mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
b665fc933d
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now.
423 lines
13 KiB
C++
423 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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*
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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, 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 "base/plugins.h"
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#include "engines/advancedDetector.h"
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#include "common/file.h"
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#include "common/md5.h"
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#include "common/savefile.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::listSaves
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namespace Tinsel {
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struct TinselGameDescription {
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ADGameDescription desc;
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int gameID;
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int gameType;
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uint32 features;
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uint16 version;
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};
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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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static const PlainGameDescriptor tinselGames[] = {
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{"tinsel", "Tinsel engine game"},
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{"dw", "Discworld"},
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{"dw2", "Discworld 2: Missing Presumed ...!?"},
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{0, 0}
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};
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#include "tinsel/detection_tables.h"
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class TinselMetaEngine : public AdvancedMetaEngine {
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public:
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TinselMetaEngine() : AdvancedMetaEngine(Tinsel::gameDescriptions, sizeof(Tinsel::TinselGameDescription), tinselGames) {
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_singleId = "tinsel";
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}
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virtual const char *getName() const {
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return "Tinsel";
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}
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virtual const char *getOriginalCopyright() const {
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return "Tinsel (C) Psygnosis";
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}
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virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;
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const ADGameDescription *fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const;
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virtual bool hasFeature(MetaEngineFeature f) 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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};
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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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}
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bool Tinsel::TinselEngine::hasFeature(EngineFeature f) const {
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return
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#if 0
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// FIXME: It is possible to return to the launcher from tinsel.
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// But then any attempt to re-enter the engine will lead to
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// a crash or at least seriously broken behavior.
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//
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// This is because the Tinsel engine makes use of tons of
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// global variables (static and non-static) which are never
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// explicitly re-initialized when the engine is started
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// for a second time.
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(f == kSupportsRTL) ||
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#endif
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(f == kSupportsLoadingDuringRuntime);
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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[Tinsel::SG_DESC_LEN];
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in->read(saveDesc, sizeof(saveDesc));
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saveDesc[Tinsel::SG_DESC_LEN - 1] = 0;
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saveList.push_back(SaveStateDescriptor(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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bool TinselMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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const Tinsel::TinselGameDescription *gd = (const Tinsel::TinselGameDescription *)desc;
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if (gd) {
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*engine = new Tinsel::TinselEngine(syst, gd);
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}
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return gd != 0;
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}
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struct SizeMD5 {
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int size;
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Common::String md5;
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};
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typedef Common::HashMap<Common::String, SizeMD5, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> SizeMD5Map;
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typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
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typedef Common::Array<const ADGameDescription *> ADGameDescList;
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/**
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* Fallback detection scans the list of Discworld 2 targets to see if it can detect an installation
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* where the files haven't been renamed (i.e. don't have the '1' just before the extension)
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*/
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const ADGameDescription *TinselMetaEngine::fallbackDetect(const FileMap &allFilesXXX, const Common::FSList &fslist) const {
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Common::String extra;
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FileMap allFiles;
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SizeMD5Map filesSizeMD5;
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const ADGameFileDescription *fileDesc;
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const Tinsel::TinselGameDescription *g;
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if (fslist.empty())
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return NULL;
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// TODO: The following code is essentially a slightly modified copy of the
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// complete code of function detectGame() in engines/advancedDetector.cpp.
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// That quite some hefty and undesirable code duplication. Its only purpose
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// seems to be to treat filenames of the form "foo1.ext" as "foo.ext".
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// It would be nice to avoid this code duplication.
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// First we compose a hashmap of all files in fslist.
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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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if (!scumm_stricmp(file->getName().c_str(), "dw2")) {
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// Probably Discworld 2 subfolder on CD, so add it's contents as well
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Common::FSList files;
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if (file->getChildren(files, Common::FSNode::kListAll)) {
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Common::FSList::const_iterator file2;
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for (file2 = files.begin(); file2 != files.end(); ++file2) {
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if (file2->isDirectory())
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continue;
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Common::String fname = file2->getName();
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allFiles[fname] = *file2;
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}
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}
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}
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continue;
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}
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Common::String tstr = file->getName();
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allFiles[tstr] = *file; // Record the presence of this file
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}
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// Check which files are included in some dw2 ADGameDescription *and* present
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// in fslist without a '1' suffix character. Compute MD5s and file sizes for these files.
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for (g = &Tinsel::gameDescriptions[0]; g->desc.gameId != 0; ++g) {
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if (strcmp(g->desc.gameId, "dw2") != 0)
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continue;
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for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
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// Get the next filename, stripping off any '1' suffix character
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char tempFilename[50];
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Common::strlcpy(tempFilename, fileDesc->fileName, 50);
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char *pOne = strchr(tempFilename, '1');
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if (pOne) {
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do {
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*pOne = *(pOne + 1);
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pOne++;
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} while (*pOne);
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}
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Common::String fname(tempFilename);
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if (allFiles.contains(fname) && !filesSizeMD5.contains(fname)) {
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SizeMD5 tmp;
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Common::File testFile;
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if (testFile.open(allFiles[fname])) {
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tmp.size = (int32)testFile.size();
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tmp.md5 = computeStreamMD5AsString(testFile, _md5Bytes);
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} else {
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tmp.size = -1;
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}
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filesSizeMD5[fname] = tmp;
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}
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}
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}
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ADGameDescList matched;
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int maxFilesMatched = 0;
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// MD5 based matching
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for (g = &Tinsel::gameDescriptions[0]; g->desc.gameId != 0; ++g) {
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if (strcmp(g->desc.gameId, "dw2") != 0)
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continue;
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bool fileMissing = false;
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// Try to match all files for this game
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for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
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// Get the next filename, stripping off any '1' suffix character
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char tempFilename[50];
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Common::strlcpy(tempFilename, fileDesc->fileName, 50);
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char *pOne = strchr(tempFilename, '1');
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if (pOne) {
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do {
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*pOne = *(pOne + 1);
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pOne++;
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} while (*pOne);
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}
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Common::String tstr(tempFilename);
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if (!filesSizeMD5.contains(tstr)) {
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fileMissing = true;
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break;
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}
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if (fileDesc->md5 != NULL && fileDesc->md5 != filesSizeMD5[tstr].md5) {
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fileMissing = true;
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break;
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}
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if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesSizeMD5[tstr].size) {
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fileMissing = true;
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break;
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}
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}
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if (!fileMissing) {
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// Count the number of matching files. Then, only keep those
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// entries which match a maximal amount of files.
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int curFilesMatched = 0;
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for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++)
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curFilesMatched++;
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if (curFilesMatched > maxFilesMatched) {
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maxFilesMatched = curFilesMatched;
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matched.clear(); // Remove any prior, lower ranked matches.
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matched.push_back((const ADGameDescription *)g);
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} else if (curFilesMatched == maxFilesMatched) {
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matched.push_back((const ADGameDescription *)g);
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}
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}
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}
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// We didn't find a match
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if (matched.empty())
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return NULL;
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return *matched.begin();
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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 #3387551.
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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) {
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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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