1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369
|
/* 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 "sword1/sword1.h"
#include "sword1/control.h"
#include "base/plugins.h"
#include "common/fs.h"
#include "common/gui_options.h"
#include "common/savefile.h"
#include "common/system.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "engines/metaengine.h"
/* Broken Sword */
static const PlainGameDescriptor sword1FullSettings =
{"sword1", "Broken Sword: The Shadow of the Templars"};
static const PlainGameDescriptor sword1DemoSettings =
{"sword1demo", "Broken Sword: The Shadow of the Templars (Demo)"};
static const PlainGameDescriptor sword1MacFullSettings =
{"sword1mac", "Broken Sword: The Shadow of the Templars (Mac)"};
static const PlainGameDescriptor sword1MacDemoSettings =
{"sword1macdemo", "Broken Sword: The Shadow of the Templars (Mac demo)"};
static const PlainGameDescriptor sword1PSXSettings =
{"sword1psx", "Broken Sword: The Shadow of the Templars (PlayStation)"};
static const PlainGameDescriptor sword1PSXDemoSettings =
{"sword1psxdemo", "Broken Sword: The Shadow of the Templars (PlayStation demo)"};
// check these subdirectories (if present)
static const char *const g_dirNames[] = { "clusters", "speech", "english", "italian"};
#define NUM_COMMON_FILES_TO_CHECK 1
#define NUM_PC_FILES_TO_CHECK 3
#define NUM_MAC_FILES_TO_CHECK 4
#define NUM_PSX_FILES_TO_CHECK 1
#define NUM_PSX_DEMO_FILES_TO_CHECK 2
#define NUM_DEMO_FILES_TO_CHECK 1
#define NUM_MAC_DEMO_FILES_TO_CHECK 1
#define NUM_FILES_TO_CHECK NUM_COMMON_FILES_TO_CHECK + NUM_PC_FILES_TO_CHECK + NUM_MAC_FILES_TO_CHECK + NUM_PSX_FILES_TO_CHECK + NUM_DEMO_FILES_TO_CHECK + NUM_MAC_DEMO_FILES_TO_CHECK + NUM_PSX_DEMO_FILES_TO_CHECK
static const char *const g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
"swordres.rif", // Mac, PC and PSX version
"general.clu", // PC and PSX version
"compacts.clu", // PC and PSX version
"scripts.clu", // PC and PSX version
"general.clm", // Mac version only
"compacts.clm", // Mac version only
"scripts.clm", // Mac version only
"paris2.clm", // Mac version (full game only)
"cows.mad", // this one should only exist in the demo version
"scripts.clm", // Mac version both demo and full game
"train.plx", // PSX version only
"speech.dat", // PSX version only
"tunes.dat", // PSX version only
// the engine needs several more files to work, but checking these should be sufficient
};
class SwordMetaEngine : public MetaEngine {
public:
virtual const char *getName() const {
return "Sword1";
}
virtual const char *getOriginalCopyright() const {
return "Broken Sword Games (C) Revolution";
}
virtual bool hasFeature(MetaEngineFeature f) const;
virtual GameList getSupportedGames() const;
virtual GameDescriptor findGame(const char *gameid) const;
virtual GameList detectGames(const Common::FSList &fslist) const;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual void removeSaveState(const char *target, int slot) const;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
};
bool SwordMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportCreationDate) ||
(f == kSavesSupportPlayTime);
}
bool Sword1::SwordEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsSavingDuringRuntime) ||
(f == kSupportsLoadingDuringRuntime);
}
GameList SwordMetaEngine::getSupportedGames() const {
GameList games;
games.push_back(GameDescriptor(sword1FullSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1DemoSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1MacFullSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1MacDemoSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1PSXSettings, GUIO_NOMIDI));
games.push_back(GameDescriptor(sword1PSXDemoSettings, GUIO_NOMIDI));
return games;
}
GameDescriptor SwordMetaEngine::findGame(const char *gameid) const {
if (0 == scumm_stricmp(gameid, sword1FullSettings.gameId))
return sword1FullSettings;
if (0 == scumm_stricmp(gameid, sword1DemoSettings.gameId))
return sword1DemoSettings;
if (0 == scumm_stricmp(gameid, sword1MacFullSettings.gameId))
return sword1MacFullSettings;
if (0 == scumm_stricmp(gameid, sword1MacDemoSettings.gameId))
return sword1MacDemoSettings;
if (0 == scumm_stricmp(gameid, sword1PSXSettings.gameId))
return sword1PSXSettings;
if (0 == scumm_stricmp(gameid, sword1PSXDemoSettings.gameId))
return sword1PSXDemoSettings;
return GameDescriptor();
}
void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound, bool recursion = false) {
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
// The required game data files can be located in the game directory, or in
// a subdirectory called "clusters". In the latter case, we don't want to
// detect the game in that subdirectory, as this will detect the game twice
// when mass add is searching inside a directory. In this case, the first
// result (the game directory) will be correct, but the second result (the
// clusters subdirectory) will be wrong, as the optional speech, music and
// video data files will be ignored. Note that this fix will skip the game
// data files if the user has placed them inside a "clusters" subdirectory,
// or if he/she points ScummVM directly to the "clusters" directory of the
// game CD. Fixes bug #3049346.
Common::String directory = file->getParent().getName();
directory.toLowercase();
if (directory.hasPrefix("clusters") && directory.size() <= 9 && !recursion)
continue;
for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
if (scumm_stricmp(file->getName().c_str(), g_filesToCheck[cnt]) == 0)
filesFound[cnt] = true;
} else {
for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
if (scumm_stricmp(file->getName().c_str(), g_dirNames[cnt]) == 0) {
Common::FSList fslist2;
if (file->getChildren(fslist2, Common::FSNode::kListFilesOnly))
Sword1CheckDirectory(fslist2, filesFound, true);
}
}
}
}
GameList SwordMetaEngine::detectGames(const Common::FSList &fslist) const {
int i, j;
GameList detectedGames;
bool filesFound[NUM_FILES_TO_CHECK];
for (i = 0; i < NUM_FILES_TO_CHECK; i++)
filesFound[i] = false;
Sword1CheckDirectory(fslist, filesFound);
bool mainFilesFound = true;
bool pcFilesFound = true;
bool macFilesFound = true;
bool demoFilesFound = true;
bool macDemoFilesFound = true;
bool psxFilesFound = true;
bool psxDemoFilesFound = true;
for (i = 0; i < NUM_COMMON_FILES_TO_CHECK; i++)
if (!filesFound[i])
mainFilesFound = false;
for (j = 0; j < NUM_PC_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
pcFilesFound = false;
for (j = 0; j < NUM_MAC_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
macFilesFound = false;
for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
demoFilesFound = false;
for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
macDemoFilesFound = false;
for (j = 0; j < NUM_PSX_FILES_TO_CHECK; i++, j++)
if (!filesFound[i])
psxFilesFound = false;
for (j = 0; j < NUM_PSX_DEMO_FILES_TO_CHECK; i++, j++)
if (!filesFound[i] || psxFilesFound)
psxDemoFilesFound = false;
GameDescriptor gd;
if (mainFilesFound && pcFilesFound && demoFilesFound)
gd = GameDescriptor(sword1DemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
else if (mainFilesFound && pcFilesFound && psxFilesFound)
gd = GameDescriptor(sword1PSXSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
else if (mainFilesFound && pcFilesFound && psxDemoFilesFound)
gd = GameDescriptor(sword1PSXDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
else if (mainFilesFound && pcFilesFound && !psxFilesFound)
gd = GameDescriptor(sword1FullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
else if (mainFilesFound && macFilesFound)
gd = GameDescriptor(sword1MacFullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
else if (mainFilesFound && macDemoFilesFound)
gd = GameDescriptor(sword1MacDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
else
return detectedGames;
gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::EN_ANY));
gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::DE_DEU));
gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::FR_FRA));
gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::IT_ITA));
gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::ES_ESP));
gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::PT_BRA));
gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::CZ_CZE));
detectedGames.push_back(gd);
return detectedGames;
}
Common::Error SwordMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
assert(engine);
*engine = new Sword1::SwordEngine(syst);
return Common::kNoError;
}
SaveStateList SwordMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
SaveStateList saveList;
char saveName[40];
Common::StringArray filenames = saveFileMan->listSavefiles("sword1.###");
int slotNum = 0;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.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);
if (slotNum >= 0 && slotNum <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
in->readUint32LE(); // header
in->read(saveName, 40);
saveList.push_back(SaveStateDescriptor(slotNum, saveName));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int SwordMetaEngine::getMaximumSaveSlot() const { return 999; }
void SwordMetaEngine::removeSaveState(const char *target, int slot) const {
g_system->getSavefileManager()->removeSavefile(Common::String::format("sword1.%03d", slot));
}
SaveStateDescriptor SwordMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String fileName = Common::String::format("sword1.%03d", slot);
char name[40];
uint32 playTime = 0;
byte versionSave;
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
if (in) {
in->skip(4); // header
in->read(name, sizeof(name));
in->read(&versionSave, 1); // version
SaveStateDescriptor desc(slot, name);
if (versionSave < 2) // These older version of the savegames used a flag to signal presence of thumbnail
in->skip(1);
if (Graphics::checkThumbnailHeader(*in)) {
Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*in);
desc.setThumbnail(thumbnail);
}
uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
if (versionSave > 1) // Previous versions did not have playtime data
playTime = in->readUint32BE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
desc.setSaveDate(year, month, day);
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
desc.setSaveTime(hour, minutes);
if (versionSave > 1) {
desc.setPlayTime(playTime * 1000);
} else { //We have no playtime data
desc.setPlayTime(0);
}
delete in;
return desc;
}
return SaveStateDescriptor();
}
#if PLUGIN_ENABLED_DYNAMIC(SWORD1)
REGISTER_PLUGIN_DYNAMIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
#else
REGISTER_PLUGIN_STATIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
#endif
namespace Sword1 {
Common::Error SwordEngine::loadGameState(int slot) {
_systemVars.forceRestart = false;
_systemVars.controlPanelMode = CP_NORMAL;
_control->restoreGameFromFile(slot);
reinitialize();
_control->doRestore();
reinitRes();
return Common::kNoError; // TODO: return success/failure
}
bool SwordEngine::canLoadGameStateCurrently() {
return (mouseIsActive() && !_control->isPanelShown()); // Disable GMM loading when game panel is shown
}
Common::Error SwordEngine::saveGameState(int slot, const Common::String &desc) {
_control->setSaveDescription(slot, desc.c_str());
_control->saveGameToFile(slot);
return Common::kNoError; // TODO: return success/failure
}
bool SwordEngine::canSaveGameStateCurrently() {
return (mouseIsActive() && !_control->isPanelShown());
}
} // End of namespace Sword1
|