scummvm/engines/tinsel/detection.cpp

604 lines
14 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.
*
* $URL$
* $Id$
*
*/
#include "base/plugins.h"
#include "common/advancedDetector.h"
#include "common/file.h"
#include "common/savefile.h"
#include "tinsel/cursor.h"
#include "tinsel/tinsel.h"
#include "tinsel/savescn.h" // needed by TinselMetaEngine::listSaves
namespace Tinsel {
struct TinselGameDescription {
Common::ADGameDescription desc;
int gameID;
int gameType;
uint32 features;
uint16 version;
};
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;
}
}
static const PlainGameDescriptor tinselGames[] = {
{"tinsel", "Tinsel engine game"},
{"dw", "Discworld"},
{"dw2", "Discworld 2: Missing Presumed ...!?"},
{0, 0}
};
namespace Tinsel {
static const TinselGameDescription gameDescriptions[] = {
// Note: The following is the (hopefully) definitive list of version details:
// TINSEL_V0: Used only by the Discworld 1 demo - this used a more primitive version
// of the Tinsel engine and graphics compression
// TINSEL_V1: There were two versions of the Discworld 1 game - the first used .GRA
// files, and the second used .SCN files. The second also provided some fixes to
// various script bugs and coding errors, but is still considered TINSEL_V1,
// as both game versions work equally well with the newer code.
// TINSEL_V2: The Discworld 2 game used this updated version of the Tinsel 1 engine,
// and as far as we know there aren't any variations of this engine.
{ // Floppy Demo V0 from http://www.adventure-treff.de/specials/dl_demos.php
{
"dw",
"Floppy Demo",
AD_ENTRY1s("dw.gra", "ce1b57761ba705221bcf70955b827b97", 441192),
//AD_ENTRY1s("dw.scn", "ccd72f02183d0e96b6e7d8df9492cda8", 23308),
Common::EN_ANY,
Common::kPlatformPC,
Common::ADGF_DEMO
},
GID_DW1,
0,
GF_DEMO,
TINSEL_V0,
},
{ // CD Demo V1 version, with *.gra files
{
"dw",
"CD Demo",
{
{"dw.gra", 0, "ef5a2518c9e205f786f5a4526396e661", 781676},
{"english.smp", 0, NULL, -1},
},
Common::EN_ANY,
Common::kPlatformPC,
Common::ADGF_DEMO
},
GID_DW1,
0,
GF_CD,
TINSEL_V1,
},
{ // Floppy V1 version, with *.gra files
{
"dw",
"Floppy",
AD_ENTRY1s("dw.gra", "c8808ccd988d603dd35dff42013ae7fd", 781656),
Common::EN_ANY,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW1,
0,
GF_FLOPPY,
TINSEL_V1,
},
{ // CD V1 version, with *.gra files (same as the floppy one, with english.smp)
{
"dw",
"CD",
{
{"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656},
{"english.smp", 0, NULL, -1},
},
Common::EN_ANY,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW1,
0,
GF_CD,
TINSEL_V1,
},
{ // Multilingual CD with english speech and *.gra files.
// Note: It contains no english subtitles.
{
"dw",
"CD",
{
{"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656},
{"english.smp", 0, NULL, -1},
{"french.txt", 0, NULL, -1},
{"german.txt", 0, NULL, -1},
{"italian.txt", 0, NULL, -1},
{"spanish.txt", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::FR_FRA,
Common::kPlatformPC,
Common::ADGF_DROPLANGUAGE
},
GID_DW1,
0,
GF_CD | GF_USE_4FLAGS,
TINSEL_V1,
},
{
{
"dw",
"CD",
{
{"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656},
{"english.smp", 0, NULL, -1},
{"french.txt", 0, NULL, -1},
{"german.txt", 0, NULL, -1},
{"italian.txt", 0, NULL, -1},
{"spanish.txt", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::DE_DEU,
Common::kPlatformPC,
Common::ADGF_DROPLANGUAGE
},
GID_DW1,
0,
GF_CD | GF_USE_4FLAGS,
TINSEL_V1,
},
{
{
"dw",
"CD",
{
{"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656},
{"english.smp", 0, NULL, -1},
{"french.txt", 0, NULL, -1},
{"german.txt", 0, NULL, -1},
{"italian.txt", 0, NULL, -1},
{"spanish.txt", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::IT_ITA,
Common::kPlatformPC,
Common::ADGF_DROPLANGUAGE
},
GID_DW1,
0,
GF_CD | GF_USE_4FLAGS,
TINSEL_V1,
},
{
{
"dw",
"CD",
{
{"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656},
{"english.smp", 0, NULL, -1},
{"french.txt", 0, NULL, -1},
{"german.txt", 0, NULL, -1},
{"italian.txt", 0, NULL, -1},
{"spanish.txt", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::ES_ESP,
Common::kPlatformPC,
Common::ADGF_DROPLANGUAGE
},
GID_DW1,
0,
GF_CD | GF_USE_4FLAGS,
TINSEL_V1,
},
{ // English CD v2
{
"dw",
"CD",
{
{"dw.scn", 0, "70955425870c7720d6eebed903b2ef41", 776188},
{"english.smp", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::EN_ANY,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW1,
0,
GF_CD | GF_SCNFILES,
TINSEL_V1,
},
#if 0
{ // English Saturn CD
{
"dw",
"CD",
{
{"dw.scn", 0, "6803f293c88758057cc685b9437f7637", 382248},
{"english.smp", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::EN_ANY,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW1,
0,
GF_CD,
TINSEL_V1,
},
#endif
{ // German CD re-release "Neon Edition"
// Note: This release has ENGLISH.TXT (with german content) instead of GERMAN.TXT
{
"dw",
"CD",
AD_ENTRY1s("dw.scn", "6182c7986eaec893c62fb6ea13a9f225", 774556),
Common::DE_DEU,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW1,
0,
GF_CD | GF_SCNFILES,
TINSEL_V1,
},
{ // European/Australian Discworld 2 release
{
"dw2",
"CD",
{
{"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593},
{"english1.smp", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::EN_GRB,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW2,
0,
GF_CD | GF_SCNFILES,
TINSEL_V2,
},
{ // US Discworld 2 release
{
"dw2",
"CD",
{
{"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593},
{"us1.smp", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::EN_USA,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW2,
0,
GF_CD | GF_SCNFILES,
TINSEL_V2,
},
{ // French version of Discworld 2
{
"dw2",
"CD",
{
{"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593},
{"french1.smp", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::FR_FRA,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW2,
0,
GF_CD | GF_SCNFILES,
TINSEL_V2,
},
{ // German Discworld 2 re-release "Neon Edition"
{
"dw2",
"CD",
{
{"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593},
{"german1.smp", 0, NULL, -1},
{NULL, 0, NULL, 0}
},
Common::DE_DEU,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW2,
0,
GF_CD | GF_SCNFILES,
TINSEL_V2,
},
{ // Italian/Spanish Discworld 2
{
"dw2",
"CD",
{
{"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593},
{"english1.smp", 0, NULL, -1},
{"italian1.txt", 0, "d443249f8b55489b5888c227b9096f4e", 246495},
{NULL, 0, NULL, 0}
},
Common::IT_ITA,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW2,
0,
GF_CD | GF_SCNFILES,
TINSEL_V2,
},
{
{
"dw2",
"CD",
{
{"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593},
{"english1.smp", 0, NULL, -1},
{"spanish1.txt", 0, "bc6e147c5f542db228ac577357e4d897", 230323},
{NULL, 0, NULL, 0}
},
Common::ES_ESP,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_DW2,
0,
GF_CD | GF_SCNFILES,
TINSEL_V2,
},
{ AD_TABLE_END_MARKER, 0, 0, 0, 0 }
};
} // End of namespace Tinsel
static const Common::ADParams detectionParams = {
// Pointer to ADGameDescription or its superset structure
(const byte *)Tinsel::gameDescriptions,
// Size of that superset structure
sizeof(Tinsel::TinselGameDescription),
// Number of bytes to compute MD5 sum for
5000,
// List of all engine targets
tinselGames,
// Structure for autoupgrading obsolete targets
0,
// Name of single gameid (optional)
"tinsel",
// List of files for file-based fallback detection (optional)
0,
// Flags
0
};
class TinselMetaEngine : public Common::AdvancedMetaEngine {
public:
TinselMetaEngine() : Common::AdvancedMetaEngine(detectionParams) {}
virtual const char *getName() const {
return "Tinsel Engine";
}
virtual const char *getCopyright() const {
return "Tinsel (C) Psygnosis";
}
virtual bool createInstance(OSystem *syst, Engine **engine, const Common::ADGameDescription *desc) const;
virtual bool hasFeature(MetaEngineFeature f) const;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual void removeSaveState(const char *target, int slot) const;
};
bool TinselMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
// TODO: See tinsel.cpp ll 994-1005
#if 0
(f == kSupportsLoadingDuringStartup) ||
#endif
(f == kSupportsDeleteSave);
}
bool Tinsel::TinselEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsLoadingDuringRuntime);
}
namespace Tinsel {
extern int getList(Common::SaveFileManager *saveFileMan, const Common::String &target);
extern bool MoviePlaying();
}
SaveStateList TinselMetaEngine::listSaves(const char *target) const {
Common::String pattern = target;
pattern = pattern + ".???";
Common::StringList files = g_system->getSavefileManager()->listSavefiles(pattern.c_str());
sort(files.begin(), files.end()); // Sort (hopefully ensuring we are sorted numerically..)
SaveStateList saveList;
int slotNum = 0;
for (Common::StringList::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.c_str());
if (in) {
in->readUint32LE(); // skip id
in->readUint32LE(); // skip size
in->readUint32LE(); // skip version
char saveDesc[Tinsel::SG_DESC_LEN];
in->read(saveDesc, sizeof(saveDesc));
saveDesc[Tinsel::SG_DESC_LEN - 1] = 0;
saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
delete in;
}
}
return saveList;
}
bool TinselMetaEngine::createInstance(OSystem *syst, Engine **engine, const Common::ADGameDescription *desc) const {
const Tinsel::TinselGameDescription *gd = (const Tinsel::TinselGameDescription *)desc;
if (gd) {
*engine = new Tinsel::TinselEngine(syst, gd);
}
return gd != 0;
}
int TinselMetaEngine::getMaximumSaveSlot() const { return 99; }
void TinselMetaEngine::removeSaveState(const char *target, int slot) const {
Tinsel::setNeedLoad();
Tinsel::getList(g_system->getSavefileManager(), target);
g_system->getSavefileManager()->removeSavefile(Tinsel::ListEntry(slot, 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 char *desc) {
Common::String saveName = _vm->getSavegameFilename((int16)(slot + 1));
char saveDesc[SG_DESC_LEN];
strncpy(saveDesc, desc, SG_DESC_LEN);
// Make sure that saveDesc is 0-terminated
saveDesc[SG_DESC_LEN - 1] = '\0';
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 !MoviePlaying(); }
#if 0
bool TinselEngine::canSaveGameStateCurrently() { return isCursorShown(); }
#endif
} // End of namespace Tinsel