LONG_MIN..)
#define DO_OPTION_INT(shortCmd, longCmd) \
DO_OPTION(shortCmd, longCmd) \
char *endptr; \
long int retval = strtol(option, &endptr, 0); \
if (*endptr != '\0' || retval == LONG_MAX || retval == LONG_MIN) \
usage("--%s: Invalid number '%s'", longCmd, option);
// Use this for boolean options; this distinguishes between "-x" and "-X",
// resp. between "--some-option" and "--no-some-option".
#define DO_OPTION_BOOL(shortCmd, longCmd) \
if (isLongCmd ? (!strcmp(s + 2, longCmd) || !strcmp(s + 2, "no-" longCmd)) : (tolower(s[1]) == shortCmd)) { \
bool boolValue = (Common::isLower(s[1]) != 0); \
s += 2; \
if (isLongCmd) { \
boolValue = !strcmp(s, longCmd); \
s += boolValue ? (sizeof(longCmd) - 1) : (sizeof("no-" longCmd) - 1); \
} \
if (*s != '\0') goto unknownOption; \
const char *option = boolValue ? "true" : "false"; \
settings[longCmd] = option;
// Use this for options which never have a value, i.e. for 'commands', like "--help".
#define DO_COMMAND(shortCmd, longCmd) \
if (isLongCmd ? (!strcmp(s + 2, longCmd)) : (tolower(s[1]) == shortCmd)) { \
s += 2; \
if (isLongCmd) \
s += sizeof(longCmd) - 1; \
if (*s != '\0') goto unknownOption; \
ensureFirstCommand(command, longCmd); \
command = longCmd;
#define DO_LONG_OPTION_OPT(longCmd, d) DO_OPTION_OPT(0, longCmd, d)
#define DO_LONG_OPTION(longCmd) DO_OPTION(0, longCmd)
#define DO_LONG_OPTION_INT(longCmd) DO_OPTION_INT(0, longCmd)
#define DO_LONG_OPTION_BOOL(longCmd) DO_OPTION_BOOL(0, longCmd)
#define DO_LONG_COMMAND(longCmd) DO_COMMAND(0, longCmd)
// End an option handler
#define END_OPTION \
continue; \
}
// End an option handler
#define END_COMMAND \
continue; \
}
Common::String parseCommandLine(Common::StringMap &settings, int argc, const char * const *argv) {
const char *s, *s2;
Common::String command;
if (!argv)
return command;
// argv[0] contains the name of the executable.
if (argv[0]) {
s = strrchr(argv[0], '/');
s_appName = s ? (s + 1) : argv[0];
}
// We store all command line settings into a string map.
// Iterate over all command line arguments and parse them into our string map.
for (int i = 1; i < argc; ++i) {
s = argv[i];
s2 = (i < argc-1) ? argv[i+1] : 0;
if (s[0] != '-') {
// The argument doesn't start with a dash, so it's not an option.
// Hence it must be the target name. We currently enforce that
// this always comes last.
if (i != argc - 1)
usage("Stray argument '%s'", s);
// We defer checking whether this is a valid target to a later point.
return s;
} else {
// On MacOS X prior to 10.9 the OS is sometimes adding a -psn_X_XXXXXX argument (where X are digits)
// to pass the process serial number. We need to ignore it to avoid an error.
// When using XCode it also adds -NSDocumentRevisionsDebugMode YES argument if XCode option
// "Allow debugging when using document Versions Browser" is on (which is the default).
#ifdef MACOSX
if (strncmp(s, "-psn_", 5) == 0)
continue;
if (strcmp(s, "-NSDocumentRevisionsDebugMode") == 0) {
++i; // Also skip the YES that follows
continue;
}
#endif
bool isLongCmd = (s[0] == '-' && s[1] == '-');
DO_COMMAND('h', "help")
END_COMMAND
DO_COMMAND('v', "version")
END_COMMAND
DO_COMMAND('t', "list-targets")
END_COMMAND
DO_COMMAND('z', "list-games")
END_COMMAND
DO_LONG_COMMAND("list-engines")
END_COMMAND
DO_COMMAND('a', "add")
END_COMMAND
DO_LONG_COMMAND("detect")
END_COMMAND
DO_LONG_COMMAND("auto-detect")
END_COMMAND
#ifdef DETECTOR_TESTING_HACK
// HACK FIXME TODO: This command is intentionally *not* documented!
DO_LONG_COMMAND("test-detector")
END_COMMAND
#endif
#ifdef UPGRADE_ALL_TARGETS_HACK
// HACK FIXME TODO: This command is intentionally *not* documented!
DO_LONG_COMMAND("upgrade-targets")
END_COMMAND
#endif
DO_LONG_COMMAND("list-saves")
END_COMMAND
DO_OPTION('c', "config")
END_OPTION
#if defined(SDL_BACKEND)
DO_OPTION('l', "logfile")
END_OPTION
#endif
DO_OPTION_INT('b', "boot-param")
END_OPTION
DO_OPTION_OPT('d', "debuglevel", "0")
END_OPTION
DO_LONG_OPTION("debugflags")
END_OPTION
DO_LONG_OPTION_BOOL("debug-channels-only")
END_OPTION
DO_OPTION('e', "music-driver")
END_OPTION
DO_LONG_COMMAND("list-audio-devices")
END_COMMAND
DO_LONG_OPTION_INT("output-rate")
END_OPTION
DO_OPTION_BOOL('f', "fullscreen")
END_OPTION
DO_LONG_OPTION_BOOL("filtering")
END_OPTION
#ifdef ENABLE_EVENTRECORDER
DO_LONG_OPTION_INT("disable-display")
END_OPTION
DO_LONG_OPTION("record-mode")
END_OPTION
DO_LONG_OPTION("record-file-name")
END_OPTION
#endif
DO_LONG_OPTION("opl-driver")
END_OPTION
DO_OPTION('g', "gfx-mode")
END_OPTION
DO_LONG_OPTION("stretch-mode")
END_OPTION
DO_LONG_OPTION("shader")
END_OPTION
DO_OPTION_INT('m', "music-volume")
END_OPTION
DO_OPTION_BOOL('n', "subtitles")
END_OPTION
DO_OPTION('p', "path")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent game path '%s'", option);
} else if (!path.isReadable()) {
usage("Non-readable game path '%s'", option);
}
END_OPTION
DO_OPTION('q', "language")
if (Common::parseLanguage(option) == Common::UNK_LANG)
usage("Unrecognized language '%s'", option);
END_OPTION
DO_OPTION_INT('s', "sfx-volume")
END_OPTION
DO_OPTION_INT('r', "speech-volume")
END_OPTION
DO_LONG_OPTION_INT("midi-gain")
END_OPTION
DO_OPTION_BOOL('u', "dump-scripts")
END_OPTION
DO_OPTION_OPT('x', "save-slot", "0")
END_OPTION
DO_LONG_OPTION_INT("cdrom")
END_OPTION
DO_LONG_OPTION_OPT("joystick", "0")
settings["joystick_num"] = option;
settings.erase("joystick");
END_OPTION
DO_LONG_OPTION("platform")
int platform = Common::parsePlatform(option);
if (platform == Common::kPlatformUnknown)
usage("Unrecognized platform '%s'", option);
END_OPTION
DO_LONG_OPTION("soundfont")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent soundfont path '%s'", option);
} else if (!path.isReadable()) {
usage("Non-readable soundfont path '%s'", option);
}
END_OPTION
DO_LONG_OPTION_BOOL("disable-sdl-parachute")
END_OPTION
DO_LONG_OPTION_BOOL("multi-midi")
END_OPTION
DO_LONG_OPTION_BOOL("native-mt32")
END_OPTION
DO_LONG_OPTION_BOOL("dump-midi")
END_OPTION
DO_LONG_OPTION_BOOL("enable-gs")
END_OPTION
DO_LONG_OPTION_BOOL("aspect-ratio")
END_OPTION
DO_LONG_OPTION("render-mode")
int renderMode = Common::parseRenderMode(option);
if (renderMode == Common::kRenderDefault)
usage("Unrecognized render mode '%s'", option);
END_OPTION
DO_LONG_OPTION_BOOL("dirtyrects")
END_OPTION
DO_LONG_OPTION("gamma")
END_OPTION
DO_LONG_OPTION("renderer")
Graphics::RendererType renderer = Graphics::parseRendererTypeCode(option);
if (renderer == Graphics::kRendererTypeDefault)
usage("Unrecognized renderer type '%s'", option);
END_OPTION
DO_LONG_OPTION_BOOL("show-fps")
END_OPTION
DO_LONG_OPTION("savepath")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent saved games path '%s'", option);
} else if (!path.isWritable()) {
usage("Non-writable saved games path '%s'", option);
}
END_OPTION
DO_LONG_OPTION("extrapath")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent extra path '%s'", option);
} else if (!path.isReadable()) {
usage("Non-readable extra path '%s'", option);
}
END_OPTION
DO_LONG_OPTION_INT("talkspeed")
END_OPTION
DO_LONG_OPTION_BOOL("copy-protection")
END_OPTION
DO_LONG_OPTION("gui-theme")
END_OPTION
DO_LONG_OPTION("game")
END_OPTION
DO_LONG_OPTION_BOOL("recursive")
END_OPTION
DO_LONG_OPTION("themepath")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent theme path '%s'", option);
} else if (!path.isReadable()) {
usage("Non-readable theme path '%s'", option);
}
END_OPTION
DO_LONG_COMMAND("list-themes")
END_COMMAND
DO_LONG_OPTION("target-md5")
END_OPTION
#ifdef ENABLE_SCUMM
DO_LONG_OPTION_INT("tempo")
END_OPTION
#endif
#if (defined(ENABLE_SCUMM) && defined(ENABLE_SCUMM_7_8)) || defined(ENABLE_GRIM)
DO_LONG_OPTION_INT("dimuse-tempo")
END_OPTION
#endif
#if defined(ENABLE_SCUMM) || defined(ENABLE_GROOVIE)
DO_LONG_OPTION_BOOL("demo-mode")
END_OPTION
#endif
#if defined(ENABLE_SKY) || defined(ENABLE_QUEEN)
DO_LONG_OPTION_BOOL("alt-intro")
END_OPTION
#endif
DO_LONG_OPTION_INT("engine-speed")
END_OPTION
#ifdef IPHONE
// This is automatically set when launched from the Springboard.
DO_LONG_OPTION_OPT("launchedFromSB", 0)
END_OPTION
#endif
#if defined(WIN32) && !defined(__SYMBIAN32__)
// Optional console window on Windows (default: enabled)
DO_LONG_OPTION_BOOL("console")
END_OPTION
#endif
#if defined(ENABLE_DIRECTOR)
DO_LONG_OPTION("start-movie")
END_OPTION
#endif
unknownOption:
// If we get till here, the option is unhandled and hence unknown.
usage("Unrecognized option '%s'", argv[i]);
}
}
return command;
}
/** List all supported game IDs, i.e. all games which any loaded plugin supports. */
static void listGames() {
printf("Game ID Full Title \n"
"------------------------------ -----------------------------------------------------------\n");
const PluginList &plugins = EngineMan.getPlugins();
for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); ++iter) {
const MetaEngineDetection &metaengine = (*iter)->get<MetaEngineDetection>();
PlainGameList list = metaengine.getSupportedGames();
for (PlainGameList::const_iterator v = list.begin(); v != list.end(); ++v) {
printf("%-30s %s\n", buildQualifiedGameName(metaengine.getEngineId(), v->gameId).c_str(), v->description);
}
}
}
/** List all supported engines, i.e. all loaded plugins. */
static void listEngines() {
printf("Engine ID Engine Name \n"
"--------------- ------------------------------------------------------\n");
const PluginList &plugins = EngineMan.getPlugins();
for (PluginList::const_iterator iter = plugins.begin(); iter != plugins.end(); ++iter) {
const MetaEngineDetection &metaEngine = (*iter)->get<MetaEngineDetection>();
printf("%-15s %s\n", metaEngine.getEngineId(), metaEngine.getName());
}
}
/** List all targets which are configured in the config file. */
static void listTargets() {
printf("Target Description \n"
"-------------------- ------------------------------------------------------\n");
const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
Common::ConfigManager::DomainMap::const_iterator iter;
Common::Array<Common::String> targets;
targets.reserve(domains.size());
for (iter = domains.begin(); iter != domains.end(); ++iter) {
Common::String name(iter->_key);
Common::String description(iter->_value.getVal("description"));
// If there's no description, fallback on the default description.
if (description.empty()) {
QualifiedGameDescriptor g = EngineMan.findTarget(name);
if (!g.description.empty())
description = g.description;
}
// If there's still no description, we cannot come up with one. Insert some dummy text.
if (description.empty())
description = "<Unknown game>";
targets.push_back(Common::String::format("%-20s %s", name.c_str(), description.c_str()));
}
Common::sort(targets.begin(), targets.end());
for (Common::Array<Common::String>::const_iterator i = targets.begin(), end = targets.end(); i != end; ++i)
printf("%s\n", i->c_str());
}
/** List all saves states for the given target. */
static Common::Error listSaves(const Common::String &singleTarget) {
Common::Error result = Common::kNoError;
// If no target is specified, list save games for all known targets
Common::Array<Common::String> targets;
if (!singleTarget.empty())
targets.push_back(singleTarget);
else {
const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
Common::ConfigManager::DomainMap::const_iterator iter;
targets.reserve(domains.size());
for (iter = domains.begin(); iter != domains.end(); ++iter)
targets.push_back(iter->_key);
}
// FIXME HACK
g_system->initBackend();
Common::String oldDomain = ConfMan.getActiveDomainName();
bool atLeastOneFound = false;
for (Common::Array<Common::String>::const_iterator i = targets.begin(), end = targets.end(); i != end; ++i) {
// Check whether there is either a game domain (i.e. a target) matching
// the specified game name, or alternatively whether there is a matching game id.
Common::String currentTarget;
QualifiedGameDescriptor game;
const Plugin *metaEnginePlugin = nullptr;
const Plugin *enginePlugin = nullptr;
if (ConfMan.hasGameDomain(*i)) {
// The name is a known target
currentTarget = *i;
EngineMan.upgradeTargetIfNecessary(*i);
game = EngineMan.findTarget(*i, &metaEnginePlugin);
} else if (game = findGameMatchingName(*i), !game.gameId.empty()) {
// The name is a known game id
metaEnginePlugin = EngineMan.findPlugin(game.engineId);
currentTarget = createTemporaryTarget(game.engineId, game.gameId);
} else {
return Common::Error(Common::kEnginePluginNotFound, Common::String::format("target '%s'", singleTarget.c_str()));
}
// If we actually found a domain, we're going to change the domain
ConfMan.setActiveDomain(currentTarget);
if (!metaEnginePlugin) {
// If the target was specified, treat this as an error, and otherwise skip it.
if (!singleTarget.empty())
return Common::Error(Common::kMetaEnginePluginNotFound,
Common::String::format("target '%s'", i->c_str()));
printf("MetaEnginePlugin could not be loaded for target '%s'\n", i->c_str());
continue;
} else {
enginePlugin = PluginMan.getEngineFromMetaEngine(metaEnginePlugin);
if (!enginePlugin) {
// If the target was specified, treat this as an error, and otherwise skip it.
if (!singleTarget.empty())
return Common::Error(Common::kEnginePluginNotFound,
Common::String::format("target '%s'", i->c_str()));
printf("EnginePlugin could not be loaded for target '%s'\n", i->c_str());
continue;
}
}
const MetaEngine &metaEngine = enginePlugin->get<MetaEngine>();
Common::String qualifiedGameId = buildQualifiedGameName(game.engineId, game.gameId);
if (!metaEngine.hasFeature(MetaEngine::kSupportsListSaves)) {
// If the target was specified, treat this as an error, and otherwise skip it.
if (!singleTarget.empty())
// TODO: Include more info about the target (desc, engine name, ...) ???
return Common::Error(Common::kEnginePluginNotSupportSaves,
Common::String::format("target '%s', gameid '%s'", i->c_str(), qualifiedGameId.c_str()));
continue;
}
// Query the plugin for a list of saved games
SaveStateList saveList = metaEngine.listSaves(i->c_str());
if (!saveList.empty()) {
// TODO: Include more info about the target (desc, engine name, ...) ???
if (atLeastOneFound)
printf("\n");
printf("Save states for target '%s' (gameid '%s'):\n", i->c_str(), qualifiedGameId.c_str());
printf(" Slot Description \n"
" ---- ------------------------------------------------------\n");
for (SaveStateList::const_iterator x = saveList.begin(); x != saveList.end(); ++x) {
printf(" %-4d %s\n", x->getSaveSlot(), x->getDescription().encode().c_str());
// TODO: Could also iterate over the full hashmap, printing all key-value pairs
}
atLeastOneFound = true;
} else {
// If the target was specified, indicate no save games were found for it. Otherwise just skip it.
if (!singleTarget.empty())
printf("There are no save states for target '%s' (gameid '%s'):\n", i->c_str(), qualifiedGameId.c_str());
}
}
// Revert to the old active domain
ConfMan.setActiveDomain(oldDomain);
if (!atLeastOneFound && singleTarget.empty())
printf("No save states could be found.\n");
return result;
}
/** Lists all usable themes */
static void listThemes() {
typedef Common::List<GUI::ThemeEngine::ThemeDescriptor> ThList;
ThList thList;
GUI::ThemeEngine::listUsableThemes(thList);
printf("Theme Description\n");
printf("-------------- ------------------------------------------------\n");
for (ThList::const_iterator i = thList.begin(); i != thList.end(); ++i)
printf("%-14s %s\n", i->id.c_str(), i->name.c_str());
}
/** Lists all output devices */
static void listAudioDevices() {
PluginList pluginList = MusicMan.getPlugins();
printf("ID Description\n");
printf("------------------------------ ------------------------------------------------\n");
for (PluginList::const_iterator i = pluginList.begin(), iend = pluginList.end(); i != iend; ++i) {
const MusicPluginObject &musicObject = (*i)->get<MusicPluginObject>();
MusicDevices deviceList = musicObject.getDevices();
for (MusicDevices::iterator j = deviceList.begin(), jend = deviceList.end(); j != jend; ++j) {
printf("%-30s %s\n", Common::String::format("\"%s\"", j->getCompleteId().c_str()).c_str(), j->getCompleteName().c_str());
}
}
}
/** Display all games in the given directory, or current directory if empty */
static DetectedGames getGameList(const Common::FSNode &dir) {
Common::FSList files;
// Collect all files from directory
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
printf("Path %s does not exist or is not a directory.\n", dir.getPath().c_str());
return DetectedGames();
}
// detect Games
DetectionResults detectionResults = EngineMan.detectGames(files);
if (detectionResults.foundUnknownGames()) {
Common::U32String report = detectionResults.generateUnknownGameReport(false, 80);
g_system->logMessage(LogMessageType::kInfo, report.encode().c_str());
}
return detectionResults.listRecognizedGames();
}
static DetectedGames recListGames(const Common::FSNode &dir, const Common::String &engineId, const Common::String &gameId, bool recursive) {
DetectedGames list = getGameList(dir);
if (recursive) {
Common::FSList files;
dir.getChildren(files, Common::FSNode::kListDirectoriesOnly);
for (Common::FSList::const_iterator file = files.begin(); file != files.end(); ++file) {
DetectedGames rec = recListGames(*file, engineId, gameId, recursive);
for (DetectedGames::const_iterator game = rec.begin(); game != rec.end(); ++game) {
if ((game->engineId == engineId && game->gameId == gameId)
|| gameId.empty())
list.push_back(*game);
}
}
}
return list;
}
/** Display all games in the given directory, return ID of first detected game */
static Common::String detectGames(const Common::String &path, const Common::String &engineId, const Common::String &gameId, bool recursive) {
bool noPath = path.empty();
//Current directory
Common::FSNode dir(path);
DetectedGames candidates = recListGames(dir, engineId, gameId, recursive);
if (candidates.empty()) {
printf("WARNING: ScummVM could not find any game in %s\n", dir.getPath().c_str());
if (noPath) {
printf("WARNING: Consider using --path=<path> to specify a directory\n");
}
if (!recursive) {
printf("WARNING: Consider using --recursive to search inside subdirectories\n");
}
return Common::String();
}
// TODO this is not especially pretty
printf("GameID Description Full Path\n");
printf("------------------------------ ---------------------------------------------------------- ---------------------------------------------------------\n");
for (DetectedGames::const_iterator v = candidates.begin(); v != candidates.end(); ++v) {
printf("%-30s %-58s %s\n",
buildQualifiedGameName(v->engineId, v->gameId).c_str(),
v->description.c_str(),
v->path.c_str());
}
return buildQualifiedGameName(candidates[0].engineId, candidates[0].gameId);
}
static int recAddGames(const Common::FSNode &dir, const Common::String &engineId, const Common::String &gameId, bool recursive) {
int count = 0;
DetectedGames list = getGameList(dir);
for (DetectedGames::const_iterator v = list.begin(); v != list.end(); ++v) {
if ((v->engineId != engineId || v->gameId != gameId)
&& !gameId.empty()) {
printf("Found %s, only adding %s per --game option, ignoring...\n",
buildQualifiedGameName(v->engineId, v->gameId).c_str(),
buildQualifiedGameName(engineId, gameId).c_str());
} else if (ConfMan.hasGameDomain(v->preferredTarget)) {
// TODO Better check for game already added?
printf("Found %s, but has already been added, skipping\n",
buildQualifiedGameName(v->engineId, v->gameId).c_str());
} else {
Common::String target = EngineMan.createTargetForGame(*v);
count++;
// Display added game info
printf("Game Added: \n Target: %s\n GameID: %s\n Name: %s\n Language: %s\n Platform: %s\n",
target.c_str(),
buildQualifiedGameName(v->engineId, v->gameId).c_str(),
v->description.c_str(),
Common::getLanguageDescription(v->language),
Common::getPlatformDescription(v->platform)
);
}
}
if (recursive) {
Common::FSList files;
if (dir.getChildren(files, Common::FSNode::kListDirectoriesOnly)) {
for (Common::FSList::const_iterator file = files.begin(); file != files.end(); ++file) {
count += recAddGames(*file, engineId, gameId, recursive);
}
}
}
return count;
}
static bool addGames(const Common::String &path, const Common::String &engineId, const Common::String &gameId, bool recursive) {
//Current directory
Common::FSNode dir(path);
int added = recAddGames(dir, engineId, gameId, recursive);
printf("Added %d games\n", added);
if (added == 0 && !recursive) {
printf("Consider using --recursive to search inside subdirectories\n");
}
ConfMan.flushToDisk();
return true;
}
#ifdef DETECTOR_TESTING_HACK
static void runDetectorTest() {
// HACK: The following code can be used to test the detection code of our
// engines. Basically, it loops over all targets, and calls the detector
// for the given path. It then prints out the result and also checks
// whether the result agrees with the settings of the target.
const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
Common::ConfigManager::DomainMap::const_iterator iter = domains.begin();
int success = 0, failure = 0;
for (iter = domains.begin(); iter != domains.end(); ++iter) {
Common::String name(iter->_key);
Common::String gameid(iter->_value.getVal("gameid"));
Common::String path(iter->_value.getVal("path"));
printf("Looking at target '%s', gameid '%s', path '%s' ...\n",
name.c_str(), gameid.c_str(), path.c_str());
if (path.empty()) {
printf(" ... no path specified, skipping\n");
continue;
}
if (gameid.empty()) {
gameid = name;
}
Common::FSNode dir(path);
Common::FSList files;
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
printf(" ... invalid path, skipping\n");
continue;
}
DetectionResults detectionResults = EngineMan.detectGames(files);
DetectedGames candidates = detectionResults.listRecognizedGames();
bool gameidDiffers = false;
DetectedGames::const_iterator x;
for (x = candidates.begin(); x != candidates.end(); ++x) {
gameidDiffers |= !gameid.equalsIgnoreCase(x->gameId);
}
if (candidates.empty()) {
printf(" FAILURE: No games detected\n");
failure++;
} else if (candidates.size() > 1) {
if (gameidDiffers) {
printf(" WARNING: Multiple games detected, some/all with wrong gameid\n");
} else {
printf(" WARNING: Multiple games detected, but all have matching gameid\n");
}
failure++;
} else if (gameidDiffers) {
printf(" FAILURE: Wrong gameid detected\n");
failure++;
} else {
printf(" SUCCESS: Game was detected correctly\n");
success++;
}
for (x = candidates.begin(); x != candidates.end(); ++x) {
printf(" gameid '%s', desc '%s', language '%s', platform '%s'\n",
x->gameId.c_str(),
x->description.c_str(),
Common::getLanguageDescription(x->language),
Common::getPlatformDescription(x->platform));
}
}
int total = domains.size();
printf("Detector test run: %d fail, %d success, %d skipped, out of %d\n",
failure, success, total - failure - success, total);
}
#endif
#ifdef UPGRADE_ALL_TARGETS_HACK
void upgradeTargets() {
// HACK: The following upgrades all your targets to the latest and
// greatest. Right now that means updating the guioptions and (optionally)
// also the game descriptions.
// Basically, it loops over all targets, and calls the detector for the
// given path. It then compares the result with the settings of the target.
// If the basics seem to match, it updates the guioptions.
printf("Upgrading all your existing targets\n");
Common::ConfigManager::DomainMap::iterator iter = ConfMan.beginGameDomains();
for (; iter != ConfMan.endGameDomains(); ++iter) {
Common::ConfigManager::Domain &dom = iter->_value;
Common::String name(iter->_key);
Common::String gameid(dom.getVal("gameid"));
Common::String path(dom.getVal("path"));
printf("Looking at target '%s', gameid '%s' ...\n",
name.c_str(), gameid.c_str());
if (path.empty()) {
printf(" ... no path specified, skipping\n");
continue;
}
if (gameid.empty()) {
gameid = name;
}
gameid.toLowercase(); // TODO: Is this paranoia? Maybe we should just assume all lowercase, always?
Common::FSNode dir(path);
Common::FSList files;
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
printf(" ... invalid path, skipping\n");
continue;
}
Common::Language lang = Common::parseLanguage(dom.getVal("language"));
Common::Platform plat = Common::parsePlatform(dom.getVal("platform"));
Common::String desc(dom.getVal("description"));
DetectionResults detectionResults = EngineMan.detectGames(files);
DetectedGames candidates = detectionResults.listRecognizedGames();
DetectedGame *g = 0;
// We proceed as follows:
// * If detection failed to produce candidates, skip.
// * If there is a unique detector match, trust it.
// * If there are multiple match, run over them comparing gameid, language and platform.
// If we end up with a unique match, use it. Otherwise, skip.
if (candidates.empty()) {
printf(" ... failed to detect game, skipping\n");
continue;
}
if (candidates.size() > 1) {
// Scan over all candidates, check if there is a unique match for gameid, language and platform
DetectedGames::iterator x;
int matchesFound = 0;
for (x = candidates.begin(); x != candidates.end(); ++x) {
if (x->gameId == gameid && x->language == lang && x->platform == plat) {
matchesFound++;
g = &(*x);
}
}
if (matchesFound != 1) {
printf(" ... detected multiple games, could not establish unique match, skipping\n");
continue;
}
} else {
// Unique match -> use it
g = &candidates[0];
}
// At this point, g points to a GameDescriptor which we can use to update
// the target referred to by dom. We update several things
// Always set the engine ID and game ID explicitly (in case of legacy targets)
dom["engineid"] = g->engineId;
dom["gameid"] = g->gameId;
// Always set the GUI options. The user should not modify them, and engines might
// gain more features over time, so we want to keep this list up-to-date.
if (!g->getGUIOptions().empty()) {
printf(" -> update guioptions to '%s'\n", g->getGUIOptions().c_str());
dom["guioptions"] = g->getGUIOptions();
} else if (dom.contains("guioptions")) {
dom.erase("guioptions");
}
// Update the language setting but only if none has been set yet.
if (lang == Common::UNK_LANG && g->language != Common::UNK_LANG) {
printf(" -> set language to '%s'\n", Common::getLanguageCode(g->language));
dom["language"] = Common::getLanguageCode(g->language);
}
// Update the platform setting but only if none has been set yet.
if (plat == Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown) {
printf(" -> set platform to '%s'\n", Common::getPlatformCode(g->platform));
dom["platform"] = Common::getPlatformCode(g->platform);
}
// TODO: We could also update the description. But not everybody will want that.
// Esp. because for some games (e.g. the combined Zak/Loom FM-TOWNS demo etc.)
// ScummVM still generates an incorrect description string. So, the description
// should only be updated if the user explicitly requests this.
#if 0
if (desc != g->description) {
printf(" -> update desc from '%s' to\n '%s' ?\n", desc.c_str(), g->description.c_str());
dom["description"] = g->description;
}
#endif
}
// Finally, save our changes to disk
ConfMan.flushToDisk();
}
#endif
#else // DISABLE_COMMAND_LINE
Common::String parseCommandLine(Common::StringMap &settings, int argc, const char * const *argv) {
return Common::String();
}
#endif // DISABLE_COMMAND_LINE
bool processSettings(Common::String &command, Common::StringMap &settings, Common::Error &err) {
err = Common::kNoError;
#ifndef DISABLE_COMMAND_LINE
// Check the --game argument refers to a known game id.
QualifiedGameDescriptor gameOption;
if (settings.contains("game")) {
gameOption = findGameMatchingName(settings["game"]);
if (gameOption.gameId.empty()) {
usage("Unrecognized game '%s'. Use the --list-games command for a list of accepted values.\n", settings["game"].c_str());
}
}
// Handle commands passed via the command line (like --list-targets and
// --list-games). This must be done after the config file and the plugins
// have been loaded.
if (command == "list-targets") {
listTargets();
return true;
} else if (command == "list-games") {
listGames();
return true;
} else if (command == "list-engines") {
listEngines();
return true;
} else if (command == "list-saves") {
err = listSaves(settings["game"]);
return true;
} else if (command == "list-themes") {
listThemes();
return true;
} else if (command == "list-audio-devices") {
listAudioDevices();
return true;
} else if (command == "version") {
printf("%s\n", gScummVMFullVersion);
printf("Features compiled in: %s\n", gScummVMFeatures);
return true;
} else if (command == "help") {
printf(HELP_STRING, s_appName);
return true;
} else if (command == "auto-detect") {
bool resursive = settings["recursive"] == "true";
// If auto-detects fails (returns an empty ID) return true to close ScummVM.
// If we get a non-empty ID, we store it in command so that it gets processed together with the
// other command line options below.
if (resursive) {
printf("ERROR: Autodetection not supported with --recursive; are you sure you didn't want --detect?\n");
err = Common::kUnknownError;
return true;
// There is not a particularly good technical reason for this.
// From an UX point of view, however, it might get confusing.
// Consider removing this if consensus says otherwise.
} else {
command = detectGames(settings["path"], gameOption.engineId, gameOption.gameId, resursive);
if (command.empty()) {
err = Common::kNoGameDataFoundError;
return true;
}
}
} else if (command == "detect") {
detectGames(settings["path"], gameOption.engineId, gameOption.gameId, settings["recursive"] == "true");
return true;
} else if (command == "add") {
addGames(settings["path"], gameOption.engineId, gameOption.gameId, settings["recursive"] == "true");
return true;
}
#ifdef DETECTOR_TESTING_HACK
else if (command == "test-detector") {
runDetectorTest();
return true;
}
#endif
#ifdef UPGRADE_ALL_TARGETS_HACK
else if (command == "upgrade-targets") {
upgradeTargets();
return true;
}
#endif
#endif // DISABLE_COMMAND_LINE
// If a target was specified, check whether there is either a game
// domain (i.e. a target) matching this argument, or alternatively
// whether there is a gameid matching that name.
if (!command.empty()) {
QualifiedGameDescriptor gd;
if (ConfMan.hasGameDomain(command)) {
// Command is a known target
ConfMan.setActiveDomain(command);
} else if (gd = findGameMatchingName(command), !gd.gameId.empty()) {
// Command is a known game ID
Common::String domainName = createTemporaryTarget(gd.engineId, gd.gameId);
ConfMan.setActiveDomain(domainName);
} else {
#ifndef DISABLE_COMMAND_LINE
usage("Unrecognized game '%s'. Use the --list-targets and --list-games commands for a list of accepted values.", command.c_str());
#endif // DISABLE_COMMAND_LINE
}
}
// Finally, store the command line settings into the config manager.
for (Common::StringMap::const_iterator x = settings.begin(); x != settings.end(); ++x) {
Common::String key(x->_key);
Common::String value(x->_value);
// Replace any "-" in the key by "_" (e.g. change "save-slot" to "save_slot").
for (Common::String::iterator c = key.begin(); c != key.end(); ++c)
if (*c == '-')
*c = '_';
// Store it into ConfMan.
ConfMan.set(key, value, Common::ConfigManager::kTransientDomain);
}
return false;
}
} // End of namespace Base