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NEVERHOOD: First code with basic detection, nothing else so far
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johndoe123 authored and wjp committed May 8, 2013
1 parent 16997e3 commit 52e0ac8
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Showing 7 changed files with 531 additions and 0 deletions.
3 changes: 3 additions & 0 deletions base/plugins.cpp
Expand Up @@ -136,6 +136,9 @@ class StaticPluginProvider : public PluginProvider {
#if PLUGIN_ENABLED_STATIC(MOHAWK)
LINK_PLUGIN(MOHAWK)
#endif
#if PLUGIN_ENABLED_STATIC(NEVERHOOD)
LINK_PLUGIN(NEVERHOOD)
#endif
#if PLUGIN_ENABLED_STATIC(PARALLACTION)
LINK_PLUGIN(PARALLACTION)
#endif
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1 change: 1 addition & 0 deletions configure
Expand Up @@ -102,6 +102,7 @@ add_engine mohawk "Mohawk" yes "cstime myst riven"
add_engine cstime "Where in Time is Carmen Sandiego?" no
add_engine riven "Riven: The Sequel to Myst" no
add_engine myst "Myst" no
add_engine neverhood "Neverhood" no
add_engine parallaction "Parallaction" yes
add_engine queen "Flight of the Amazon Queen" yes
add_engine saga "SAGA" yes "ihnm saga2"
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5 changes: 5 additions & 0 deletions engines/engines.mk
Expand Up @@ -116,6 +116,11 @@ DEFINES += -DENABLE_RIVEN
endif
endif

ifdef ENABLE_NEVERHOOD
DEFINES += -DENABLE_NEVERHOOD=$(ENABLE_NEVERHOOD)
MODULES += engines/neverhood
endif

ifdef ENABLE_PARALLACTION
DEFINES += -DENABLE_PARALLACTION=$(ENABLE_PARALLACTION)
MODULES += engines/parallaction
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285 changes: 285 additions & 0 deletions engines/neverhood/detection.cpp
@@ -0,0 +1,285 @@
/* 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 "neverhood/neverhood.h"


namespace Neverhood {

struct NeverhoodGameDescription {
ADGameDescription desc;

int gameID;
int gameType;
uint32 features;
uint16 version;
};

const char *NeverhoodEngine::getGameId() const {
return _gameDescription->desc.gameid;
}

uint32 NeverhoodEngine::getFeatures() const {
return _gameDescription->features;
}

Common::Platform NeverhoodEngine::getPlatform() const {
return _gameDescription->desc.platform;
}

uint16 NeverhoodEngine::getVersion() const {
return _gameDescription->version;
}

}

static const PlainGameDescriptor neverhoodGames[] = {
{"neverhood", "The Neverhood Chronicles"},
{0, 0}
};

namespace Neverhood {

using Common::GUIO_NONE;
using Common::GUIO_NOSPEECH;

static const NeverhoodGameDescription gameDescriptions[] = {

{
// Neverhood English version
// TODO: Maybe additional files are needed to properly detect different versions
{
"neverhood",
0,
AD_ENTRY1s("hd.blb", "22958d968458c9ff221aee38577bb2b2", 4279716),
Common::EN_ANY,
Common::kPlatformWindows,
ADGF_NO_FLAGS,
GUIO_NONE
},
0,
0,
0,
0,
},

{ AD_TABLE_END_MARKER, 0, 0, 0, 0 }
};

/**
* The fallback game descriptor used by the Neverhood engine's fallbackDetector.
* Contents of this struct are to be overwritten by the fallbackDetector.
*/
static NeverhoodGameDescription g_fallbackDesc = {
{
"",
"",
AD_ENTRY1(0, 0), // This should always be AD_ENTRY1(0, 0) in the fallback descriptor
Common::UNK_LANG,
Common::kPlatformPC,
ADGF_NO_FLAGS,
GUIO_NONE
},
0,
0,
0,
0,
};

} // End of namespace Neverhood

class NeverhoodMetaEngine : public AdvancedMetaEngine {
public:
NeverhoodMetaEngine() : AdvancedMetaEngine(Neverhood::gameDescriptions, sizeof(Neverhood::NeverhoodGameDescription), neverhoodGames) {
_singleid = "neverhood";
}

virtual const char *getName() const {
return "Neverhood Engine";
}

virtual const char *getOriginalCopyright() const {
return "Neverhood Engine (C) Infogrames";
}

virtual bool hasFeature(MetaEngineFeature f) const;
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;

#if 0 // Not used yet but let's keep it for later when it is
SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
void removeSaveState(const char *target, int slot) const;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
#endif

const ADGameDescription *fallbackDetect(const Common::FSList &fslist) const;

};

bool NeverhoodMetaEngine::hasFeature(MetaEngineFeature f) const {
return
false; // Nothing yet :(
// (f == kSupportsListSaves) ||
// (f == kSupportsLoadingDuringStartup) ||
// (f == kSupportsDeleteSave) ||
// (f == kSavesSupportMetaInfo) ||
// (f == kSavesSupportThumbnail);
}

bool Neverhood::NeverhoodEngine::hasFeature(EngineFeature f) const {
return
false; // Nothing yet :(
// (f == kSupportsRTL) || // TODO: Not yet...
// (f == kSupportsLoadingDuringRuntime) ||
// (f == kSupportsSavingDuringRuntime);
}

bool NeverhoodMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
const Neverhood::NeverhoodGameDescription *gd = (const Neverhood::NeverhoodGameDescription *)desc;
if (gd) {
*engine = new Neverhood::NeverhoodEngine(syst, gd);
}
return gd != 0;
}

const ADGameDescription *NeverhoodMetaEngine::fallbackDetect(const Common::FSList &fslist) const {
// Set the default values for the fallback descriptor's ADGameDescription part.
Neverhood::g_fallbackDesc.desc.language = Common::UNK_LANG;
Neverhood::g_fallbackDesc.desc.platform = Common::kPlatformPC;
Neverhood::g_fallbackDesc.desc.flags = ADGF_NO_FLAGS;

// Set default values for the fallback descriptor's NeverhoodGameDescription part.
Neverhood::g_fallbackDesc.gameID = 0;
Neverhood::g_fallbackDesc.features = 0;
Neverhood::g_fallbackDesc.version = 3;

return NULL;
}

#if 0 // Not used yet but let's keep it for later when it is

SaveStateList NeverhoodMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Neverhood::NeverhoodEngine::SaveHeader header;
Common::String pattern = target;
pattern += ".???";

Common::StringArray filenames;
filenames = saveFileMan->listSavefiles(pattern.c_str());
Common::sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)

SaveStateList saveList;
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
int slotNum = atoi(file->c_str() + file->size() - 3);

if (slotNum >= 0 && slotNum <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(file->c_str());
if (in) {
if (Neverhood::NeverhoodEngine::readSaveHeader(in, false, header) == Neverhood::NeverhoodEngine::kRSHENoError) {
saveList.push_back(SaveStateDescriptor(slotNum, header.description));
}
delete in;
}
}
}

return saveList;
}

int NeverhoodMetaEngine::getMaximumSaveSlot() const {
return 999;
}

void NeverhoodMetaEngine::removeSaveState(const char *target, int slot) const {
// Slot 0 can't be deleted, it's for restarting the game(s)
if (slot == 0)
return;

Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::String filename = Neverhood::NeverhoodEngine::getSavegameFilename(target, slot);

saveFileMan->removeSavefile(filename.c_str());

Common::StringArray filenames;
Common::String pattern = target;
pattern += ".???";
filenames = saveFileMan->listSavefiles(pattern.c_str());
Common::sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)

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
int slotNum = atoi(file->c_str() + file->size() - 3);

// Rename every slot greater than the deleted slot,
// Also do not rename quicksaves.
if (slotNum > slot && slotNum < 990) {
// FIXME: Our savefile renaming done here is inconsitent with what we do in
// GUI_v2::deleteMenu. While here we rename every slot with a greater equal
// number of the deleted slot to deleted slot, deleted slot + 1 etc.,
// we only rename the following slots in GUI_v2::deleteMenu until a slot
// is missing.
saveFileMan->renameSavefile(file->c_str(), filename.c_str());

filename = Neverhood::NeverhoodEngine::getSavegameFilename(target, ++slot);
}
}

}

SaveStateDescriptor NeverhoodMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Neverhood::NeverhoodEngine::getSavegameFilename(target, slot);
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename.c_str());

if (in) {
Neverhood::NeverhoodEngine::SaveHeader header;
Neverhood::NeverhoodEngine::kReadSaveHeaderError error;

error = Neverhood::NeverhoodEngine::readSaveHeader(in, true, header);
delete in;

if (error == Neverhood::NeverhoodEngine::kRSHENoError) {
SaveStateDescriptor desc(slot, header.description);

desc.setDeletableFlag(false);
desc.setWriteProtectedFlag(false);
desc.setThumbnail(header.thumbnail);

return desc;
}
}

return SaveStateDescriptor();
}

#endif

#if PLUGIN_ENABLED_DYNAMIC(NEVERHOOD)
REGISTER_PLUGIN_DYNAMIC(NEVERHOOD, PLUGIN_TYPE_ENGINE, NeverhoodMetaEngine);
#else
REGISTER_PLUGIN_STATIC(NEVERHOOD, PLUGIN_TYPE_ENGINE, NeverhoodMetaEngine);
#endif
13 changes: 13 additions & 0 deletions engines/neverhood/module.mk
@@ -0,0 +1,13 @@
MODULE := engines/neverhood

MODULE_OBJS = \
detection.o \
neverhood.o

# This module can be built as a plugin
ifdef BUILD_PLUGINS
PLUGIN := 1
endif

# Include common rules
include $(srcdir)/rules.mk

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