/* 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 "base/plugins.h" #include "engines/advancedDetector.h" #include "common/file.h" #include "common/md5.h" #include "common/savefile.h" #include "tinsel/bmv.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; } } // End of namespace Tinsel static const PlainGameDescriptor tinselGames[] = { {"tinsel", "Tinsel engine game"}, {"dw", "Discworld"}, {"dw2", "Discworld 2: Missing Presumed ...!?"}, {0, 0} }; #include "tinsel/detection_tables.h" class TinselMetaEngine : public AdvancedMetaEngine { public: TinselMetaEngine() : AdvancedMetaEngine(Tinsel::gameDescriptions, sizeof(Tinsel::TinselGameDescription), tinselGames) { params.singleid = "tinsel"; } virtual const char *getName() const { return "Tinsel"; } virtual const char *getOriginalCopyright() const { return "Tinsel (C) Psygnosis"; } virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const; const ADGameDescription *fallbackDetect(const Common::FSList &fslist) 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: It is possible to return to the launcher from tinsel. // But then any attempt to re-enter the engine will lead to // a crash or at least seriously broken behavior. // // This is because the Tinsel engine makes use of tons of // global variables (static and non-static) which are never // explicitly re-initialized when the engine is started // for a second time. (f == kSupportsRTL) || #endif (f == kSupportsLoadingDuringRuntime); } namespace Tinsel { extern int getList(Common::SaveFileManager *saveFileMan, const Common::String &target); } SaveStateList TinselMetaEngine::listSaves(const char *target) const { Common::String pattern = target; pattern = pattern + ".???"; Common::StringArray files = g_system->getSavefileManager()->listSavefiles(pattern); sort(files.begin(), files.end()); // Sort (hopefully ensuring we are sorted numerically..) SaveStateList saveList; int slotNum = 0; for (Common::StringArray::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); 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; } struct SizeMD5 { int size; Common::String md5; }; typedef Common::HashMap SizeMD5Map; typedef Common::HashMap FileMap; typedef Common::Array ADGameDescList; /** * Fallback detection scans the list of Discworld 2 targets to see if it can detect an installation * where the files haven't been renamed (i.e. don't have the '1' just before the extension) */ const ADGameDescription *TinselMetaEngine::fallbackDetect(const Common::FSList &fslist) const { Common::String extra; FileMap allFiles; SizeMD5Map filesSizeMD5; const ADGameFileDescription *fileDesc; const Tinsel::TinselGameDescription *g; if (fslist.empty()) return NULL; // TODO: The following code is essentially a slightly modified copy of the // complete code of function detectGame() in engines/advancedDetector.cpp. // That quite some hefty and undesirable code duplication. Its only purpose // seems to be to treat filenames of the form "foo1.ext" as "foo.ext". // It would be nice to avoid this code duplication. // First we compose a hashmap of all files in fslist. for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { if (file->isDirectory()) { if (!scumm_stricmp(file->getName().c_str(), "dw2")) { // Probably Discworld 2 subfolder on CD, so add it's contents as well Common::FSList files; if (file->getChildren(files, Common::FSNode::kListAll)) { Common::FSList::const_iterator file2; for (file2 = files.begin(); file2 != files.end(); ++file2) { if (file2->isDirectory()) continue; Common::String fname = file2->getName(); allFiles[fname] = *file2; } } } continue; } Common::String tstr = file->getName(); allFiles[tstr] = *file; // Record the presence of this file } // Check which files are included in some dw2 ADGameDescription *and* present // in fslist without a '1' suffix character. Compute MD5s and file sizes for these files. for (g = &Tinsel::gameDescriptions[0]; g->desc.gameid != 0; ++g) { if (strcmp(g->desc.gameid, "dw2") != 0) continue; for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) { // Get the next filename, stripping off any '1' suffix character char tempFilename[50]; strcpy(tempFilename, fileDesc->fileName); char *pOne = strchr(tempFilename, '1'); if (pOne) { do { *pOne = *(pOne + 1); pOne++; } while (*pOne); } Common::String fname(tempFilename); if (allFiles.contains(fname) && !filesSizeMD5.contains(fname)) { SizeMD5 tmp; Common::File testFile; if (testFile.open(allFiles[fname])) { tmp.size = (int32)testFile.size(); tmp.md5 = computeStreamMD5AsString(testFile, params.md5Bytes); } else { tmp.size = -1; } filesSizeMD5[fname] = tmp; } } } ADGameDescList matched; int maxFilesMatched = 0; // MD5 based matching for (g = &Tinsel::gameDescriptions[0]; g->desc.gameid != 0; ++g) { if (strcmp(g->desc.gameid, "dw2") != 0) continue; bool fileMissing = false; if ((params.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->desc.extra != extra) continue; bool allFilesPresent = true; // Try to match all files for this game for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) { // Get the next filename, stripping off any '1' suffix character char tempFilename[50]; strcpy(tempFilename, fileDesc->fileName); char *pOne = strchr(tempFilename, '1'); if (pOne) { do { *pOne = *(pOne + 1); pOne++; } while (*pOne); } Common::String tstr(tempFilename); if (!filesSizeMD5.contains(tstr)) { fileMissing = true; allFilesPresent = false; break; } if (fileDesc->md5 != NULL && fileDesc->md5 != filesSizeMD5[tstr].md5) { fileMissing = true; break; } if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesSizeMD5[tstr].size) { fileMissing = true; break; } } if (!fileMissing) { // Count the number of matching files. Then, only keep those // entries which match a maximal amount of files. int curFilesMatched = 0; for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) curFilesMatched++; if (curFilesMatched > maxFilesMatched) { maxFilesMatched = curFilesMatched; matched.clear(); // Remove any prior, lower ranked matches. matched.push_back((const ADGameDescription *)g); } else if (curFilesMatched == maxFilesMatched) { matched.push_back((const ADGameDescription *)g); } } } // We didn't find a match if (matched.empty()) return NULL; return *matched.begin(); } 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 Common::String &desc) { Common::String saveName = _vm->getSavegameFilename((int16)(slot + 1)); char saveDesc[SG_DESC_LEN]; Common::strlcpy(saveDesc, desc, SG_DESC_LEN); 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 !_bmv->MoviePlaying(); } #if 0 bool TinselEngine::canSaveGameStateCurrently() { return isCursorShown(); } #endif } // End of namespace Tinsel