This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
373 lines
14 KiB
C++
373 lines
14 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 "sword1/sword1.h"
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#include "sword1/control.h"
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#include "base/plugins.h"
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#include "common/fs.h"
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#include "common/gui_options.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "graphics/thumbnail.h"
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#include "graphics/surface.h"
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#include "engines/metaengine.h"
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/* Broken Sword */
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static const PlainGameDescriptor sword1FullSettings =
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{"sword1", "Broken Sword: The Shadow of the Templars"};
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static const PlainGameDescriptor sword1DemoSettings =
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{"sword1demo", "Broken Sword: The Shadow of the Templars (Demo)"};
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static const PlainGameDescriptor sword1MacFullSettings =
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{"sword1mac", "Broken Sword: The Shadow of the Templars (Mac)"};
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static const PlainGameDescriptor sword1MacDemoSettings =
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{"sword1macdemo", "Broken Sword: The Shadow of the Templars (Mac demo)"};
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static const PlainGameDescriptor sword1PSXSettings =
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{"sword1psx", "Broken Sword: The Shadow of the Templars (PlayStation)"};
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static const PlainGameDescriptor sword1PSXDemoSettings =
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{"sword1psxdemo", "Broken Sword: The Shadow of the Templars (PlayStation demo)"};
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// check these subdirectories (if present)
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static const char *const g_dirNames[] = { "clusters", "speech", "english", "italian"};
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#define NUM_COMMON_FILES_TO_CHECK 1
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#define NUM_PC_FILES_TO_CHECK 3
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#define NUM_MAC_FILES_TO_CHECK 4
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#define NUM_PSX_FILES_TO_CHECK 1
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#define NUM_PSX_DEMO_FILES_TO_CHECK 2
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#define NUM_DEMO_FILES_TO_CHECK 1
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#define NUM_MAC_DEMO_FILES_TO_CHECK 1
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#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
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static const char *const g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
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"swordres.rif", // Mac, PC and PSX version
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"general.clu", // PC and PSX version
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"compacts.clu", // PC and PSX version
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"scripts.clu", // PC and PSX version
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"general.clm", // Mac version only
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"compacts.clm", // Mac version only
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"scripts.clm", // Mac version only
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"paris2.clm", // Mac version (full game only)
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"cows.mad", // this one should only exist in the demo version
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"scripts.clm", // Mac version both demo and full game
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"train.plx", // PSX version only
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"speech.dat", // PSX version only
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"tunes.dat", // PSX version only
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// the engine needs several more files to work, but checking these should be sufficient
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};
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class SwordMetaEngine : public MetaEngine {
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public:
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virtual const char *getName() const {
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return "Sword1";
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}
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virtual const char *getOriginalCopyright() const {
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return "Broken Sword Games (C) Revolution";
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}
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virtual bool hasFeature(MetaEngineFeature f) const;
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virtual GameList getSupportedGames() const;
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virtual GameDescriptor findGame(const char *gameid) const;
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virtual GameList detectGames(const Common::FSList &fslist) 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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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
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virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
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};
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bool SwordMetaEngine::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 == kSavesSupportMetaInfo) ||
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(f == kSavesSupportThumbnail) ||
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(f == kSavesSupportCreationDate) ||
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(f == kSavesSupportPlayTime);
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}
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bool Sword1::SwordEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsRTL) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsLoadingDuringRuntime);
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}
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GameList SwordMetaEngine::getSupportedGames() const {
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GameList games;
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games.push_back(GameDescriptor(sword1FullSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1DemoSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1MacFullSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1MacDemoSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1PSXSettings, GUIO_NOMIDI));
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games.push_back(GameDescriptor(sword1PSXDemoSettings, GUIO_NOMIDI));
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return games;
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}
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GameDescriptor SwordMetaEngine::findGame(const char *gameid) const {
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if (0 == scumm_stricmp(gameid, sword1FullSettings.gameId))
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return sword1FullSettings;
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if (0 == scumm_stricmp(gameid, sword1DemoSettings.gameId))
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return sword1DemoSettings;
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if (0 == scumm_stricmp(gameid, sword1MacFullSettings.gameId))
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return sword1MacFullSettings;
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if (0 == scumm_stricmp(gameid, sword1MacDemoSettings.gameId))
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return sword1MacDemoSettings;
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if (0 == scumm_stricmp(gameid, sword1PSXSettings.gameId))
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return sword1PSXSettings;
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if (0 == scumm_stricmp(gameid, sword1PSXDemoSettings.gameId))
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return sword1PSXDemoSettings;
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return GameDescriptor();
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}
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void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound, bool recursion = false) {
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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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// The required game data files can be located in the game directory, or in
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// a subdirectory called "clusters". In the latter case, we don't want to
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// detect the game in that subdirectory, as this will detect the game twice
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// when mass add is searching inside a directory. In this case, the first
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// result (the game directory) will be correct, but the second result (the
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// clusters subdirectory) will be wrong, as the optional speech, music and
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// video data files will be ignored. Note that this fix will skip the game
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// data files if the user has placed them inside a "clusters" subdirectory,
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// or if he/she points ScummVM directly to the "clusters" directory of the
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// game CD. Fixes bug #3049346.
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Common::String directory = file->getParent().getName();
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directory.toLowercase();
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if (directory.hasPrefix("clusters") && directory.size() <= 9 && !recursion)
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continue;
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for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
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if (scumm_stricmp(file->getName().c_str(), g_filesToCheck[cnt]) == 0)
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filesFound[cnt] = true;
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} else {
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for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
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if (scumm_stricmp(file->getName().c_str(), g_dirNames[cnt]) == 0) {
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Common::FSList fslist2;
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if (file->getChildren(fslist2, Common::FSNode::kListFilesOnly))
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Sword1CheckDirectory(fslist2, filesFound, true);
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}
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}
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}
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}
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GameList SwordMetaEngine::detectGames(const Common::FSList &fslist) const {
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int i, j;
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GameList detectedGames;
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bool filesFound[NUM_FILES_TO_CHECK];
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for (i = 0; i < NUM_FILES_TO_CHECK; i++)
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filesFound[i] = false;
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Sword1CheckDirectory(fslist, filesFound);
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bool mainFilesFound = true;
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bool pcFilesFound = true;
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bool macFilesFound = true;
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bool demoFilesFound = true;
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bool macDemoFilesFound = true;
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bool psxFilesFound = true;
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bool psxDemoFilesFound = true;
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for (i = 0; i < NUM_COMMON_FILES_TO_CHECK; i++)
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if (!filesFound[i])
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mainFilesFound = false;
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for (j = 0; j < NUM_PC_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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pcFilesFound = false;
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for (j = 0; j < NUM_MAC_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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macFilesFound = false;
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for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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demoFilesFound = false;
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for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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macDemoFilesFound = false;
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for (j = 0; j < NUM_PSX_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i])
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psxFilesFound = false;
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for (j = 0; j < NUM_PSX_DEMO_FILES_TO_CHECK; i++, j++)
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if (!filesFound[i] || psxFilesFound)
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psxDemoFilesFound = false;
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GameDescriptor gd;
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if (mainFilesFound && pcFilesFound && demoFilesFound)
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gd = GameDescriptor(sword1DemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
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else if (mainFilesFound && pcFilesFound && psxFilesFound)
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gd = GameDescriptor(sword1PSXSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
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else if (mainFilesFound && pcFilesFound && psxDemoFilesFound)
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gd = GameDescriptor(sword1PSXDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
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else if (mainFilesFound && pcFilesFound && !psxFilesFound)
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gd = GameDescriptor(sword1FullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
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else if (mainFilesFound && macFilesFound)
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gd = GameDescriptor(sword1MacFullSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
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else if (mainFilesFound && macDemoFilesFound)
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gd = GameDescriptor(sword1MacDemoSettings, GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
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else
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return detectedGames;
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gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::EN_ANY));
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gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::DE_DEU));
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gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::FR_FRA));
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gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::IT_ITA));
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gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::ES_ESP));
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gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::PT_BRA));
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gd.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::CZ_CZE));
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detectedGames.push_back(gd);
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return detectedGames;
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}
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Common::Error SwordMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
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assert(engine);
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*engine = new Sword1::SwordEngine(syst);
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return Common::kNoError;
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}
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SaveStateList SwordMetaEngine::listSaves(const char *target) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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SaveStateList saveList;
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char saveName[40];
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Common::StringArray filenames = saveFileMan->listSavefiles("sword1.###");
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int slotNum = 0;
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for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.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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if (slotNum >= 0 && slotNum <= 999) {
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Common::InSaveFile *in = saveFileMan->openForLoading(*file);
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if (in) {
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in->readUint32LE(); // header
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in->read(saveName, 40);
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saveList.push_back(SaveStateDescriptor(slotNum, saveName));
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delete in;
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}
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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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int SwordMetaEngine::getMaximumSaveSlot() const { return 999; }
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void SwordMetaEngine::removeSaveState(const char *target, int slot) const {
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g_system->getSavefileManager()->removeSavefile(Common::String::format("sword1.%03d", slot));
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}
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SaveStateDescriptor SwordMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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Common::String fileName = Common::String::format("sword1.%03d", slot);
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char name[40];
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uint32 playTime = 0;
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byte versionSave;
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
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if (in) {
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in->skip(4); // header
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in->read(name, sizeof(name));
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in->read(&versionSave, 1); // version
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SaveStateDescriptor desc(slot, name);
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if (versionSave < 2) // These older version of the savegames used a flag to signal presence of thumbnail
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in->skip(1);
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if (Graphics::checkThumbnailHeader(*in)) {
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Graphics::Surface *thumbnail;
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if (!Graphics::loadThumbnail(*in, thumbnail)) {
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delete in;
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return SaveStateDescriptor();
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}
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desc.setThumbnail(thumbnail);
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}
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uint32 saveDate = in->readUint32BE();
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uint16 saveTime = in->readUint16BE();
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if (versionSave > 1) // Previous versions did not have playtime data
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playTime = in->readUint32BE();
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int day = (saveDate >> 24) & 0xFF;
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int month = (saveDate >> 16) & 0xFF;
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int year = saveDate & 0xFFFF;
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desc.setSaveDate(year, month, day);
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int hour = (saveTime >> 8) & 0xFF;
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int minutes = saveTime & 0xFF;
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desc.setSaveTime(hour, minutes);
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if (versionSave > 1) {
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desc.setPlayTime(playTime * 1000);
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} else { //We have no playtime data
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desc.setPlayTime(0);
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}
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delete in;
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return desc;
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}
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return SaveStateDescriptor();
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}
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#if PLUGIN_ENABLED_DYNAMIC(SWORD1)
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REGISTER_PLUGIN_DYNAMIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
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#endif
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namespace Sword1 {
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Common::Error SwordEngine::loadGameState(int slot) {
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_systemVars.forceRestart = false;
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_systemVars.controlPanelMode = CP_NORMAL;
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_control->restoreGameFromFile(slot);
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reinitialize();
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_control->doRestore();
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reinitRes();
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return Common::kNoError; // TODO: return success/failure
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}
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bool SwordEngine::canLoadGameStateCurrently() {
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return (mouseIsActive() && !_control->isPanelShown()); // Disable GMM loading when game panel is shown
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}
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Common::Error SwordEngine::saveGameState(int slot, const Common::String &desc) {
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_control->setSaveDescription(slot, desc.c_str());
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_control->saveGameToFile(slot);
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return Common::kNoError; // TODO: return success/failure
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}
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bool SwordEngine::canSaveGameStateCurrently() {
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return (mouseIsActive() && !_control->isPanelShown());
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}
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} // End of namespace Sword1
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