Patch #1735773: "WAG file parsing patch to AGI's fallback detector".

Slightly modified, split into separate files.

svn-id: r27401
This commit is contained in:
Eugene Sandulenko 2007-06-14 12:06:12 +00:00
parent 24daa86bdd
commit 4d4cd489f5
4 changed files with 580 additions and 3 deletions

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@ -31,6 +31,7 @@
#include "common/file.h"
#include "agi/agi.h"
#include "agi/wagparser.h"
namespace Agi {
@ -1848,6 +1849,10 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
typedef Common::HashMap<Common::String, int32, Common::CaseSensitiveString_Hash, Common::CaseSensitiveString_EqualTo> IntMap;
IntMap allFiles;
bool matchedUsingFilenames = false;
bool matchedUsingWag = false;
int wagFileCount = 0;
WagFileParser wagFileParser;
Common::String wagFilePath;
Common::String gameid("agi-fanmade"), description, extra; // Set the defaults for gameid, description and extra
FSList fslistCurrentDir; // Only used if fslist == NULL
@ -1868,12 +1873,18 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
g_fallbackDesc.features = GF_FANMADE;
g_fallbackDesc.version = 0x2917;
// First grab all filenames
// First grab all filenames and at the same time count the number of *.wag files
for (FSList::const_iterator file = fslist->begin(); file != fslist->end(); ++file) {
if (file->isDirectory()) continue;
Common::String filename = file->name();
filename.toLowercase();
allFiles[filename] = true; // Save the filename in a hash table
if (filename.hasSuffix(".wag")) {
// Save latest found *.wag file's path (Can be used to open the file, the name can't)
wagFilePath = file->path();
wagFileCount++; // Count found *.wag files
}
}
if (allFiles.contains("logdir") && allFiles.contains("object") &&
@ -1909,7 +1920,55 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
}
}
}
// WinAGI produces *.wag file with interpreter version, game name and other parameters.
// If there's exactly one *.wag file and it parses successfully then we'll use its information.
if (wagFileCount == 1 && wagFileParser.parse(wagFilePath.c_str())) {
matchedUsingWag = true;
const WagProperty *wagAgiVer = wagFileParser.getProperty(WagProperty::PC_INTVERSION);
const WagProperty *wagGameID = wagFileParser.getProperty(WagProperty::PC_GAMEID);
const WagProperty *wagGameDesc = wagFileParser.getProperty(WagProperty::PC_GAMEDESC);
const WagProperty *wagGameVer = wagFileParser.getProperty(WagProperty::PC_GAMEVERSION);
const WagProperty *wagGameLastEdit = wagFileParser.getProperty(WagProperty::PC_GAMELAST);
// If there is an AGI version number in the *.wag file then let's use it
if (wagAgiVer != NULL && wagFileParser.checkAgiVersionProperty(*wagAgiVer)) {
// TODO/FIXME: Check that version number is something we support before trying to use it.
// If the version number is unsupported then it'll get switched to 0x2917 later.
// But there's the possibility that file based detection has detected something else
// than a v2 AGI game. So there's a possibility for conflicting information.
g_fallbackDesc.version = wagFileParser.convertToAgiVersionNumber(*wagAgiVer);
}
// Set gameid according to *.wag file information if it's present and it doesn't contain whitespace.
if (wagGameID != NULL && !Common::String(wagGameID->getData()).contains(" ")) {
gameid = wagGameID->getData();
debug(3, "Agi::fallbackDetector: Using game id (%s) from WAG file", gameid.c_str());
}
// Set game description and extra according to *.wag file information if they're present
if (wagGameDesc != NULL) {
description = wagGameDesc->getData();
debug(3, "Agi::fallbackDetector: Game description (%s) from WAG file", wagGameDesc->getData());
// If there's game version in the *.wag file, set extra to it
if (wagGameVer != NULL) {
extra = wagGameVer->getData();
debug(3, "Agi::fallbackDetector: Game version (%s) from WAG file", wagGameVer->getData());
}
// If there's game last edit date in the *.wag file, add it to extra
if (wagGameLastEdit != NULL) {
if (!extra.empty() ) extra += " ";
extra += wagGameLastEdit->getData();
debug(3, "Agi::fallbackDetector: Game's last edit date (%s) from WAG file", wagGameLastEdit->getData());
}
}
} else if (wagFileCount > 1) { // More than one *.wag file, confusing! So let's not use them.
warning("More than one (%d) *.wag files found. WAG files ignored", wagFileCount);
}
// Check that the AGI interpreter version is a supported one
if (!(g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x4000)) {
warning("Unsupported AGI interpreter version 0x%x in AGI's fallback detection. Using default 0x2917", g_fallbackDesc.version);
@ -1924,7 +1983,7 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
// Check if we found a match with any of the fallback methods
Common::EncapsulatedADGameDesc result;
if (matchedUsingFilenames) {
if (matchedUsingWag || matchedUsingFilenames) {
extra = description + " " + extra; // Let's combine the description and extra
result = Common::EncapsulatedADGameDesc((const Common::ADGameDescription *)&g_fallbackDesc, gameid, extra);

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@ -28,6 +28,7 @@ MODULE_OBJS = \
sprite.o \
text.o \
view.o \
wagparser.o \
words.o

229
engines/agi/wagparser.cpp Normal file
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@ -0,0 +1,229 @@
/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "common/util.h"
#include "agi/wagparser.h"
namespace Agi {
WagProperty::WagProperty() {
setDefaults();
}
WagProperty::~WagProperty() {
deleteData();
}
WagProperty::WagProperty(const WagProperty &other) {
deepCopy(other);
}
WagProperty &WagProperty::operator=(const WagProperty &other) {
if (&other != this) deepCopy(other); // Don't do self-assignment
return *this;
}
void WagProperty::deepCopy(const WagProperty &other) {
_readOk = other._readOk;
_propCode = other._propCode;
_propType = other._propType;
_propNum = other._propNum;
_propSize = other._propSize;
deleteData(); // Delete old data (If any) and set _propData to NULL
if (other._propData != NULL) {
_propData = new char[other._propSize + 1UL]; // Allocate space for property's data plus trailing zero
memcpy(_propData, other._propData, other._propSize + 1UL); // Copy the whole thing
}
}
bool WagProperty::read(Common::SeekableReadStream &stream) {
// First read the property's header
_propCode = (enum WagPropertyCode) stream.readByte();
_propType = (enum WagPropertyType) stream.readByte();
_propNum = stream.readByte();
_propSize = stream.readUint16LE();
if (stream.ioFailed()) { // Check that we got the whole header
_readOk = false;
return _readOk;
}
// Then read the property's data
deleteData(); // Delete old data (If any)
_propData = new char[_propSize + 1UL]; // Allocate space for property's data plus trailing zero
uint32 readBytes = stream.read(_propData, _propSize); // Read the data in
_propData[_propSize] = 0; // Set the trailing zero for easy C-style string access
_readOk = (_propData != NULL && readBytes == _propSize); // Check that we got the whole data
return _readOk;
}
void WagProperty::clear() {
deleteData();
setDefaults();
}
void WagProperty::setDefaults() {
_readOk = false;
_propCode = PC_UNDEFINED;
_propType = PT_UNDEFINED;
_propNum = 0;
_propSize = 0;
_propData = NULL;
}
void WagProperty::deleteData() {
if (_propData != NULL) {
delete _propData;
_propData = NULL;
}
}
WagFileParser::WagFileParser() :
_parsedOk(false) {
}
WagFileParser::~WagFileParser() {
}
bool WagFileParser::checkAgiVersionProperty(const WagProperty &version) const {
if (version.getCode() == WagProperty::PC_INTVERSION && // Must be AGI interpreter version property
version.getSize() >= 3 && // Need at least three characters for a version number like "X.Y"
isdigit(version.getData()[0]) && // And the first character must be a digit
(version.getData()[1] == ',' || version.getData()[1] == '.')) { // And the second a comma or a period
for (int i = 2; i < version.getSize(); i++) // And the rest must all be digits
if (!isdigit(version.getData()[i]))
return false; // Bail out if found a non-digit after the decimal point
return true;
} else // Didn't pass the preliminary test so fails
return false;
}
uint16 WagFileParser::convertToAgiVersionNumber(const WagProperty &version) {
// Examples of the conversion: "2.44" -> 0x2440, "2.917" -> 0x2917, "3.002086" -> 0x3086.
if (checkAgiVersionProperty(version)) { // Check that the string is a valid AGI interpreter version string
// Convert first ascii digit to an integer and put it in the fourth nibble (Bits 12...15) of the version number
// and at the same time set all other nibbles to zero.
uint16 agiVerNum = ((uint16) (version.getData()[0] - '0')) << (3 * 4);
// Convert at most three least significant digits of the version number's minor part
// (i.e. the part after the decimal point) and put them in order to the third, second
// and the first nibble of the version number. Just to clarify version.getSize() - 2
// is the number of digits after the decimal point.
int32 digitCount = MIN<int32>(3, ((int32) version.getSize()) - 2); // How many digits left to convert
for (int i = 0; i < digitCount; i++)
agiVerNum |= ((uint16) (version.getData()[version.getSize() - digitCount + i] - '0')) << ((2 - i) * 4);
debug(3, "WagFileParser: Converted AGI version from string %s to number 0x%x", version.getData(), agiVerNum);
return agiVerNum;
} else // Not a valid AGI interpreter version string
return 0; // Can't convert, so failure
}
bool WagFileParser::checkWagVersion(Common::SeekableReadStream &stream) {
if (stream.size() >= WINAGI_VERSION_LENGTH) { // Stream has space to contain the WinAGI version string
// Read the last WINAGI_VERSION_LENGTH bytes of the stream and make a string out of it
char str[WINAGI_VERSION_LENGTH+1]; // Allocate space for the trailing zero also
uint32 oldStreamPos = stream.pos(); // Save the old stream position
stream.seek(stream.size() - WINAGI_VERSION_LENGTH);
uint32 readBytes = stream.read(str, WINAGI_VERSION_LENGTH);
stream.seek(oldStreamPos); // Seek back to the old stream position
str[readBytes] = 0; // Set the trailing zero to finish the C-style string
if (readBytes != WINAGI_VERSION_LENGTH) { // Check that we got the whole version string
debug(3, "WagFileParser::checkWagVersion: Error reading WAG file version from stream");
return false;
}
debug(3, "WagFileParser::checkWagVersion: Read WinAGI version string (\"%s\")", str);
// Check that the WinAGI version string is one of the two version strings
// WinAGI 1.1.21 recognizes as acceptable in the end of a *.wag file.
// Note that they are all of length 16 and are padded with spaces to be that long.
return scumm_stricmp(str, "WINAGI v1.0 ") == 0 ||
scumm_stricmp(str, "1.0 BETA ") == 0;
} else { // Stream is too small to contain the WinAGI version string
debug(3, "WagFileParser::checkWagVersion: Stream is too small to contain a valid WAG file");
return false;
}
}
bool WagFileParser::parse(const char *filename) {
Common::File file;
WagProperty property; // Temporary property used for reading
Common::MemoryReadStream *stream = NULL; // The file is to be read fully into memory and handled using this
_parsedOk = false; // We haven't parsed the file yet
if (file.open(filename)) { // Open the file
stream = file.readStream(file.size()); // Read the file into memory
if (stream != NULL && stream->size() == file.size()) { // Check that the whole file was read into memory
if (checkWagVersion(*stream)) { // Check that WinAGI version string is valid
// It seems we've got a valid *.wag file so let's parse its properties from the start.
stream->seek(0); // Rewind the stream
if (!_propList.empty()) _propList.clear(); // Clear out old properties (If any)
do { // Parse the properties
if (property.read(*stream)) { // Read the property and check it was read ok
_propList.push_back(property); // Add read property to properties list
debug(4, "WagFileParser::parse: Read property with code %d, type %d, number %d, size %d, data \"%s\"",
property.getCode(), property.getType(), property.getNumber(), property.getSize(), property.getData());
} else // Reading failed, let's bail out
break;
} while (!endOfProperties(*stream)); // Loop until the end of properties
// File was parsed successfully only if we got to the end of properties
// and all the properties were read successfully (Also the last).
_parsedOk = endOfProperties(*stream) && property.readOk();
if (!_parsedOk) // Error parsing stream
warning("Error parsing WAG file (%s). WAG file ignored", filename);
} else // Invalid WinAGI version string or it couldn't be read
warning("Invalid WAG file (%s) version or error reading it. WAG file ignored", filename);
} else // Couldn't fully read file into memory
warning("Error reading WAG file (%s) into memory. WAG file ignored", filename);
} else // Couldn't open file
warning("Couldn't open WAG file (%s). WAG file ignored", filename);
if (stream != NULL) delete stream; // If file was read into memory, deallocate that buffer
return _parsedOk;
}
const WagProperty *WagFileParser::getProperty(const WagProperty::WagPropertyCode code) const {
for (PropertyList::const_iterator iter = _propList.begin(); iter != _propList.end(); iter++)
if (iter->getCode() == code) return iter;
return NULL;
}
bool WagFileParser::endOfProperties(const Common::SeekableReadStream &stream) const {
return stream.pos() >= (stream.size() - WINAGI_VERSION_LENGTH);
}
} // End of namespace Agi

288
engines/agi/wagparser.h Normal file
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@ -0,0 +1,288 @@
/* 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.
*
* $URL$
* $Id$
*
*/
namespace Agi {
/**
* WagProperty represents a single property from WinAGI's *.wag file.
* A property consists of a header and of data.
* The header consists of the following:
* - Property code (Integer/Enumeration, 1 byte)
* - Property type (Integer/Enumeration, 1 byte)
* - Property number (Integer, 1 byte)
* - Property size (Little endian integer, 2 bytes)
* And then there's the data with as many bytes as defined in the header's property size variable.
*/
class WagProperty {
// Constants, enumerations etc
public:
/**
* Property codes taken from WinAGI 1.1.21's source code file WinAGI/AGIObjects.bas.
*/
enum WagPropertyCode {
PC_GAMEDESC = 129, ///< Game description (WinAGI 1.1.21 limits these to 4096 bytes)
PC_GAMEAUTHOR, ///< Game author (WinAGI 1.1.21 limits these to 256 bytes)
PC_GAMEID, ///< Game ID
PC_INTVERSION, ///< Interpreter version (WinAGI 1.1.21 defaults to version 2.917)
PC_GAMELAST, ///< Last edit date
PC_GAMEVERSION, ///< Game version (WinAGI 1.1.21 limits these to 256 bytes)
PC_GAMEABOUT, ///< About game (WinAGI 1.1.21 limits these to 4096 bytes)
PC_GAMEEXEC, ///< Game executable
PC_RESDIR, ///< Resource directory name
PC_DEFSYNTAX, ///< Default syntax
PC_INVOBJDESC = 144,
PC_VOCABWORDDESC = 160,
PC_PALETTE = 172,
PC_USERESNAMES = 180,
PC_LOGIC = 192,
PC_PICTURE = 208,
PC_SOUND = 224,
PC_VIEW = 240,
PC_UNDEFINED = 0x100 ///< An undefined property code (Added for ScummVM).
};
/**
* Property types taken from WinAGI 1.1.21's source code file WinAGI/AGIObjects.bas.
* At the moment these aren't really at all needed by ScummVM. Just here if anyone decides to use them.
*/
enum WagPropertyType {
PT_ID,
PT_DESC,
PT_SYNTAX,
PT_CRC32,
PT_KEY,
PT_INST0,
PT_INST1,
PT_INST2,
PT_MUTE0,
PT_MUTE1,
PT_MUTE2,
PT_MUTE3,
PT_TPQN,
PT_ROOM,
PT_VIS0,
PT_VIS1,
PT_VIS2,
PT_VIS3,
PT_ALL = 0xff,
PT_UNDEFINED = 0x100 ///< An undefined property type (Added for ScummVM).
};
// Constructors, destructors, operators etc
public:
/**
* Creates an empty WagProperty object.
* No property header or property data in it.
*/
WagProperty();
/**
* Destructor. Releases allocated memory if any etc. The usual.
*/
~WagProperty();
/**
* Copy constructor. Deep copies the variables.
*/
WagProperty(const WagProperty &other);
/**
* Assignment operator. Deep copies the variables.
*/
WagProperty &operator=(const WagProperty &other);
// Non-public helper methods
protected:
/**
* Sets the default values for member variables.
*/
void setDefaults();
/**
* Delete's the property's data from memory if we have it, otherwise does nothing.
*/
void deleteData();
/**
* Deep copies the parameter object to this object.
* @param other The object to be deep copied to this object.
*/
void deepCopy(const WagProperty &other);
// Public methods that have side-effects
public:
/**
* Read in a property (Header and data).
* @return True if reading was a success, false otherwise.
*/
bool read(Common::SeekableReadStream &stream);
/**
* Clears the property.
* After this the property is empty. No header or data.
*/
void clear();
// Public access functions
public:
/**
* Was the property read ok from the source stream?
*/
bool readOk() const { return _readOk; };
/**
* Return the property's code.
* @return The property's code if readOk(), PC_UNDEFINED otherwise.
*/
enum WagPropertyCode getCode() const { return _propCode; };
/**
* Return the property's type.
* @return The property's type if readOk(), PT_UNDEFINED otherwise.
*/
enum WagPropertyType getType() const { return _propType; };
/**
* Return the property's number.
* @return The property's number if readOk(), 0 otherwise.
*/
byte getNumber() const { return _propNum; };
/**
* Return the property's data's length.
* @return The property's data's length if readOk(), 0 otherwise.
*/
uint16 getSize() const { return _propSize; }
/**
* Return property's data. Constant access version.
* Can be used as a C-style string (i.e. this is guaranteed to have a trailing zero).
* @return The property's data if readOk(), NULL otherwise.
*/
const char *getData() const { return _propData; };
// Member variables
protected:
bool _readOk; ///< Was the property read ok from the source stream?
enum WagPropertyCode _propCode; ///< Property code (Part of the property's header)
enum WagPropertyType _propType; ///< Property type (Part of the property's header)
byte _propNum; ///< Property number (Part of the property's header)
uint16 _propSize; ///< Property's size (Part of the property's header)
char *_propData; ///< The property's data (Plus a trailing zero for C-style string access)
};
/**
* Class for parsing *.wag files created by WinAGI.
* Using this class you can get information about fanmade AGI games if they have provided a *.wag file with them.
*/
class WagFileParser {
// Constants, type definitions, enumerations etc.
public:
static const int WINAGI_VERSION_LENGTH = 16; ///< WinAGI's version string's length (Always 16)
typedef Common::Array<WagProperty> PropertyList; ///< A type definition for an array of *.wag file properties
public:
/**
* Constructor. Creates a WagFileParser object in a default state.
*/
WagFileParser();
/**
* Destructor.
*/
~WagFileParser();
/**
* Loads a *.wag file and parses it.
* @note After this you can access the loaded properties using getProperty() and getProperties() etc.
* @param filename Name of the file to be parsed.
* @return True if parsed successfully, false otherwise.
*/
bool parse(const char *filename);
/**
* Get list of the loaded properties.
* @note Use only after a call to parse() first.
* @return The list of loaded properties.
*/
const PropertyList &getProperties() const { return _propList; };
/**
* Get property with the given property code.
* @note Use only after a call to parse() first.
* @return Pointer to the property if its found in memory, NULL otherwise.
*
* TODO/FIXME: Handle cases where several properties with the given property code are found.
* At the moment we don't need this functionality because the properties we use
* for fallback detection probably don't have multiples in the WAG-file.
* TODO: Make this faster than linear time if desired/needed.
*/
const WagProperty *getProperty(const WagProperty::WagPropertyCode code) const;
/**
* Tests if the given property contains a valid AGI interpreter version string.
* A valid AGI interpreter version string is of the form "X.Y" or "X,Y" where
* X is a single decimal digit and Y is a string of decimal digits (At least one digit).
* @param version The property to be tested.
* @return True if the given property contains a valid AGI interpreter version string, false otherwise.
*/
bool checkAgiVersionProperty(const WagProperty &version) const;
/**
* Convert property's data to an AGI interpreter version number.
* @param version The property to be converted (Property code should be PC_INTVERSION).
* @return AGI interpreter version number if successful, 0 otherwise.
*/
uint16 convertToAgiVersionNumber(const WagProperty &version);
/**
* Was the file parsed successfully?
* @return True if file was parsed successfully, false otherwise.
*/
bool parsedOk() const { return _parsedOk; };
protected:
/**
* Checks if stream has a valid WinAGI version string in its end.
* @param stream The stream to be checked.
* @return True if reading was successful and stream contains a valid WinAGI version string, false otherwise.
*/
bool checkWagVersion(Common::SeekableReadStream &stream);
/**
* Checks if we're at or past the end of the properties stored in the stream.
* @param stream The stream whose seeking position is to be checked.
* @return True if stream's seeking position is at or past the end of the properties, false otherwise.
*/
bool endOfProperties(const Common::SeekableReadStream &stream) const;
// Member variables
protected:
PropertyList _propList; ///< List of loaded properties from the file.
bool _parsedOk; ///< Did the parsing of the file go ok?
};
} // End of namespace Agi