105 lines
3.8 KiB
C++
105 lines
3.8 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/translation.h"
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#include "engines/metaengine.h"
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#include "sword2/detection.h"
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#include "sword2/detection_internal.h"
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static const ExtraGuiOption sword2ExtraGuiOption = {
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_s("Show object labels"),
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_s("Show labels for objects on mouse hover"),
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"object_labels",
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false,
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0,
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0
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};
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class Sword2MetaEngineDetection : public MetaEngineDetection {
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public:
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const char *getName() const override {
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return "sword2";
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}
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const char *getEngineName() const override {
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return "Broken Sword II: The Smoking Mirror";
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}
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const char *getOriginalCopyright() const override {
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return "Broken Sword II: The Smoking Mirror (C) Revolution";
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}
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PlainGameList getSupportedGames() const override;
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const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const override;
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PlainGameDescriptor findGame(const char *gameid) const override;
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DetectedGames detectGames(const Common::FSList &fslist, uint32 /*skipADFlags*/, bool /*skipIncomplete*/) override;
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};
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PlainGameList Sword2MetaEngineDetection::getSupportedGames() const {
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const Sword2::GameSettings *g = Sword2::sword2_settings;
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PlainGameList games;
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while (g->gameid) {
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games.push_back(PlainGameDescriptor::of(g->gameid, g->description));
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g++;
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}
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return games;
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}
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const ExtraGuiOptions Sword2MetaEngineDetection::getExtraGuiOptions(const Common::String &target) const {
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ExtraGuiOptions options;
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options.push_back(sword2ExtraGuiOption);
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return options;
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}
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PlainGameDescriptor Sword2MetaEngineDetection::findGame(const char *gameid) const {
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const Sword2::GameSettings *g = Sword2::sword2_settings;
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while (g->gameid) {
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if (0 == scumm_stricmp(gameid, g->gameid))
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break;
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g++;
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}
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return PlainGameDescriptor::of(g->gameid, g->description);
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}
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DetectedGames Sword2MetaEngineDetection::detectGames(const Common::FSList &fslist, uint32 /*skipADFlags*/, bool /*skipIncomplete*/) {
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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 #5273.
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if (!fslist.empty()) {
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Common::String directory = fslist[0].getParent().getName();
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if (directory.hasPrefixIgnoreCase("clusters") && directory.size() <= 9)
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return DetectedGames();
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}
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return detectGamesImpl(fslist);
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}
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REGISTER_PLUGIN_STATIC(SWORD2_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, Sword2MetaEngineDetection);
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