scummvm/engines/access/metaengine.cpp
aryanrawlani28 29ceb07959 ENGINES: ALL: Revert detection submodule to be directly present in the engine directory
- DETECT_OBJS are present and added inside an engine's modules.mk file.
2020-10-03 14:56:36 +02:00

192 lines
5.7 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.
*
*/
#include "common/savefile.h"
#include "common/system.h"
#include "engines/advancedDetector.h"
#include "graphics/surface.h"
#include "access/access.h"
#include "access/amazon/amazon_game.h"
#include "access/martian/martian_game.h"
#include "access/detection.h"
#define MAX_SAVES 99
namespace Access {
uint32 AccessEngine::getGameID() const {
return _gameDescription->gameID;
}
uint32 AccessEngine::getGameFeatures() const {
return _gameDescription->features;
}
uint32 AccessEngine::getFeatures() const {
return _gameDescription->desc.flags;
}
bool AccessEngine::isCD() const {
return (bool)(_gameDescription->desc.flags & ADGF_CD);
}
bool AccessEngine::isDemo() const {
return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
}
Common::Language AccessEngine::getLanguage() const {
return _gameDescription->desc.language;
}
Common::Platform AccessEngine::getPlatform() const {
return _gameDescription->desc.platform;
}
} // End of namespace Access
class AccessMetaEngineConnect : public AdvancedMetaEngineConnect {
public:
const char *getName() const override {
return "access";
}
bool hasFeature(MetaEngineFeature f) const override;
bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
SaveStateList listSaves(const char *target) const override;
int getMaximumSaveSlot() const override;
void removeSaveState(const char *target, int slot) const override;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
};
bool AccessMetaEngineConnect::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSimpleSavesNames);
}
bool Access::AccessEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool AccessMetaEngineConnect::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
const Access::AccessGameDescription *gd = (const Access::AccessGameDescription *)desc;
if (gd) {
switch (gd->gameID) {
case Access::GType_Amazon:
*engine = new Access::Amazon::AmazonEngine(syst, gd);
break;
case Access::GType_MartianMemorandum:
*engine = new Access::Martian::MartianEngine(syst, gd);
break;
default:
error("Unknown game");
}
}
return gd != 0;
}
SaveStateList AccessMetaEngineConnect::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String saveDesc;
Common::String pattern = Common::String::format("%s.0##", target);
Access::AccessSavegameHeader header;
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
const char *ext = strrchr(file->c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
if (slot >= 0 && slot < MAX_SAVES) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file);
if (in) {
if (Access::AccessEngine::readSavegameHeader(in, header))
saveList.push_back(SaveStateDescriptor(slot, header._saveName));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int AccessMetaEngineConnect::getMaximumSaveSlot() const {
return MAX_SAVES;
}
void AccessMetaEngineConnect::removeSaveState(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
g_system->getSavefileManager()->removeSavefile(filename);
}
SaveStateDescriptor AccessMetaEngineConnect::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
if (f) {
Access::AccessSavegameHeader header;
if (!Access::AccessEngine::readSavegameHeader(f, header, false)) {
delete f;
return SaveStateDescriptor();
}
delete f;
// Create the return descriptor
SaveStateDescriptor desc(slot, header._saveName);
desc.setThumbnail(header._thumbnail);
desc.setSaveDate(header._year, header._month, header._day);
desc.setSaveTime(header._hour, header._minute);
desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
return desc;
}
return SaveStateDescriptor();
}
#if PLUGIN_ENABLED_DYNAMIC(ACCESS)
REGISTER_PLUGIN_DYNAMIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngineConnect);
#else
REGISTER_PLUGIN_STATIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngineConnect);
#endif