/* 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. * * $URL$ * $Id$ * */ #include "sword1/sword1.h" #include "base/plugins.h" #include "common/config-manager.h" #include "common/file.h" #include "common/fs.h" #include "common/savefile.h" #include "engines/metaengine.h" /* Broken Sword 1 */ static const PlainGameDescriptor sword1FullSettings = {"sword1", "Broken Sword 1: The Shadow of the Templars"}; static const PlainGameDescriptor sword1DemoSettings = {"sword1demo", "Broken Sword 1: The Shadow of the Templars (Demo)"}; static const PlainGameDescriptor sword1MacFullSettings = {"sword1mac", "Broken Sword 1: The Shadow of the Templars (Mac)"}; static const PlainGameDescriptor sword1MacDemoSettings = {"sword1macdemo", "Broken Sword 1: The Shadow of the Templars (Mac demo)"}; // check these subdirectories (if present) static const char *g_dirNames[] = { "clusters", "speech" }; #define NUM_COMMON_FILES_TO_CHECK 1 #define NUM_PC_FILES_TO_CHECK 3 #define NUM_MAC_FILES_TO_CHECK 4 #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_DEMO_FILES_TO_CHECK + NUM_MAC_DEMO_FILES_TO_CHECK static const char *g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found "swordres.rif", // Mac and PC version "general.clu", // PC version only "compacts.clu", // PC version only "scripts.clu", // PC version only "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 // 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 "Broken Sword"; } virtual const char *getCopyright() 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 Common::Error createInstance(OSystem *syst, Engine **engine) const; }; bool SwordMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup); } bool Sword1::SwordEngine::hasFeature(EngineFeature f) const { return (f == kSupportsRTL); } GameList SwordMetaEngine::getSupportedGames() const { GameList games; games.push_back(sword1FullSettings); games.push_back(sword1DemoSettings); games.push_back(sword1MacFullSettings); games.push_back(sword1MacDemoSettings); 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; return GameDescriptor(); } void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound) { for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { if (!file->isDirectory()) { const char *fileName = file->getName().c_str(); for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++) if (scumm_stricmp(fileName, 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); } } } } 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; 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; if (mainFilesFound && pcFilesFound && demoFilesFound) detectedGames.push_back(sword1DemoSettings); else if (mainFilesFound && pcFilesFound) detectedGames.push_back(sword1FullSettings); else if (mainFilesFound && macFilesFound) detectedGames.push_back(sword1MacFullSettings); else if (mainFilesFound && macDemoFilesFound) detectedGames.push_back(sword1MacDemoSettings); 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; Common::String pattern = "SAVEGAME.???"; Common::StringList filenames = saveFileMan->listSavefiles(pattern.c_str()); sort(filenames.begin(), filenames.end()); Common::StringList::const_iterator file = filenames.begin(); Common::InSaveFile *in = saveFileMan->openForLoading("SAVEGAME.INF"); if (in) { Common::Array offsets; uint8 stop = 0; int slotsInFile = 0; // Find the offset for each savegame name in the file. while (stop != 255 && !in->eos()) { offsets.push_back(in->pos()); slotsInFile++; stop = 0; while (stop != 10 && stop != 255 && !in->eos()) stop = in->readByte(); } // Match the savegames to the save slot names. while (file != filenames.end()) { char saveDesc[32]; if (file->compareToIgnoreCase("SAVEGAME.INF") == 0) { file++; continue; } // Obtain the last 3 digits of the filename, since they correspond to the save slot int slotNum = atoi(file->c_str() + file->size() - 3); if (slotNum >= 0 && slotNum < slotsInFile) { in->seek(offsets[slotNum]); uint pos = 0; do { stop = in->readByte(); if (pos < sizeof(saveDesc) - 1) { if (stop == 10 || stop == 255 || in->eos()) saveDesc[pos++] = '\0'; else if (stop >= 32) saveDesc[pos++] = stop; } } while (stop != 10 && stop != 255 && !in->eos()); } if (saveDesc[0] == 0) strcpy(saveDesc, "Unnamed savegame"); // FIXME: The in-game dialog shows the first save slot as 1, not 0, // but if we change the numbering here, the launcher won?t set // "save_slot" correctly. saveList.push_back(SaveStateDescriptor(slotNum, saveDesc)); file++; } } delete in; return saveList; } int SwordMetaEngine::getMaximumSaveSlot() const { return 999; } #if PLUGIN_ENABLED_DYNAMIC(SWORD1) REGISTER_PLUGIN_DYNAMIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine); #else REGISTER_PLUGIN_STATIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine); #endif