1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
|
/* 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;
}
bool TinselEngine::getIsADGFDemo() const {
return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
}
bool TinselEngine::isV1CD() const {
return (bool)(_gameDescription->desc.flags & ADGF_CD);
}
} // 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) {
_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 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;
};
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<Common::String, SizeMD5, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> SizeMD5Map;
typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
typedef Common::Array<const ADGameDescription *> 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 FileMap &allFilesXXX, 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, _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;
// 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;
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();
// Same issue here as with loadGameState(): we need the physical savegame
// slot. Refer to bug #3387551.
int listSlot = -1;
const int numStates = Tinsel::getList(g_system->getSavefileManager(), target);
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;
}
}
g_system->getSavefileManager()->removeSavefile(Tinsel::ListEntry(listSlot, 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
|