/* 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 "ultima/detection.h" #include "base/plugins.h" #include "common/system.h" #include "common/config-manager.h" #include "common/savefile.h" #include "common/str-array.h" #include "common/memstream.h" #include "ultima/shared/early/ultima_early.h" #include "ultima/ultima4/ultima4.h" #include "ultima/ultima4/meta_engine.h" #include "ultima/nuvie/meta_engine.h" #include "ultima/nuvie/nuvie.h" #include "ultima/ultima8/ultima8.h" #include "ultima/ultima8/meta_engine.h" #include "ultima/metaengine.h" const char *UltimaMetaEngine::getName() const { return "ultima"; } bool UltimaMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { const Ultima::UltimaGameDescription *gd = (const Ultima::UltimaGameDescription *)desc; if (gd) { switch (gd->gameId) { #ifndef RELEASE_BUILD case Ultima::GAME_ULTIMA1: *engine = new Ultima::Shared::UltimaEarlyEngine(syst, gd); break; #endif case Ultima::GAME_ULTIMA4: *engine = new Ultima::Ultima4::Ultima4Engine(syst, gd); break; case Ultima::GAME_ULTIMA6: case Ultima::GAME_MARTIAN_DREAMS: case Ultima::GAME_SAVAGE_EMPIRE: *engine = new Ultima::Nuvie::NuvieEngine(syst, gd); break; case Ultima::GAME_ULTIMA8: case Ultima::GAME_CRUSADER_REG: case Ultima::GAME_CRUSADER_REM: *engine = new Ultima::Ultima8::Ultima8Engine(syst, gd); break; default: error("Unsupported ultima engine game specified"); } } return gd != 0; } int UltimaMetaEngine::getMaximumSaveSlot() const { return MAX_SAVES; } SaveStateList UltimaMetaEngine::listSaves(const char *target) const { SaveStateList saveList = AdvancedMetaEngine::listSaves(target); Common::String gameId = getGameId(target); if (gameId == "ultima6" || gameId == "ultima6_enh") Ultima::Nuvie::MetaEngine::listSaves(saveList); return saveList; } Common::KeymapArray UltimaMetaEngine::initKeymaps(const char *target) const { const Common::String gameId = getGameId(target); if (gameId == "ultima4" || gameId == "ultima4_enh") return Ultima::Ultima4::MetaEngine::initKeymaps(); if (gameId == "ultima8" || gameId == "remorse" || gameId == "regret") return Ultima::Ultima8::MetaEngine::initKeymaps(gameId); return Common::KeymapArray(); } Common::String UltimaMetaEngine::getGameId(const char *target) { // Store a copy of the active domain Common::String currDomain = ConfMan.getActiveDomainName(); // Switch to the given target domain and get it's game Id ConfMan.setActiveDomain(target); Common::String gameId = ConfMan.get("gameid"); // Switch back to the original domain and return the game Id ConfMan.setActiveDomain(currDomain); return gameId; } #if PLUGIN_ENABLED_DYNAMIC(ULTIMA) REGISTER_PLUGIN_DYNAMIC(ULTIMA, PLUGIN_TYPE_ENGINE, UltimaMetaEngine); #else REGISTER_PLUGIN_STATIC(ULTIMA, PLUGIN_TYPE_ENGINE, UltimaMetaEngine); #endif