scummvm/engines/game.h

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/* 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.
*
*/
#ifndef ENGINES_GAME_H
#define ENGINES_GAME_H
#include "common/array.h"
#include "common/hash-str.h"
#include "common/str.h"
#include "common/ustr.h"
#include "common/str-array.h"
#include "common/language.h"
#include "common/platform.h"
/**
* A simple structure used to map gameids (like "monkey", "sword1", ...) to
* nice human readable and descriptive game titles (like "The Secret of Monkey Island").
* This is a plain struct to make it possible to declare NULL-terminated C arrays
* consisting of PlainGameDescriptors.
*/
struct PlainGameDescriptor {
const char *gameId;
const char *description;
static PlainGameDescriptor empty();
static PlainGameDescriptor of(const char *gameId, const char *description);
};
/**
* Given a list of PlainGameDescriptors, returns the first PlainGameDescriptor
* matching the given gameid. If not match is found return 0.
2011-06-11 15:57:16 +00:00
* The end of the list must be marked by an entry with gameid 0.
*/
const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list);
class PlainGameList : public Common::Array<PlainGameDescriptor> {
public:
PlainGameList() {}
PlainGameList(const PlainGameList &list) : Common::Array<PlainGameDescriptor>(list) {}
PlainGameList(const PlainGameDescriptor *g) {
while (g->gameId) {
push_back(*g);
g++;
}
}
};
/**
* The description of a game supported by an engine
*/
struct QualifiedGameDescriptor {
Common::String engineId;
Common::String gameId;
Common::String description;
QualifiedGameDescriptor() {}
QualifiedGameDescriptor(const char *engine, const PlainGameDescriptor &pgd);
};
typedef Common::Array<QualifiedGameDescriptor> QualifiedGameList;
/**
* Ths is an enum to describe how done a game is. This also indicates what level of support is expected.
*/
enum GameSupportLevel {
kStableGame = 0, // the game is fully supported
kTestingGame, // the game is not supposed to end up in releases yet but is ready for public testing
kUnstableGame, // the game is not even ready for public testing yet
kUnupportedGame // we don't want to support the game
};
/**
* A record describing the properties of a file. Used on the existing
* files while detecting a game.
*/
struct FileProperties {
int32 size;
Common::String md5;
FileProperties() : size(-1) {}
};
/**
* A map of all relevant existing files while detecting.
*/
typedef Common::HashMap<Common::String, FileProperties, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FilePropertiesMap;
/**
* Details about a given game.
*
* While PlainGameDescriptor refers to a game supported by an engine, this refers to a game copy
* that has been detected by an engine's detector.
* It contains all the necessary data to add the game to the configuration manager and / or to launch it.
*/
struct DetectedGame {
DetectedGame();
DetectedGame(const Common::String &engine, const PlainGameDescriptor &pgd);
DetectedGame(const Common::String &engine, const Common::String &id,
const Common::String &description,
Common::Language language = Common::UNK_LANG,
Common::Platform platform = Common::kPlatformUnknown,
const Common::String &extra = Common::String(),
bool unsupported = false);
void setGUIOptions(const Common::String &options);
void appendGUIOptions(const Common::String &str);
const Common::String &getGUIOptions() const { return _guiOptions; }
Common::String engineId;
/**
* A game was detected, but some files were not recognized
*
* This can happen when the md5 or size of the detected files did not match the engine's detection tables.
* When this is true, the list of matched files below contains detail about the unknown files.
*
* @see matchedFiles
*/
bool hasUnknownFiles;
/**
* An optional list of the files that were used to match the game with the engine's detection tables
*/
FilePropertiesMap matchedFiles;
/**
* This detection entry contains enough data to add the game to the configuration manager and launch it
*
* @see matchedGame
*/
bool canBeAdded;
Common::String gameId;
Common::String preferredTarget;
Common::String description;
Common::Language language;
Common::Platform platform;
Common::String path;
Common::String shortPath;
Common::String extra;
/**
* What level of support is expected of this game
*/
GameSupportLevel gameSupportLevel;
/**
* A list of extra keys to write to the configuration file
*/
Common::StringMap _extraConfigEntries;
/**
* Allows adding of extra entries to be saved as part of the detection entry
* in the configuration file.
* @remarks Any entry added using this should not be relied on being present
* in the configuration file, since starting games directly from the
* command line bypasses the game detection code
*/
void addExtraEntry(const Common::String &key, const Common::String &value) {
_extraConfigEntries[key] = value;
}
private:
/**
* Update the description string by appending (EXTRA/PLATFORM/LANG) to it.
* Values that are missing are omitted, so e.g. (EXTRA/LANG) would be
* added if no platform has been specified but a language and an extra string.
*/
Common::String updateDesc(bool skipExtraField) const;
Common::String _guiOptions;
};
/** List of games. */
typedef Common::Array<DetectedGame> DetectedGames;
/**
* Contains a list of games found by the engines' detectors.
*
* Each detected game can either:
* - be fully recognized (e.g. an exact match was found in the detection tables of an engine)
* - be an unknown variant (e.g. a game using files with the same name was found in the detection tables)
* - be recognized with unknown files (e.g. the game was exactly not found in the detection tables,
* but the detector was able to gather enough data to allow launching the game)
*
* Practically, this means a detected game can be in both the recognized game list and in the unknown game
* report handled by this class.
*/
class DetectionResults {
public:
explicit DetectionResults(const DetectedGames &detectedGames);
/**
* List all the games that were recognized by the engines
*
* Recognized games can be added to the configuration manager and then launched.
*/
DetectedGames listRecognizedGames() const;
/**
* List all the games that were detected
*
* That includes entries that don't have enough information to be added to the
* configuration manager.
*/
DetectedGames listDetectedGames() const;
/**
* Were unknown game variants found by the engines?
*
* When unknown game variants are found, an unknown game report can be generated.
*/
bool foundUnknownGames() const;
/**
* Generate a report that we found an unknown game variant.
*
* @see ::generateUnknownGameReport
*/
Common::U32String generateUnknownGameReport(bool translate, uint32 wordwrapAt = 0) const;
private:
DetectedGames _detectedGames;
};
/**
* Generate a report that we found an unknown game variant, together with the file
* names, sizes and MD5 sums.
*
* @param translate translate the report to the currently active GUI language
* @param fullPath include the full path where the files are located, otherwise only the name
* of last component of the path is included
* @param wordwrapAt word wrap the text part of the report after a number of characters
*/
Common::U32String generateUnknownGameReport(const DetectedGames &detectedGames, bool translate, bool fullPath, uint32 wordwrapAt = 0);
Common::U32String generateUnknownGameReport(const DetectedGame &detectedGame, bool translate, bool fullPath, uint32 wordwrapAt = 0);
#endif