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|
/* 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 "engines/advancedDetector.h"
#include "base/plugins.h"
#include "common/file.h"
#include "common/ptr.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/translation.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "sci/sci.h"
#include "sci/engine/kernel.h"
#include "sci/engine/savegame.h"
#include "sci/engine/script.h"
#include "sci/engine/seg_manager.h"
#include "sci/engine/state.h"
namespace Sci {
// Titles of the games
static const PlainGameDescriptor s_sciGameTitles[] = {
{"sci", "Sierra SCI Game"},
{"sci-fanmade", "Fanmade SCI Game"},
// === SCI0 games =========================================================
{"astrochicken", "Astro Chicken"},
{"christmas1988", "Christmas Card 1988"},
{"iceman", "Codename: Iceman"},
{"camelot", "Conquests of Camelot: King Arthur, Quest for the Grail"},
{"funseeker", "Fun Seeker's Guide"},
{"hoyle1", "Hoyle Official Book of Games: Volume 1"},
{"hoyle2", "Hoyle Official Book of Games: Volume 2"},
{"kq4sci", "King's Quest IV: The Perils of Rosella"}, // Note: There was also an AGI version of this
{"laurabow", "Laura Bow: The Colonel's Bequest"},
{"lsl2", "Leisure Suit Larry 2: Goes Looking for Love (in Several Wrong Places)"},
{"lsl3", "Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectorals"},
{"mothergoose", "Mixed-Up Mother Goose"},
{"pq2", "Police Quest II: The Vengeance"},
{"qfg1", "Quest for Glory I: So You Want to Be a Hero"}, // Note: There was also a SCI11 VGA remake of this (further down)
{"sq3", "Space Quest III: The Pirates of Pestulon"},
// === SCI01 games ========================================================
{"qfg2", "Quest for Glory II: Trial by Fire"},
{"kq1sci", "King's Quest I: Quest for the Crown"}, // Note: There was also an AGI version of this
// === SCI1 games =========================================================
{"castlebrain", "Castle of Dr. Brain"},
{"christmas1990", "Christmas Card 1990: The Seasoned Professional"},
{"cnick-lsl", "Crazy Nick's Software Picks: Leisure Suit Larry's Casino"},
{"cnick-kq", "Crazy Nick's Software Picks: King Graham's Board Game Challenge"},
{"cnick-laurabow", "Crazy Nick's Software Picks: Parlor Games with Laura Bow"},
{"cnick-longbow", "Crazy Nick's Software Picks: Robin Hood's Game of Skill and Chance"},
{"cnick-sq", "Crazy Nick's Software Picks: Roger Wilco's Spaced Out Game Pack"},
{"ecoquest", "EcoQuest: The Search for Cetus"}, // floppy is SCI1, CD SCI1.1
{"fairytales", "Mixed-up Fairy Tales"},
{"hoyle3", "Hoyle Official Book of Games: Volume 3"},
{"jones", "Jones in the Fast Lane"},
{"kq5", "King's Quest V: Absence Makes the Heart Go Yonder"},
{"longbow", "Conquests of the Longbow: The Adventures of Robin Hood"},
{"lsl1sci", "Leisure Suit Larry in the Land of the Lounge Lizards"}, // Note: There was also an AGI version of this
{"lsl5", "Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work"},
{"mothergoose256", "Mixed-Up Mother Goose"},
{"msastrochicken", "Ms. Astro Chicken"},
{"pq1sci", "Police Quest: In Pursuit of the Death Angel"}, // Note: There was also an AGI version of this
{"pq3", "Police Quest III: The Kindred"},
{"sq1sci", "Space Quest I: The Sarien Encounter"}, // Note: There was also an AGI version of this
{"sq4", "Space Quest IV: Roger Wilco and the Time Rippers"}, // floppy is SCI1, CD SCI1.1
// === SCI1.1 games =======================================================
{"christmas1992", "Christmas Card 1992"},
{"ecoquest2", "EcoQuest II: Lost Secret of the Rainforest"},
{"freddypharkas", "Freddy Pharkas: Frontier Pharmacist"},
{"hoyle4", "Hoyle Classic Card Games"},
{"kq6", "King's Quest VI: Heir Today, Gone Tomorrow"},
{"laurabow2", "Laura Bow 2: The Dagger of Amon Ra"},
{"qfg1vga", "Quest for Glory I: So You Want to Be a Hero"}, // Note: There was also a SCI0 version of this (further up)
{"qfg3", "Quest for Glory III: Wages of War"},
{"sq5", "Space Quest V: The Next Mutation"},
{"islandbrain", "The Island of Dr. Brain"},
{"lsl6", "Leisure Suit Larry 6: Shape Up or Slip Out!"},
{"pepper", "Pepper's Adventure in Time"},
{"slater", "Slater & Charlie Go Camping"},
// === SCI2 games =========================================================
{"gk1", "Gabriel Knight: Sins of the Fathers"}, // demo is SCI11, full version SCI32
{"pq4", "Police Quest IV: Open Season"}, // floppy is SCI2, CD SCI2.1
{"qfg4", "Quest for Glory IV: Shadows of Darkness"}, // floppy is SCI2, CD SCI2.1
// === SCI2.1 games ========================================================
{"chest", "Inside the Chest"}, // aka Behind the Developer's Shield
{"gk2", "The Beast Within: A Gabriel Knight Mystery"},
// TODO: Inside The Chest/Behind the Developer's Shield
{"kq7", "King's Quest VII: The Princeless Bride"},
// TODO: King's Questions
{"lsl6hires", "Leisure Suit Larry 6: Shape Up or Slip Out!"},
{"mothergoosehires","Mixed-Up Mother Goose Deluxe"},
{"phantasmagoria", "Phantasmagoria"},
{"pqswat", "Police Quest: SWAT"},
{"shivers", "Shivers"},
{"sq6", "Space Quest 6: The Spinal Frontier"},
{"torin", "Torin's Passage"},
// === SCI3 games =========================================================
{"lsl7", "Leisure Suit Larry 7: Love for Sail!"},
{"lighthouse", "Lighthouse: The Dark Being"},
{"phantasmagoria2", "Phantasmagoria II: A Puzzle of Flesh"},
//{"shivers2", "Shivers II: Harvest of Souls"}, // Not SCI
{"rama", "RAMA"},
{0, 0}
};
struct GameIdStrToEnum {
const char *gameidStr;
SciGameId gameidEnum;
};
static const GameIdStrToEnum s_gameIdStrToEnum[] = {
{ "astrochicken", GID_ASTROCHICKEN },
{ "camelot", GID_CAMELOT },
{ "castlebrain", GID_CASTLEBRAIN },
{ "chest", GID_CHEST },
{ "christmas1988", GID_CHRISTMAS1988 },
{ "christmas1990", GID_CHRISTMAS1990 },
{ "christmas1992", GID_CHRISTMAS1992 },
{ "cnick-kq", GID_CNICK_KQ },
{ "cnick-laurabow", GID_CNICK_LAURABOW },
{ "cnick-longbow", GID_CNICK_LONGBOW },
{ "cnick-lsl", GID_CNICK_LSL },
{ "cnick-sq", GID_CNICK_SQ },
{ "ecoquest", GID_ECOQUEST },
{ "ecoquest2", GID_ECOQUEST2 },
{ "fairytales", GID_FAIRYTALES },
{ "freddypharkas", GID_FREDDYPHARKAS },
{ "funseeker", GID_FUNSEEKER },
{ "gk1", GID_GK1 },
{ "gk2", GID_GK2 },
{ "hoyle1", GID_HOYLE1 },
{ "hoyle2", GID_HOYLE2 },
{ "hoyle3", GID_HOYLE3 },
{ "hoyle4", GID_HOYLE4 },
{ "iceman", GID_ICEMAN },
{ "islandbrain", GID_ISLANDBRAIN },
{ "jones", GID_JONES },
{ "kq1sci", GID_KQ1 },
{ "kq4sci", GID_KQ4 },
{ "kq5", GID_KQ5 },
{ "kq6", GID_KQ6 },
{ "kq7", GID_KQ7 },
{ "laurabow", GID_LAURABOW },
{ "laurabow2", GID_LAURABOW2 },
{ "lighthouse", GID_LIGHTHOUSE },
{ "longbow", GID_LONGBOW },
{ "lsl1sci", GID_LSL1 },
{ "lsl2", GID_LSL2 },
{ "lsl3", GID_LSL3 },
{ "lsl5", GID_LSL5 },
{ "lsl6", GID_LSL6 },
{ "lsl6hires", GID_LSL6HIRES },
{ "lsl7", GID_LSL7 },
{ "mothergoose", GID_MOTHERGOOSE },
{ "mothergoose256", GID_MOTHERGOOSE256 },
{ "mothergoosehires",GID_MOTHERGOOSEHIRES },
{ "msastrochicken", GID_MSASTROCHICKEN },
{ "pepper", GID_PEPPER },
{ "phantasmagoria", GID_PHANTASMAGORIA },
{ "phantasmagoria2", GID_PHANTASMAGORIA2 },
{ "pq1sci", GID_PQ1 },
{ "pq2", GID_PQ2 },
{ "pq3", GID_PQ3 },
{ "pq4", GID_PQ4 },
{ "pqswat", GID_PQSWAT },
{ "qfg1", GID_QFG1 },
{ "qfg1vga", GID_QFG1VGA },
{ "qfg2", GID_QFG2 },
{ "qfg3", GID_QFG3 },
{ "qfg4", GID_QFG4 },
{ "rama", GID_RAMA },
{ "sci-fanmade", GID_FANMADE }, // FIXME: Do we really need/want this?
{ "shivers", GID_SHIVERS },
//{ "shivers2", GID_SHIVERS2 }, // Not SCI
{ "slater", GID_SLATER },
{ "sq1sci", GID_SQ1 },
{ "sq3", GID_SQ3 },
{ "sq4", GID_SQ4 },
{ "sq5", GID_SQ5 },
{ "sq6", GID_SQ6 },
{ "torin", GID_TORIN },
{ NULL, (SciGameId)-1 }
};
struct OldNewIdTableEntry {
const char *oldId;
const char *newId;
SciVersion version;
};
static const OldNewIdTableEntry s_oldNewTable[] = {
{ "archive", "chest", SCI_VERSION_NONE },
{ "arthur", "camelot", SCI_VERSION_NONE },
{ "brain", "castlebrain", SCI_VERSION_1_MIDDLE }, // Amiga
{ "brain", "castlebrain", SCI_VERSION_1_LATE },
{ "demo", "christmas1988", SCI_VERSION_NONE },
{ "card", "christmas1990", SCI_VERSION_1_EARLY, },
{ "card", "christmas1992", SCI_VERSION_1_1 },
{ "RH Budget", "cnick-longbow", SCI_VERSION_NONE },
// iceman is the same
{ "icedemo", "iceman", SCI_VERSION_NONE },
// longbow is the same
{ "eco", "ecoquest", SCI_VERSION_NONE },
{ "eco2", "ecoquest2", SCI_VERSION_NONE }, // EcoQuest 2 demo
{ "rain", "ecoquest2", SCI_VERSION_NONE }, // EcoQuest 2 full
{ "tales", "fairytales", SCI_VERSION_NONE },
{ "fp", "freddypharkas", SCI_VERSION_NONE },
{ "emc", "funseeker", SCI_VERSION_NONE },
{ "gk", "gk1", SCI_VERSION_NONE },
// gk2 is the same
{ "gk2demo", "gk2", SCI_VERSION_NONE },
{ "hoyledemo", "hoyle1", SCI_VERSION_NONE },
{ "cardgames", "hoyle1", SCI_VERSION_NONE },
{ "solitare", "hoyle2", SCI_VERSION_NONE },
// hoyle3 is the same
// hoyle4 is the same
{ "brain", "islandbrain", SCI_VERSION_1_1 },
{ "demo000", "kq1sci", SCI_VERSION_NONE },
{ "kq1", "kq1sci", SCI_VERSION_NONE },
{ "kq4", "kq4sci", SCI_VERSION_NONE },
// kq5 is the same
// kq6 is the same
{ "kq7cd", "kq7", SCI_VERSION_NONE },
{ "mm1", "laurabow", SCI_VERSION_NONE },
{ "cb1", "laurabow", SCI_VERSION_NONE },
{ "lb2", "laurabow2", SCI_VERSION_NONE },
{ "rh", "longbow", SCI_VERSION_NONE },
{ "ll1", "lsl1sci", SCI_VERSION_NONE },
{ "lsl1", "lsl1sci", SCI_VERSION_NONE },
// lsl2 is the same
{ "lsl3", "lsl3", SCI_VERSION_NONE },
{ "ll5", "lsl5", SCI_VERSION_NONE },
// lsl5 is the same
// lsl6 is the same
{ "mg", "mothergoose", SCI_VERSION_NONE },
{ "twisty", "pepper", SCI_VERSION_NONE },
{ "scary", "phantasmagoria", SCI_VERSION_NONE },
// TODO: distinguish the full version of Phantasmagoria from the demo
{ "pq1", "pq1sci", SCI_VERSION_NONE },
{ "pq", "pq2", SCI_VERSION_NONE },
// pq3 is the same
// pq4 is the same
{ "hq", "qfg1", SCI_VERSION_NONE }, // QFG1 SCI0/EGA
{ "glory", "qfg1", SCI_VERSION_0_LATE }, // QFG1 SCI0/EGA
{ "trial", "qfg2", SCI_VERSION_NONE },
{ "hq2demo", "qfg2", SCI_VERSION_NONE },
// rama is the same
// TODO: distinguish the full version of rama from the demo
{ "thegame", "slater", SCI_VERSION_NONE },
{ "sq1demo", "sq1sci", SCI_VERSION_NONE },
{ "sq1", "sq1sci", SCI_VERSION_NONE },
// sq3 is the same
// sq4 is the same
// sq5 is the same
// sq6 is the same
// TODO: distinguish the full version of SQ6 from the demo
// torin is the same
// TODO: SCI3 IDs
{ "", "", SCI_VERSION_NONE }
};
/**
* Converts the builtin Sierra game IDs to the ones we use in ScummVM
* @param[in] gameId The internal game ID
* @param[in] gameFlags The game's flags, which are adjusted accordingly for demos
* @return The equivalent ScummVM game id
*/
Common::String convertSierraGameId(Common::String sierraId, uint32 *gameFlags, ResourceManager &resMan) {
// Convert the id to lower case, so that we match all upper/lower case variants.
sierraId.toLowercase();
// If the game has less than the expected scripts, it's a demo
uint32 demoThreshold = 100;
// ...but there are some exceptions
if (sierraId == "brain" || sierraId == "lsl1" ||
sierraId == "mg" || sierraId == "pq" ||
sierraId == "jones" ||
sierraId == "cardgames" || sierraId == "solitare" ||
sierraId == "hoyle4")
demoThreshold = 40;
if (sierraId == "hoyle3")
demoThreshold = 45; // cnick-kq has 42 scripts. The actual hoyle 3 demo has 27.
if (sierraId == "fp" || sierraId == "gk" || sierraId == "pq4")
demoThreshold = 150;
Common::List<ResourceId> resources = resMan.listResources(kResourceTypeScript, -1);
if (resources.size() < demoThreshold) {
*gameFlags |= ADGF_DEMO;
// Crazy Nick's Picks
if (sierraId == "lsl1" && resources.size() == 34)
return "cnick-lsl";
if (sierraId == "sq4" && resources.size() == 34)
return "cnick-sq";
if (sierraId == "hoyle3" && resources.size() == 42)
return "cnick-kq";
if (sierraId == "rh budget" && resources.size() == 39)
return "cnick-longbow";
// TODO: cnick-laurabow (the name of the game object contains junk)
// Handle Astrochicken 1 (SQ3) and 2 (SQ4)
if (sierraId == "sq3" && resources.size() == 20)
return "astrochicken";
if (sierraId == "sq4")
return "msastrochicken";
}
if (sierraId == "torin" && resources.size() == 226) // Torin's Passage demo
*gameFlags |= ADGF_DEMO;
for (const OldNewIdTableEntry *cur = s_oldNewTable; cur->oldId[0]; ++cur) {
if (sierraId == cur->oldId) {
// Distinguish same IDs via the SCI version
if (cur->version != SCI_VERSION_NONE && cur->version != getSciVersion())
continue;
return cur->newId;
}
}
if (sierraId == "glory") {
// This could either be qfg1 VGA, qfg3 or qfg4 demo (all SCI1.1),
// or qfg4 full (SCI2)
// qfg1 VGA doesn't have view 1
if (!resMan.testResource(ResourceId(kResourceTypeView, 1)))
return "qfg1vga";
// qfg4 full is SCI2
if (getSciVersion() == SCI_VERSION_2)
return "qfg4";
// qfg4 demo has less than 50 scripts
if (resources.size() < 50)
return "qfg4";
// Otherwise it's qfg3
return "qfg3";
}
return sierraId;
}
#include "sci/detection_tables.h"
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_EGA_UNDITHER,
{
_s("EGA undithering"),
_s("Enable undithering in EGA games"),
"disable_dithering",
false
}
},
{
GAMEOPTION_PREFER_DIGITAL_SFX,
{
_s("Prefer digital sound effects"),
_s("Prefer digital sound effects instead of synthesized ones"),
"prefer_digitalsfx",
true
}
},
{
GAMEOPTION_ORIGINAL_SAVELOAD,
{
_s("Use original save/load screens"),
_s("Use the original save/load screens, instead of the ScummVM ones"),
"originalsaveload",
false
}
},
{
GAMEOPTION_FB01_MIDI,
{
_s("Use IMF/Yamaha FB-01 for MIDI output"),
_s("Use an IBM Music Feature card or a Yamaha FB-01 FM synth module for MIDI output"),
"native_fb01",
false
}
},
// Jones in the Fast Lane - CD audio tracks or resource.snd
{
GAMEOPTION_JONES_CDAUDIO,
{
_s("Use CD audio"),
_s("Use CD audio instead of in-game audio, if available"),
"use_cdaudio",
true
}
},
// KQ6 Windows - windows cursors
{
GAMEOPTION_KQ6_WINDOWS_CURSORS,
{
_s("Use Windows cursors"),
_s("Use the Windows cursors (smaller and monochrome) instead of the DOS ones"),
"windows_cursors",
false
}
},
// SQ4 CD - silver cursors
{
GAMEOPTION_SQ4_SILVER_CURSORS,
{
_s("Use silver cursors"),
_s("Use the alternate set of silver cursors, instead of the normal golden ones"),
"silver_cursors",
false
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
/**
* The fallback game descriptor used by the SCI engine's fallbackDetector.
* Contents of this struct are overwritten by the fallbackDetector.
*/
static ADGameDescription s_fallbackDesc = {
"",
"",
AD_ENTRY1(0, 0), // This should always be AD_ENTRY1(0, 0) in the fallback descriptor
Common::UNK_LANG,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO3(GAMEOPTION_PREFER_DIGITAL_SFX, GAMEOPTION_ORIGINAL_SAVELOAD, GAMEOPTION_FB01_MIDI)
};
static char s_fallbackGameIdBuf[256];
class SciMetaEngine : public AdvancedMetaEngine {
public:
SciMetaEngine() : AdvancedMetaEngine(Sci::SciGameDescriptions, sizeof(ADGameDescription), s_sciGameTitles, optionsList) {
_singleid = "sci";
}
virtual const char *getName() const {
return "SCI [SCI0, SCI01, SCI10, SCI11"
#ifdef ENABLE_SCI32
", SCI32"
#endif
"]";
}
virtual const char *getOriginalCopyright() const {
return "Sierra's Creative Interpreter (C) Sierra Online";
}
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const;
const ADGameDescription *fallbackDetect(const FileMap &allFiles, 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;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
};
Common::Language charToScummVMLanguage(const char c) {
switch (c) {
case 'F':
return Common::FR_FRA;
case 'S':
return Common::ES_ESP;
case 'I':
return Common::IT_ITA;
case 'G':
return Common::DE_DEU;
case 'J':
case 'j':
return Common::JA_JPN;
case 'P':
return Common::PT_BRA;
default:
return Common::UNK_LANG;
}
}
const ADGameDescription *SciMetaEngine::fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const {
bool foundResMap = false;
bool foundRes000 = false;
// Set some defaults
s_fallbackDesc.extra = "";
s_fallbackDesc.language = Common::EN_ANY;
s_fallbackDesc.flags = ADGF_NO_FLAGS;
s_fallbackDesc.platform = Common::kPlatformDOS; // default to PC platform
s_fallbackDesc.gameid = "sci";
s_fallbackDesc.guioptions = GUIO3(GAMEOPTION_PREFER_DIGITAL_SFX, GAMEOPTION_ORIGINAL_SAVELOAD, GAMEOPTION_FB01_MIDI);
if (allFiles.contains("resource.map") || allFiles.contains("Data1")
|| allFiles.contains("resmap.001") || allFiles.contains("resmap.001")) {
foundResMap = true;
}
// Determine if we got a CD version and set the CD flag accordingly, by checking for
// resource.aud for SCI1.1 CD games, or audio001.002 for SCI1 CD games. We assume that
// the file should be over 10MB, as it contains all the game speech and is usually
// around 450MB+. The size check is for some floppy game versions like KQ6 floppy, which
// also have a small resource.aud file
if (allFiles.contains("resource.aud") || allFiles.contains("audio001.002")) {
Common::FSNode file = allFiles.contains("resource.aud") ? allFiles["resource.aud"] : allFiles["audio001.002"];
Common::SeekableReadStream *tmpStream = file.createReadStream();
if (tmpStream->size() > 10 * 1024 * 1024) {
// We got a CD version, so set the CD flag accordingly
s_fallbackDesc.flags |= ADGF_CD;
}
delete tmpStream;
}
if (allFiles.contains("resource.000") || allFiles.contains("resource.001")
|| allFiles.contains("ressci.000") || allFiles.contains("ressci.001"))
foundRes000 = true;
// Data1 contains both map and volume for SCI1.1+ Mac games
if (allFiles.contains("Data1")) {
foundResMap = foundRes000 = true;
s_fallbackDesc.platform = Common::kPlatformMacintosh;
}
// Determine the game platform
// The existence of any of these files indicates an Amiga game
if (allFiles.contains("9.pat") || allFiles.contains("spal") ||
allFiles.contains("patch.005") || allFiles.contains("bank.001"))
s_fallbackDesc.platform = Common::kPlatformAmiga;
// The existence of 7.pat or patch.200 indicates a Mac game
if (allFiles.contains("7.pat") || allFiles.contains("patch.200"))
s_fallbackDesc.platform = Common::kPlatformMacintosh;
// The data files for Atari ST versions are the same as their DOS counterparts
// If these files aren't found, it can't be SCI
if (!foundResMap && !foundRes000) {
return 0;
}
ResourceManager resMan;
resMan.addAppropriateSources(fslist);
resMan.init(true);
// TODO: Add error handling.
#ifndef ENABLE_SCI32
// Is SCI32 compiled in? If not, and this is a SCI32 game,
// stop here
if (getSciVersion() >= SCI_VERSION_2) {
return (const ADGameDescription *)&s_fallbackDesc;
}
#endif
ViewType gameViews = resMan.getViewType();
// Have we identified the game views? If not, stop here
// Can't be SCI (or unsupported SCI views). Pinball Creep by sierra also uses resource.map/resource.000 files
// but doesnt share sci format at all, if we dont return 0 here we will detect this game as SCI
if (gameViews == kViewUnknown) {
return 0;
}
// Set the platform to Amiga if the game is using Amiga views
if (gameViews == kViewAmiga)
s_fallbackDesc.platform = Common::kPlatformAmiga;
// Determine the game id
Common::String sierraGameId = resMan.findSierraGameId();
// If we don't have a game id, the game is not SCI
if (sierraGameId.empty()) {
return 0;
}
Common::String gameId = convertSierraGameId(sierraGameId, &s_fallbackDesc.flags, resMan);
strncpy(s_fallbackGameIdBuf, gameId.c_str(), sizeof(s_fallbackGameIdBuf) - 1);
s_fallbackGameIdBuf[sizeof(s_fallbackGameIdBuf) - 1] = 0; // Make sure string is NULL terminated
s_fallbackDesc.gameid = s_fallbackGameIdBuf;
// Try to determine the game language
// Load up text 0 and start looking for "#" characters
// Non-English versions contain strings like XXXX#YZZZZ
// Where XXXX is the English string, #Y a separator indicating the language
// (e.g. #G for German) and ZZZZ is the translated text
// NOTE: This doesn't work for games which use message instead of text resources
// (like, for example, Eco Quest 1 and all SCI1.1 games and newer, e.g. Freddy Pharkas).
// As far as we know, these games store the messages of each language in separate
// resources, and it's not possible to detect that easily
// Also look for "%J" which is used in japanese games
Resource *text = resMan.findResource(ResourceId(kResourceTypeText, 0), 0);
uint seeker = 0;
if (text) {
while (seeker < text->size) {
if (text->data[seeker] == '#') {
if (seeker + 1 < text->size)
s_fallbackDesc.language = charToScummVMLanguage(text->data[seeker + 1]);
break;
}
if (text->data[seeker] == '%') {
if ((seeker + 1 < text->size) && (text->data[seeker + 1] == 'J')) {
s_fallbackDesc.language = charToScummVMLanguage(text->data[seeker + 1]);
break;
}
}
seeker++;
}
}
// Fill in "extra" field
// Is this an EGA version that might have a VGA pendant? Then we want
// to mark it as such in the "extra" field.
const bool markAsEGA = (gameViews == kViewEga && s_fallbackDesc.platform != Common::kPlatformAmiga
&& getSciVersion() > SCI_VERSION_1_EGA_ONLY);
const bool isDemo = (s_fallbackDesc.flags & ADGF_DEMO);
const bool isCD = (s_fallbackDesc.flags & ADGF_CD);
if (!isCD)
s_fallbackDesc.guioptions = GUIO4(GUIO_NOSPEECH, GAMEOPTION_PREFER_DIGITAL_SFX, GAMEOPTION_ORIGINAL_SAVELOAD, GAMEOPTION_FB01_MIDI);
if (gameId.hasSuffix("sci")) {
s_fallbackDesc.extra = "SCI";
// Differentiate EGA versions from the VGA ones, where needed
if (markAsEGA)
s_fallbackDesc.extra = "SCI/EGA";
// Mark as demo.
// Note: This overwrites the 'EGA' info, if it was previously set.
if (isDemo)
s_fallbackDesc.extra = "SCI/Demo";
} else {
if (markAsEGA)
s_fallbackDesc.extra = "EGA";
// Set "CD" and "Demo" as appropriate.
// Note: This overwrites the 'EGA' info, if it was previously set.
if (isDemo && isCD)
s_fallbackDesc.extra = "CD Demo";
else if (isDemo)
s_fallbackDesc.extra = "Demo";
else if (isCD)
s_fallbackDesc.extra = "CD";
}
return &s_fallbackDesc;
}
bool SciMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
const GameIdStrToEnum *g = s_gameIdStrToEnum;
for (; g->gameidStr; ++g) {
if (0 == strcmp(desc->gameid, g->gameidStr)) {
*engine = new SciEngine(syst, desc, g->gameidEnum);
return true;
}
}
return false;
}
bool SciMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportCreationDate) ||
(f == kSavesSupportPlayTime);
}
bool SciEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime); // ||
//(f == kSupportsSavingDuringRuntime);
// We can't allow saving through ScummVM menu, because
// a) lots of games don't like saving everywhere (e.g. castle of dr. brain)
// b) some games even dont allow saving in certain rooms (e.g. lsl6)
// c) somehow some games even get mad when doing this (execstackbase was 1 all of a sudden in lsl3)
// d) for sci0/sci01 games we should at least wait till status bar got drawn, although this may not be enough
// we can't make sure that the scripts are fine with us saving at a specific location, doing so may work sometimes
// and some other times it won't work.
}
SaveStateList SciMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String pattern = target;
pattern += ".???";
filenames = saveFileMan->listSavefiles(pattern);
sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)
SaveStateList saveList;
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 <= 99) {
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
SavegameMetadata meta;
if (!get_savegame_metadata(in, &meta)) {
// invalid
delete in;
continue;
}
saveList.push_back(SaveStateDescriptor(slotNum, meta.name));
delete in;
}
}
}
return saveList;
}
SaveStateDescriptor SciMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
if (in) {
SavegameMetadata meta;
if (!get_savegame_metadata(in, &meta)) {
// invalid
delete in;
SaveStateDescriptor desc(slot, "Invalid");
return desc;
}
SaveStateDescriptor desc(slot, meta.name);
Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*in);
desc.setThumbnail(thumbnail);
int day = (meta.saveDate >> 24) & 0xFF;
int month = (meta.saveDate >> 16) & 0xFF;
int year = meta.saveDate & 0xFFFF;
desc.setSaveDate(year, month, day);
int hour = (meta.saveTime >> 16) & 0xFF;
int minutes = (meta.saveTime >> 8) & 0xFF;
desc.setSaveTime(hour, minutes);
desc.setPlayTime(meta.playTime * 1000);
delete in;
return desc;
}
return SaveStateDescriptor();
}
int SciMetaEngine::getMaximumSaveSlot() const { return 99; }
void SciMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
g_system->getSavefileManager()->removeSavefile(fileName);
}
Common::Error SciEngine::loadGameState(int slot) {
Common::String fileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager();
Common::SeekableReadStream *in = saveFileMan->openForLoading(fileName);
if (in) {
// found a savegame file
gamestate_restore(_gamestate, in);
delete in;
}
if (_gamestate->r_acc != make_reg(0, 1)) {
return Common::kNoError;
} else {
warning("Restoring gamestate '%s' failed", fileName.c_str());
return Common::kUnknownError;
}
}
Common::Error SciEngine::saveGameState(int slot, const Common::String &desc) {
Common::String fileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
Common::SaveFileManager *saveFileMan = g_engine->getSaveFileManager();
Common::OutSaveFile *out = saveFileMan->openForSaving(fileName);
const char *version = "";
if (!out) {
warning("Opening savegame \"%s\" for writing failed", fileName.c_str());
return Common::kWritingFailed;
}
if (!gamestate_save(_gamestate, out, desc, version)) {
warning("Saving the game state to '%s' failed", fileName.c_str());
return Common::kWritingFailed;
} else {
out->finalize();
if (out->err()) {
warning("Writing the savegame failed");
return Common::kWritingFailed;
}
delete out;
}
return Common::kNoError;
}
// Before enabling the load option in the ScummVM menu, the main game loop must
// have run at least once. When the game loop runs, kGameIsRestarting is invoked,
// thus the speed throttler is initialized. Hopefully fixes bug #3565505.
bool SciEngine::canLoadGameStateCurrently() {
return !_gamestate->executionStackBase && (_gamestate->_throttleLastTime > 0 || _gamestate->_throttleTrigger);
}
bool SciEngine::canSaveGameStateCurrently() {
return !_gamestate->executionStackBase && (_gamestate->_throttleLastTime > 0 || _gamestate->_throttleTrigger);
}
} // End of namespace Sci
#if PLUGIN_ENABLED_DYNAMIC(SCI)
REGISTER_PLUGIN_DYNAMIC(SCI, PLUGIN_TYPE_ENGINE, Sci::SciMetaEngine);
#else
REGISTER_PLUGIN_STATIC(SCI, PLUGIN_TYPE_ENGINE, Sci::SciMetaEngine);
#endif
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