/* 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 3 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, see . * */ #include "engines/advancedDetector.h" #include "common/config-manager.h" #include "common/error.h" #include "common/fs.h" #include "common/util.h" #include "engines/metaengine.h" #include "wintermute/detection.h" #include "wintermute/detection_tables.h" #include "wintermute/wintermute.h" static const DebugChannelDef debugFlagList[] = { {Wintermute::kWintermuteDebugLog, "enginelog", "Covers the same output as the log-file in WME"}, {Wintermute::kWintermuteDebugSaveGame, "savegame", "Savegames"}, {Wintermute::kWintermuteDebugFont, "font", "Text-drawing-related messages"}, {Wintermute::kWintermuteDebugFileAccess, "file-access", "Non-critical problems like missing files"}, {Wintermute::kWintermuteDebugAudio, "audio", "audio-playback-related issues"}, {Wintermute::kWintermuteDebugGeneral, "general", "various issues not covered by any of the above"}, DEBUG_CHANNEL_END }; namespace Wintermute { static const char *const directoryGlobs[] = { "language", // To detect the various languages "languages", // To detect the various languages "localization", // To detect the various languages 0 }; class WintermuteMetaEngineDetection : public AdvancedMetaEngineDetection { public: WintermuteMetaEngineDetection() : AdvancedMetaEngineDetection(Wintermute::gameDescriptions, Wintermute::wintermuteGames) { // Use kADFlagUseExtraAsHint to distinguish between SD and HD versions // of J.U.L.I.A. when their datafiles sit in the same directory (e.g. in Steam distribution). _flags = kADFlagUseExtraAsHint; #ifdef ENABLE_WME3D _guiOptions = GUIO5(GUIO_NOMIDI, GAMEOPTION_SHOW_FPS, GAMEOPTION_BILINEAR, GAMEOPTION_TTS, GAMEOPTION_FORCE_2D_RENDERER); #else _guiOptions = GUIO4(GUIO_NOMIDI, GAMEOPTION_SHOW_FPS, GAMEOPTION_BILINEAR, GAMEOPTION_TTS); #endif _maxScanDepth = 2; _directoryGlobs = directoryGlobs; } const char *getName() const override { return "wintermute"; } const char *getEngineName() const override { return "Wintermute"; } const char *getOriginalCopyright() const override { return "Copyright (C) 2011 Jan Nedoma"; } const DebugChannelDef *getDebugChannels() const override { return debugFlagList; } ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra) const override { /** * Fallback detection for Wintermute heavily depends on engine resources, so it's not possible * to use them without the engine present in a clean way. */ if (ConfMan.hasKey("always_run_fallback_detection_extern")) { if (ConfMan.getBool("always_run_fallback_detection_extern") == false) { warning("WINTERMUTE: Fallback detection is disabled."); return ADDetectedGame(); } } const Plugin *enginePlugin = PluginMan.findEnginePlugin(getName()); if (!enginePlugin) { static bool warn = true; if (warn) { warning("Engine plugin for Wintermute not present. Fallback detection is disabled."); warn = false; } return ADDetectedGame(); } return enginePlugin->get().fallbackDetectExtern(_md5Bytes, allFiles, fslist); } }; } // End of namespace Wintermute REGISTER_PLUGIN_STATIC(WINTERMUTE_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, Wintermute::WintermuteMetaEngineDetection);