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authorJohannes Schickel2009-08-21 22:25:55 +0000
committerJohannes Schickel2009-08-21 22:25:55 +0000
commitedc8ffdaba5756c37aa84be5b933bc238c759ec2 (patch)
tree9526b8617c6bec639b76a0cde32a01133f805adb /engines
parent4a5740cbe29ba421a79784f65eb26f42a36ac521 (diff)
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Fix use of default directories in SCI detection code. So far all our detection code was based on FSNode, but since SCI seems to call engine internal code for detection which operates via File, there was the need to use File::addDefaultDirectory to have it working. The problem here is that the default directories are not reset after game detection, since the caller code assumes it's all done via FSNode. A simple change to use SearchMan, which is used internally by File, to add the default directory and removing it later on in the SCI detection code fixed the issue. Of course that is still slightly of a HACK, but it is much nicer than to rewrite engine internal code to use FSNode, just to be usable for game detection. I added a possible solution to remove the HACK as sourcecode comment.
svn-id: r43613
Diffstat (limited to 'engines')
-rw-r--r--engines/sci/detection.cpp23
1 files changed, 17 insertions, 6 deletions
diff --git a/engines/sci/detection.cpp b/engines/sci/detection.cpp
index 4b373a76f6..d41e1fa0b3 100644
--- a/engines/sci/detection.cpp
+++ b/engines/sci/detection.cpp
@@ -3130,11 +3130,17 @@ const ADGameDescription *SciMetaEngine::fallbackDetect(const Common::FSList &fsl
if (filename.contains("resource.map") || filename.contains("resmap.000")) {
// HACK: resource.map is located in the same directory as the other resource files,
// therefore add the directory here, so that the game files can be opened later on
- // TODO/FIXME: This should be removed, as it will cause problems with game detection:
- // if we got a game A, and then try to detect another game B, adding a default
- // directory here means that game A's files will be opened first. We need to rewrite
- // all the functions that access game files to use FSNodes instead
- Common::File::addDefaultDirectory(file->getParent().getPath());
+ // We now add the parent directory temporary to our SearchMan so the engine code
+ // used in the detection can access all files via Common::File without any problems.
+ // In all branches returning from this function, we need to have a call to
+ // SearchMan.remove to remove it from the default directory pool again.
+ //
+ // A proper solution to remove this hack would be to have the code, which is needed
+ // for detection, to operate on Stream objects, so they can be easily called from
+ // the detection code. This might be easily to achieve through refactoring the
+ // code needed for detection.
+ assert(!SearchMan.hasArchive("SCI_detection"));
+ SearchMan.addDirectory("SCI_detection", file->getParent());
foundResMap = true;
}
@@ -3165,8 +3171,10 @@ const ADGameDescription *SciMetaEngine::fallbackDetect(const Common::FSList &fsl
}
// If these files aren't found, it can't be SCI
- if (!foundResMap && !foundRes000)
+ if (!foundResMap && !foundRes000) {
+ SearchMan.remove("SCI_detection");
return 0;
+ }
// Set some defaults
s_fallbackDesc.desc.extra = "";
@@ -3184,6 +3192,7 @@ const ADGameDescription *SciMetaEngine::fallbackDetect(const Common::FSList &fsl
SegManager *segManager = new SegManager(resMgr, version, hasOldScriptHeader);
if (!script_instantiate(resMgr, segManager, version, hasOldScriptHeader, 0)) {
warning("fallbackDetect(): Could not instantiate script 0");
+ SearchMan.remove("SCI_detection");
return 0;
}
reg_t game_obj = script_lookup_export(segManager, 0, 0);
@@ -3199,6 +3208,8 @@ const ADGameDescription *SciMetaEngine::fallbackDetect(const Common::FSList &fsl
printf("version number, from the game's executable:\n");
printf("Version: %s\n\n", exeVersionString.empty() ? "not found" : exeVersionString.c_str());
+ SearchMan.remove("SCI_detection");
+
return (const ADGameDescription *)&s_fallbackDesc;
}