/* 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 "base/plugins.h" #include "engines/advancedDetector.h" #include "common/file.h" #include "common/savefile.h" #include "tinsel/cursor.h" #include "tinsel/tinsel.h" #include "tinsel/savescn.h" // needed by TinselMetaEngine::listSaves namespace Tinsel { struct TinselGameDescription { ADGameDescription desc; int gameID; int gameType; uint32 features; uint16 version; }; uint32 TinselEngine::getGameID() const { return _gameDescription->gameID; } uint32 TinselEngine::getFeatures() const { return _gameDescription->features; } Common::Language TinselEngine::getLanguage() const { return _gameDescription->desc.language; } Common::Platform TinselEngine::getPlatform() const { return _gameDescription->desc.platform; } uint16 TinselEngine::getVersion() const { return _gameDescription->version; } } static const PlainGameDescriptor tinselGames[] = { {"tinsel", "Tinsel engine game"}, {"dw", "Discworld"}, {"dw2", "Discworld 2: Missing Presumed ...!?"}, {0, 0} }; namespace Tinsel { static const TinselGameDescription gameDescriptions[] = { // Note: The following is the (hopefully) definitive list of version details: // TINSEL_V0: Used only by the Discworld 1 demo - this used a more primitive version // of the Tinsel engine and graphics compression // TINSEL_V1: There were two versions of the Discworld 1 game - the first used .GRA // files, and the second used .SCN files. The second also provided some fixes to // various script bugs and coding errors, but is still considered TINSEL_V1, // as both game versions work equally well with the newer code. // TINSEL_V2: The Discworld 2 game used this updated version of the Tinsel 1 engine, // and as far as we know there aren't any variations of this engine. { // Floppy Demo V0 from http://www.adventure-treff.de/specials/dl_demos.php { "dw", "Floppy Demo", AD_ENTRY1s("dw.gra", "ce1b57761ba705221bcf70955b827b97", 441192), //AD_ENTRY1s("dw.scn", "ccd72f02183d0e96b6e7d8df9492cda8", 23308), Common::EN_ANY, Common::kPlatformPC, ADGF_DEMO }, GID_DW1, 0, GF_DEMO, TINSEL_V0, }, { // CD Demo V1 version, with *.gra files { "dw", "CD Demo", { {"dw.gra", 0, "ef5a2518c9e205f786f5a4526396e661", 781676}, {"english.smp", 0, NULL, -1}, }, Common::EN_ANY, Common::kPlatformPC, ADGF_DEMO }, GID_DW1, 0, GF_CD, TINSEL_V1, }, { // Floppy V1 version, with *.gra files { "dw", "Floppy", AD_ENTRY1s("dw.gra", "c8808ccd988d603dd35dff42013ae7fd", 781656), Common::EN_ANY, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW1, 0, GF_FLOPPY | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, { // CD V1 version, with *.gra files (same as the floppy one, with english.smp) { "dw", "CD", { {"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656}, {"english.smp", 0, NULL, -1}, }, Common::EN_ANY, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW1, 0, GF_CD | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, { // Multilingual CD with english speech and *.gra files. // Note: It contains no english subtitles. { "dw", "CD", { {"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656}, {"english.smp", 0, NULL, -1}, {"french.txt", 0, NULL, -1}, {"german.txt", 0, NULL, -1}, {"italian.txt", 0, NULL, -1}, {"spanish.txt", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::FR_FRA, Common::kPlatformPC, ADGF_DROPLANGUAGE }, GID_DW1, 0, GF_CD | GF_USE_4FLAGS | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, { { "dw", "CD", { {"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656}, {"english.smp", 0, NULL, -1}, {"french.txt", 0, NULL, -1}, {"german.txt", 0, NULL, -1}, {"italian.txt", 0, NULL, -1}, {"spanish.txt", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::DE_DEU, Common::kPlatformPC, ADGF_DROPLANGUAGE }, GID_DW1, 0, GF_CD | GF_USE_4FLAGS | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, { { "dw", "CD", { {"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656}, {"english.smp", 0, NULL, -1}, {"french.txt", 0, NULL, -1}, {"german.txt", 0, NULL, -1}, {"italian.txt", 0, NULL, -1}, {"spanish.txt", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::IT_ITA, Common::kPlatformPC, ADGF_DROPLANGUAGE }, GID_DW1, 0, GF_CD | GF_USE_4FLAGS | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, { { "dw", "CD", { {"dw.gra", 0, "c8808ccd988d603dd35dff42013ae7fd", 781656}, {"english.smp", 0, NULL, -1}, {"french.txt", 0, NULL, -1}, {"german.txt", 0, NULL, -1}, {"italian.txt", 0, NULL, -1}, {"spanish.txt", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::ES_ESP, Common::kPlatformPC, ADGF_DROPLANGUAGE }, GID_DW1, 0, GF_CD | GF_USE_4FLAGS | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, { // English CD v2 { "dw", "CD", { {"dw.scn", 0, "70955425870c7720d6eebed903b2ef41", 776188}, {"english.smp", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::EN_ANY, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW1, 0, GF_CD | GF_SCNFILES | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, #if 0 { // UK multilanguage PSX CD { "dw", "CD", { {"dw.scn", 0, "bb78992e3c1cb088e30cc00ad18fc1d7", 339768}, {"english.smp", 0, NULL, -1}, {"french.txt", 0, NULL, -1}, {"german.txt", 0, NULL, -1}, {"italian.txt", 0, NULL, -1}, {"spanish.txt", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::EN_ANY, Common::kPlatformPSX, ADGF_NO_FLAGS }, GID_DW1, 0, GF_CD | GF_SCNFILES | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, #endif #if 0 { // English Saturn CD { "dw", "CD", { {"dw.scn", 0, "6803f293c88758057cc685b9437f7637", 382248}, {"english.smp", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::EN_ANY, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW1, 0, GF_CD | GF_SCNFILES | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, #endif { // German CD re-release "Neon Edition" // Note: This release has ENGLISH.TXT (with german content) instead of GERMAN.TXT { "dw", "CD", AD_ENTRY1s("dw.scn", "6182c7986eaec893c62fb6ea13a9f225", 774556), Common::DE_DEU, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW1, 0, GF_CD | GF_SCNFILES | GF_ENHANCED_AUDIO_SUPPORT, TINSEL_V1, }, { // European/Australian Discworld 2 release { "dw2", "CD", { {"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593}, {"english1.smp", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::EN_GRB, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW2, 0, GF_CD | GF_SCNFILES, TINSEL_V2, }, { // US Discworld 2 release { "dw2", "CD", { {"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593}, {"us1.smp", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::EN_USA, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW2, 0, GF_CD | GF_SCNFILES, TINSEL_V2, }, { // French version of Discworld 2 { "dw2", "CD", { {"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593}, {"french1.smp", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::FR_FRA, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW2, 0, GF_CD | GF_SCNFILES, TINSEL_V2, }, { // German Discworld 2 re-release "Neon Edition" { "dw2", "CD", { {"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593}, {"german1.smp", 0, NULL, -1}, {NULL, 0, NULL, 0} }, Common::DE_DEU, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW2, 0, GF_CD | GF_SCNFILES, TINSEL_V2, }, { // Italian/Spanish Discworld 2 { "dw2", "CD", { {"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593}, {"english1.smp", 0, NULL, -1}, {"italian1.txt", 0, "d443249f8b55489b5888c227b9096f4e", 246495}, {NULL, 0, NULL, 0} }, Common::IT_ITA, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW2, 0, GF_CD | GF_SCNFILES, TINSEL_V2, }, { { "dw2", "CD", { {"dw2.scn", 0, "c6d15ce9720a9d8fef06e6582dcf3f34", 103593}, {"english1.smp", 0, NULL, -1}, {"spanish1.txt", 0, "bc6e147c5f542db228ac577357e4d897", 230323}, {NULL, 0, NULL, 0} }, Common::ES_ESP, Common::kPlatformPC, ADGF_NO_FLAGS }, GID_DW2, 0, GF_CD | GF_SCNFILES, TINSEL_V2, }, { AD_TABLE_END_MARKER, 0, 0, 0, 0 } }; } // End of namespace Tinsel static const ADParams detectionParams = { // Pointer to ADGameDescription or its superset structure (const byte *)Tinsel::gameDescriptions, // Size of that superset structure sizeof(Tinsel::TinselGameDescription), // Number of bytes to compute MD5 sum for 5000, // List of all engine targets tinselGames, // Structure for autoupgrading obsolete targets 0, // Name of single gameid (optional) "tinsel", // List of files for file-based fallback detection (optional) 0, // Flags 0 }; class TinselMetaEngine : public AdvancedMetaEngine { public: TinselMetaEngine() : AdvancedMetaEngine(detectionParams) {} virtual const char *getName() const { return "Tinsel Engine"; } virtual const char *getOriginalCopyright() const { return "Tinsel (C) Psygnosis"; } virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const; virtual bool hasFeature(MetaEngineFeature f) const; virtual SaveStateList listSaves(const char *target) const; virtual int getMaximumSaveSlot() const; virtual void removeSaveState(const char *target, int slot) const; }; bool TinselMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup) || (f == kSupportsDeleteSave); } bool Tinsel::TinselEngine::hasFeature(EngineFeature f) const { return #if 0 // FIXME: tinsel does not exit cleanly yet (f == kSupportsRTL) || #endif (f == kSupportsLoadingDuringRuntime); } namespace Tinsel { extern int getList(Common::SaveFileManager *saveFileMan, const Common::String &target); extern bool MoviePlaying(); } SaveStateList TinselMetaEngine::listSaves(const char *target) const { Common::String pattern = target; pattern = pattern + ".???"; Common::StringList files = g_system->getSavefileManager()->listSavefiles(pattern.c_str()); sort(files.begin(), files.end()); // Sort (hopefully ensuring we are sorted numerically..) SaveStateList saveList; int slotNum = 0; for (Common::StringList::const_iterator file = files.begin(); file != files.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); const Common::String &fname = *file; Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fname.c_str()); if (in) { in->readUint32LE(); // skip id in->readUint32LE(); // skip size in->readUint32LE(); // skip version char saveDesc[Tinsel::SG_DESC_LEN]; in->read(saveDesc, sizeof(saveDesc)); saveDesc[Tinsel::SG_DESC_LEN - 1] = 0; saveList.push_back(SaveStateDescriptor(slotNum, saveDesc)); delete in; } } return saveList; } bool TinselMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { const Tinsel::TinselGameDescription *gd = (const Tinsel::TinselGameDescription *)desc; if (gd) { *engine = new Tinsel::TinselEngine(syst, gd); } return gd != 0; } int TinselMetaEngine::getMaximumSaveSlot() const { return 99; } void TinselMetaEngine::removeSaveState(const char *target, int slot) const { Tinsel::setNeedLoad(); Tinsel::getList(g_system->getSavefileManager(), target); g_system->getSavefileManager()->removeSavefile(Tinsel::ListEntry(slot, Tinsel::LE_NAME)); Tinsel::setNeedLoad(); Tinsel::getList(g_system->getSavefileManager(), target); } #if PLUGIN_ENABLED_DYNAMIC(TINSEL) REGISTER_PLUGIN_DYNAMIC(TINSEL, PLUGIN_TYPE_ENGINE, TinselMetaEngine); #else REGISTER_PLUGIN_STATIC(TINSEL, PLUGIN_TYPE_ENGINE, TinselMetaEngine); #endif namespace Tinsel { Common::Error TinselEngine::loadGameState(int slot) { // FIXME: Hopefully this is only used when loading games via // the launcher, since we do a hacky savegame slot to savelist // entry mapping here. // // You might wonder why is needed and here is the answer: // The save/load dialog of the GMM operates with the physical // savegame slots, while Tinsel internally uses entry numbers in // a savelist (which is sorted latest to first). Now to allow // proper loading of (especially Discworld2) saves we need to // get a savelist entry number instead of the physical slot. // // There are different possible solutions: // // One way to fix this would be to pass the filename instead of // the savelist entry number to RestoreGame, though it could make // problems how DW2 handles CD switches. Normally DW2 would pass // '-2' as slot when it changes CDs. // // Another way would be to convert all of Tinsel to use physical // slot numbers instead of savelist entry numbers for loading. // This would also allow '-2' as slot for CD changes without // any major hackery. int listSlot = -1; const int numStates = Tinsel::getList(); for (int i = 0; i < numStates; ++i) { const char *fileName = Tinsel::ListEntry(i, Tinsel::LE_NAME); const int saveSlot = atoi(fileName + strlen(fileName) - 3); if (saveSlot == slot) { listSlot = i; break; } } if (listSlot == -1) return Common::kUnknownError; // TODO: proper error code RestoreGame(listSlot); return Common::kNoError; // TODO: return success/failure } #if 0 Common::Error TinselEngine::saveGameState(int slot, const char *desc) { Common::String saveName = _vm->getSavegameFilename((int16)(slot + 1)); char saveDesc[SG_DESC_LEN]; strncpy(saveDesc, desc, SG_DESC_LEN); // Make sure that saveDesc is 0-terminated saveDesc[SG_DESC_LEN - 1] = '\0'; SaveGame((char *)saveName.c_str(), saveDesc); ProcessSRQueue(); // This shouldn't be needed, but for some reason it is... return Common::kNoError; // TODO: return success/failure } #endif bool TinselEngine::canLoadGameStateCurrently() { return !MoviePlaying(); } #if 0 bool TinselEngine::canSaveGameStateCurrently() { return isCursorShown(); } #endif } // End of namespace Tinsel