1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "sword1/sword1.h"
24 #include "sword1/control.h"
25
26 #include "base/plugins.h"
27 #include "common/fs.h"
28 #include "common/gui_options.h"
29 #include "common/savefile.h"
30 #include "common/system.h"
31 #include "graphics/thumbnail.h"
32 #include "graphics/surface.h"
33
34 #include "engines/metaengine.h"
35
36 /* Broken Sword */
37 static const PlainGameDescriptor sword1FullSettings =
38 {"sword1", "Broken Sword: The Shadow of the Templars"};
39 static const PlainGameDescriptor sword1DemoSettings =
40 {"sword1demo", "Broken Sword: The Shadow of the Templars (Demo)"};
41 static const PlainGameDescriptor sword1MacFullSettings =
42 {"sword1mac", "Broken Sword: The Shadow of the Templars (Mac)"};
43 static const PlainGameDescriptor sword1MacDemoSettings =
44 {"sword1macdemo", "Broken Sword: The Shadow of the Templars (Mac demo)"};
45 static const PlainGameDescriptor sword1PSXSettings =
46 {"sword1psx", "Broken Sword: The Shadow of the Templars (PlayStation)"};
47 static const PlainGameDescriptor sword1PSXDemoSettings =
48 {"sword1psxdemo", "Broken Sword: The Shadow of the Templars (PlayStation demo)"};
49
50
51 // check these subdirectories (if present)
52 static const char *const g_dirNames[] = { "clusters", "speech", "english", "italian"};
53
54 #define NUM_COMMON_FILES_TO_CHECK 1
55 #define NUM_PC_FILES_TO_CHECK 3
56 #define NUM_MAC_FILES_TO_CHECK 4
57 #define NUM_PSX_FILES_TO_CHECK 1
58 #define NUM_PSX_DEMO_FILES_TO_CHECK 2
59 #define NUM_DEMO_FILES_TO_CHECK 1
60 #define NUM_MAC_DEMO_FILES_TO_CHECK 1
61
62 #define NUM_FILES_TO_CHECK NUM_COMMON_FILES_TO_CHECK + NUM_PC_FILES_TO_CHECK + NUM_MAC_FILES_TO_CHECK + NUM_PSX_FILES_TO_CHECK + NUM_DEMO_FILES_TO_CHECK + NUM_MAC_DEMO_FILES_TO_CHECK + NUM_PSX_DEMO_FILES_TO_CHECK
63 static const char *const g_filesToCheck[NUM_FILES_TO_CHECK] = { // these files have to be found
64 "swordres.rif", // Mac, PC and PSX version
65 "general.clu", // PC and PSX version
66 "compacts.clu", // PC and PSX version
67 "scripts.clu", // PC and PSX version
68 "general.clm", // Mac version only
69 "compacts.clm", // Mac version only
70 "scripts.clm", // Mac version only
71 "paris2.clm", // Mac version (full game only)
72 "cows.mad", // this one should only exist in the demo version
73 "scripts.clm", // Mac version both demo and full game
74 "train.plx", // PSX version only
75 "speech.dat", // PSX version only
76 "tunes.dat", // PSX version only
77 // the engine needs several more files to work, but checking these should be sufficient
78 };
79
80 class SwordMetaEngine : public MetaEngine {
81 public:
getName() const82 virtual const char *getName() const {
83 return "Broken Sword: The Shadow of the Templars";
84 }
getOriginalCopyright() const85 virtual const char *getOriginalCopyright() const {
86 return "Broken Sword: The Shadow of the Templars (C) Revolution";
87 }
88
89 virtual bool hasFeature(MetaEngineFeature f) const;
90 PlainGameList getSupportedGames() const override;
91 PlainGameDescriptor findGame(const char *gameId) const override;
92 DetectedGames detectGames(const Common::FSList &fslist) const override;
93 virtual SaveStateList listSaves(const char *target) const;
94 virtual int getMaximumSaveSlot() const;
95 virtual void removeSaveState(const char *target, int slot) const;
96 SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
97
98 virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
99 };
100
hasFeature(MetaEngineFeature f) const101 bool SwordMetaEngine::hasFeature(MetaEngineFeature f) const {
102 return
103 (f == kSupportsListSaves) ||
104 (f == kSupportsLoadingDuringStartup) ||
105 (f == kSupportsDeleteSave) ||
106 (f == kSavesSupportMetaInfo) ||
107 (f == kSavesSupportThumbnail) ||
108 (f == kSavesSupportCreationDate) ||
109 (f == kSavesSupportPlayTime);
110 }
111
hasFeature(EngineFeature f) const112 bool Sword1::SwordEngine::hasFeature(EngineFeature f) const {
113 return
114 (f == kSupportsRTL) ||
115 (f == kSupportsSavingDuringRuntime) ||
116 (f == kSupportsLoadingDuringRuntime);
117 }
118
getSupportedGames() const119 PlainGameList SwordMetaEngine::getSupportedGames() const {
120 PlainGameList games;
121 games.push_back(sword1FullSettings);
122 games.push_back(sword1DemoSettings);
123 games.push_back(sword1MacFullSettings);
124 games.push_back(sword1MacDemoSettings);
125 games.push_back(sword1PSXSettings);
126 games.push_back(sword1PSXDemoSettings);
127 return games;
128 }
129
findGame(const char * gameId) const130 PlainGameDescriptor SwordMetaEngine::findGame(const char *gameId) const {
131 if (0 == scumm_stricmp(gameId, sword1FullSettings.gameId))
132 return sword1FullSettings;
133 if (0 == scumm_stricmp(gameId, sword1DemoSettings.gameId))
134 return sword1DemoSettings;
135 if (0 == scumm_stricmp(gameId, sword1MacFullSettings.gameId))
136 return sword1MacFullSettings;
137 if (0 == scumm_stricmp(gameId, sword1MacDemoSettings.gameId))
138 return sword1MacDemoSettings;
139 if (0 == scumm_stricmp(gameId, sword1PSXSettings.gameId))
140 return sword1PSXSettings;
141 if (0 == scumm_stricmp(gameId, sword1PSXDemoSettings.gameId))
142 return sword1PSXDemoSettings;
143 return PlainGameDescriptor::empty();
144 }
145
Sword1CheckDirectory(const Common::FSList & fslist,bool * filesFound,bool recursion=false)146 void Sword1CheckDirectory(const Common::FSList &fslist, bool *filesFound, bool recursion = false) {
147 for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
148 if (!file->isDirectory()) {
149 // The required game data files can be located in the game directory, or in
150 // a subdirectory called "clusters". In the latter case, we don't want to
151 // detect the game in that subdirectory, as this will detect the game twice
152 // when mass add is searching inside a directory. In this case, the first
153 // result (the game directory) will be correct, but the second result (the
154 // clusters subdirectory) will be wrong, as the optional speech, music and
155 // video data files will be ignored. Note that this fix will skip the game
156 // data files if the user has placed them inside a "clusters" subdirectory,
157 // or if he/she points ScummVM directly to the "clusters" directory of the
158 // game CD. Fixes bug #3049346.
159 Common::String directory = file->getParent().getName();
160 directory.toLowercase();
161 if (directory.hasPrefix("clusters") && directory.size() <= 9 && !recursion)
162 continue;
163
164 for (int cnt = 0; cnt < NUM_FILES_TO_CHECK; cnt++)
165 if (scumm_stricmp(file->getName().c_str(), g_filesToCheck[cnt]) == 0)
166 filesFound[cnt] = true;
167 } else {
168 for (int cnt = 0; cnt < ARRAYSIZE(g_dirNames); cnt++)
169 if (scumm_stricmp(file->getName().c_str(), g_dirNames[cnt]) == 0) {
170 Common::FSList fslist2;
171 if (file->getChildren(fslist2, Common::FSNode::kListFilesOnly))
172 Sword1CheckDirectory(fslist2, filesFound, true);
173 }
174 }
175 }
176 }
177
detectGames(const Common::FSList & fslist) const178 DetectedGames SwordMetaEngine::detectGames(const Common::FSList &fslist) const {
179 int i, j;
180 DetectedGames detectedGames;
181 bool filesFound[NUM_FILES_TO_CHECK];
182 for (i = 0; i < NUM_FILES_TO_CHECK; i++)
183 filesFound[i] = false;
184
185 Sword1CheckDirectory(fslist, filesFound);
186 bool mainFilesFound = true;
187 bool pcFilesFound = true;
188 bool macFilesFound = true;
189 bool demoFilesFound = true;
190 bool macDemoFilesFound = true;
191 bool psxFilesFound = true;
192 bool psxDemoFilesFound = true;
193 for (i = 0; i < NUM_COMMON_FILES_TO_CHECK; i++)
194 if (!filesFound[i])
195 mainFilesFound = false;
196 for (j = 0; j < NUM_PC_FILES_TO_CHECK; i++, j++)
197 if (!filesFound[i])
198 pcFilesFound = false;
199 for (j = 0; j < NUM_MAC_FILES_TO_CHECK; i++, j++)
200 if (!filesFound[i])
201 macFilesFound = false;
202 for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
203 if (!filesFound[i])
204 demoFilesFound = false;
205 for (j = 0; j < NUM_DEMO_FILES_TO_CHECK; i++, j++)
206 if (!filesFound[i])
207 macDemoFilesFound = false;
208 for (j = 0; j < NUM_PSX_FILES_TO_CHECK; i++, j++)
209 if (!filesFound[i])
210 psxFilesFound = false;
211 for (j = 0; j < NUM_PSX_DEMO_FILES_TO_CHECK; i++, j++)
212 if (!filesFound[i] || psxFilesFound)
213 psxDemoFilesFound = false;
214
215 DetectedGame game;
216 if (mainFilesFound && pcFilesFound && demoFilesFound)
217 game = DetectedGame(sword1DemoSettings);
218 else if (mainFilesFound && pcFilesFound && psxFilesFound)
219 game = DetectedGame(sword1PSXSettings);
220 else if (mainFilesFound && pcFilesFound && psxDemoFilesFound)
221 game = DetectedGame(sword1PSXDemoSettings);
222 else if (mainFilesFound && pcFilesFound && !psxFilesFound)
223 game = DetectedGame(sword1FullSettings);
224 else if (mainFilesFound && macFilesFound)
225 game = DetectedGame(sword1MacFullSettings);
226 else if (mainFilesFound && macDemoFilesFound)
227 game = DetectedGame(sword1MacDemoSettings);
228 else
229 return detectedGames;
230
231 game.setGUIOptions(GUIO2(GUIO_NOMIDI, GUIO_NOASPECT));
232
233 game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::EN_ANY));
234 game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::DE_DEU));
235 game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::FR_FRA));
236 game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::IT_ITA));
237 game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::ES_ESP));
238 game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::PT_BRA));
239 game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(Common::CZ_CZE));
240
241 detectedGames.push_back(game);
242
243 return detectedGames;
244 }
245
createInstance(OSystem * syst,Engine ** engine) const246 Common::Error SwordMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
247 assert(engine);
248 *engine = new Sword1::SwordEngine(syst);
249 return Common::kNoError;
250 }
251
listSaves(const char * target) const252 SaveStateList SwordMetaEngine::listSaves(const char *target) const {
253 Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
254 SaveStateList saveList;
255 char saveName[40];
256
257 Common::StringArray filenames = saveFileMan->listSavefiles("sword1.###");
258
259 int slotNum = 0;
260 for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
261 // Obtain the last 3 digits of the filename, since they correspond to the save slot
262 slotNum = atoi(file->c_str() + file->size() - 3);
263
264 if (slotNum >= 0 && slotNum <= 999) {
265 Common::InSaveFile *in = saveFileMan->openForLoading(*file);
266 if (in) {
267 in->readUint32LE(); // header
268 in->read(saveName, 40);
269 saveList.push_back(SaveStateDescriptor(slotNum, saveName));
270 delete in;
271 }
272 }
273 }
274
275 // Sort saves based on slot number.
276 Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
277 return saveList;
278 }
279
getMaximumSaveSlot() const280 int SwordMetaEngine::getMaximumSaveSlot() const { return 999; }
281
removeSaveState(const char * target,int slot) const282 void SwordMetaEngine::removeSaveState(const char *target, int slot) const {
283 g_system->getSavefileManager()->removeSavefile(Common::String::format("sword1.%03d", slot));
284 }
285
querySaveMetaInfos(const char * target,int slot) const286 SaveStateDescriptor SwordMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
287 Common::String fileName = Common::String::format("sword1.%03d", slot);
288 char name[40];
289 uint32 playTime = 0;
290 byte versionSave;
291
292 Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
293
294 if (in) {
295 in->skip(4); // header
296 in->read(name, sizeof(name));
297 in->read(&versionSave, 1); // version
298
299 SaveStateDescriptor desc(slot, name);
300
301 if (versionSave < 2) // These older version of the savegames used a flag to signal presence of thumbnail
302 in->skip(1);
303
304 if (Graphics::checkThumbnailHeader(*in)) {
305 Graphics::Surface *thumbnail;
306 if (!Graphics::loadThumbnail(*in, thumbnail)) {
307 delete in;
308 return SaveStateDescriptor();
309 }
310 desc.setThumbnail(thumbnail);
311 }
312
313 uint32 saveDate = in->readUint32BE();
314 uint16 saveTime = in->readUint16BE();
315 if (versionSave > 1) // Previous versions did not have playtime data
316 playTime = in->readUint32BE();
317
318 int day = (saveDate >> 24) & 0xFF;
319 int month = (saveDate >> 16) & 0xFF;
320 int year = saveDate & 0xFFFF;
321
322 desc.setSaveDate(year, month, day);
323
324 int hour = (saveTime >> 8) & 0xFF;
325 int minutes = saveTime & 0xFF;
326
327 desc.setSaveTime(hour, minutes);
328
329 if (versionSave > 1) {
330 desc.setPlayTime(playTime * 1000);
331 } else { //We have no playtime data
332 desc.setPlayTime(0);
333 }
334
335 delete in;
336
337 return desc;
338 }
339
340 return SaveStateDescriptor();
341 }
342
343 #if PLUGIN_ENABLED_DYNAMIC(SWORD1)
344 REGISTER_PLUGIN_DYNAMIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
345 #else
346 REGISTER_PLUGIN_STATIC(SWORD1, PLUGIN_TYPE_ENGINE, SwordMetaEngine);
347 #endif
348
349 namespace Sword1 {
350
loadGameState(int slot)351 Common::Error SwordEngine::loadGameState(int slot) {
352 _systemVars.forceRestart = false;
353 _systemVars.controlPanelMode = CP_NORMAL;
354 _control->restoreGameFromFile(slot);
355 reinitialize();
356 _control->doRestore();
357 reinitRes();
358 return Common::kNoError; // TODO: return success/failure
359 }
360
canLoadGameStateCurrently()361 bool SwordEngine::canLoadGameStateCurrently() {
362 return (mouseIsActive() && !_control->isPanelShown()); // Disable GMM loading when game panel is shown
363 }
364
saveGameState(int slot,const Common::String & desc)365 Common::Error SwordEngine::saveGameState(int slot, const Common::String &desc) {
366 _control->setSaveDescription(slot, desc.c_str());
367 _control->saveGameToFile(slot);
368 return Common::kNoError; // TODO: return success/failure
369 }
370
canSaveGameStateCurrently()371 bool SwordEngine::canSaveGameStateCurrently() {
372 return (mouseIsActive() && !_control->isPanelShown());
373 }
374
375 } // End of namespace Sword1
376