/* 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 *getEngineId() const { return "sword1"; } virtual const char *getName() const { return "Broken Sword: The Shadow of the Templars"; } virtual const char *getOriginalCopyright() const { return "Broken Sword: The Shadow of the Templars (C) Revolution"; } virtual bool hasFeature(MetaEngineFeature f) const; PlainGameList getSupportedGames() const override; PlainGameDescriptor findGame(const char *gameId) const override; DetectedGames detectGames(const Common::FSList &fslist) const override; 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); } PlainGameList SwordMetaEngine::getSupportedGames() const { PlainGameList games; games.push_back(sword1FullSettings); games.push_back(sword1DemoSettings); games.push_back(sword1MacFullSettings); games.push_back(sword1MacDemoSettings); games.push_back(sword1PSXSettings); games.push_back(sword1PSXDemoSettings); return games; } PlainGameDescriptor 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 PlainGameDescriptor::empty(); } 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); } } } } DetectedGames SwordMetaEngine::detectGames(const Common::FSList &fslist) const { int i, j; DetectedGames 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; DetectedGame game; if (mainFilesFound && pcFilesFound && demoFilesFound) game = DetectedGame(getEngineId(), sword1DemoSettings); else if (mainFilesFound && pcFilesFound && psxFilesFound) game = DetectedGame(getEngineId(), sword1PSXSettings); else if (mainFilesFound && pcFilesFound && psxDemoFilesFound) game = DetectedGame(getEngineId(), sword1PSXDemoSettings); else if (mainFilesFound && pcFilesFound && !psxFilesFound) game = DetectedGame(getEngineId(), sword1FullSettings); else if (mainFilesFound && macFilesFound) game = DetectedGame(getEngineId(), sword1MacFullSettings); else if (mainFilesFound && macDemoFilesFound) game = DetectedGame(getEngineId(), sword1MacDemoSettings); else return detectedGames; game.setGUIOptions(GUIO2(GUIO_NOMIDI, GUIO_NOASPECT)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::EN_ANY)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::DE_DEU)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::FR_FRA)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::IT_ITA)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::ES_ESP)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::PT_BRA)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::CZ_CZE)); detectedGames.push_back(game); 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 *thumbnail; if (!Graphics::loadThumbnail(*in, thumbnail)) { delete in; return SaveStateDescriptor(); } 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