Patch #1733764: "Fallback detection patch". GSoC student.

svn-id: r27375
This commit is contained in:
Eugene Sandulenko 2007-06-12 12:22:25 +00:00
parent 72cfa9d829
commit 6e5b70f5e9
11 changed files with 222 additions and 125 deletions

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@ -72,6 +72,32 @@ GameList gameIDList(const Common::ADParams &params) {
return GameList(params.list);
}
static void upgradeTargetIfNecessary(const Common::ADParams &params) {
if (params.obsoleteList == 0)
return;
const char *gameid = ConfMan.get("gameid").c_str();
for (const Common::ADObsoleteGameID *o = params.obsoleteList; o->from; ++o) {
if (!scumm_stricmp(gameid, o->from)) {
gameid = o->to;
ConfMan.set("gameid", o->to);
if (o->platform != Common::kPlatformUnknown)
ConfMan.set("platform", Common::getPlatformCode(o->platform));
warning("Target upgraded from %s to %s", o->from, o->to);
if (ConfMan.hasKey("id_came_from_command_line")) {
warning("Target came from command line. Skipping save");
} else {
ConfMan.flushToDisk();
}
break;
}
}
}
GameDescriptor findGameID(
const char *gameid,
const Common::ADParams &params
@ -110,6 +136,24 @@ static GameDescriptor toGameDescriptor(const ADGameDescription &g, const PlainGa
return gd;
}
// Almost identical to the toGameDescriptor function that takes a ADGameDescription and PlainGameDescriptor.
// Just a little fine tuning about accessing variables.
// Used because of fallback detection and the dynamic string content it needs.
static GameDescriptor toGameDescriptor(const EncapsulatedADGameDesc &g, const PlainGameDescriptor *sg) {
const char *title = 0;
while (sg->gameid) {
if (!scumm_stricmp(g.getGameID(), sg->gameid))
title = sg->description;
sg++;
}
assert(g.realDesc);
GameDescriptor gd(g.getGameID(), title, g.realDesc->language, g.realDesc->platform);
gd.updateDesc(g.getExtra());
return gd;
}
/**
* Generate a preferred target value as
* GAMEID-PLAFORM-LANG
@ -134,38 +178,49 @@ static String generatePreferredTarget(const String &id, const ADGameDescription
return res;
}
static void updateGameDescriptor(GameDescriptor &desc, const ADGameDescription *realDesc, const Common::ADParams &params) {
if (params.singleid != NULL) {
desc["preferredtarget"] = desc["gameid"];
desc["gameid"] = params.singleid;
}
if (params.flags & kADFlagAugmentPreferredTarget) {
if (!desc.contains("preferredtarget"))
desc["preferredtarget"] = desc["gameid"];
desc["preferredtarget"] = generatePreferredTarget(desc["preferredtarget"], realDesc);
}
}
GameList detectAllGames(
const FSList &fslist,
const Common::ADParams &params
) {
ADGameDescList matches = detectGame(&fslist, params, Common::UNK_LANG, Common::kPlatformUnknown);
GameList detectedGames;
for (uint i = 0; i < matches.size(); i++) {
// Use fallback detector if there were no matches by other means
if (matches.empty() && params.fallbackDetectFunc != NULL) {
EncapsulatedADGameDesc fallbackDesc = (*params.fallbackDetectFunc)(&fslist);
if (fallbackDesc.realDesc != 0) {
GameDescriptor desc(toGameDescriptor(fallbackDesc, params.list));
updateGameDescriptor(desc, fallbackDesc.realDesc, params);
detectedGames.push_back(desc);
}
} else for (uint i = 0; i < matches.size(); i++) { // Otherwise use the found matches
GameDescriptor desc(toGameDescriptor(*matches[i], params.list));
if (params.singleid != NULL) {
desc["preferredtarget"] = desc["gameid"];
desc["gameid"] = params.singleid;
}
if (params.flags & kADFlagAugmentPreferredTarget) {
if (!desc.contains("preferredtarget"))
desc["preferredtarget"] = desc["gameid"];
desc["preferredtarget"] = generatePreferredTarget(desc["preferredtarget"], matches[i]);
}
updateGameDescriptor(desc, matches[i], params);
detectedGames.push_back(desc);
}
return detectedGames;
}
const ADGameDescription *detectBestMatchingGame(
EncapsulatedADGameDesc detectBestMatchingGame(
const Common::ADParams &params
) {
const ADGameDescription *agdDesc = 0;
EncapsulatedADGameDesc result;
Common::Language language = Common::UNK_LANG;
Common::Platform platform = Common::kPlatformUnknown;
@ -189,40 +244,30 @@ const ADGameDescription *detectBestMatchingGame(
agdDesc = matches[0];
}
if (agdDesc != 0) {
debug(2, "Running %s", toGameDescriptor(*agdDesc, params.list).description().c_str());
if (agdDesc != 0) { // Check if we found a match without fallback detection
result = EncapsulatedADGameDesc(agdDesc);
} else if (params.fallbackDetectFunc != NULL) { // Use fallback detector if there were no matches by other means
EncapsulatedADGameDesc fallbackDesc = (*params.fallbackDetectFunc)(NULL);
if (fallbackDesc.realDesc != 0 && (params.singleid != NULL || fallbackDesc.getGameID() == gameid)) {
result = fallbackDesc; // Found a fallback match
}
}
return agdDesc;
if (result.realDesc != 0) {
debug(2, "Running %s", toGameDescriptor(result, params.list).description().c_str());
}
return result;
}
PluginError detectGameForEngineCreation(
const Common::ADParams &params
) {
upgradeTargetIfNecessary(params);
Common::String gameid = ConfMan.get("gameid");
if (params.obsoleteList != 0) {
for (const Common::ADObsoleteGameID *o = params.obsoleteList; o->from; ++o) {
if (!scumm_stricmp(gameid.c_str(), o->from)) {
gameid = o->to;
ConfMan.set("gameid", o->to);
if (o->platform != Common::kPlatformUnknown)
ConfMan.set("platform", Common::getPlatformCode(o->platform));
warning("Target upgraded from %s to %s", o->from, o->to);
if (ConfMan.hasKey("id_came_from_command_line")) {
warning("Target came from command line. Skipping save");
} else {
ConfMan.flushToDisk();
}
break;
}
}
}
FSList fslist;
FilesystemNode dir(ConfMan.get("path"));
if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
@ -241,6 +286,14 @@ PluginError detectGameForEngineCreation(
}
}
// Use fallback detector if there were no matches by other means
if (params.fallbackDetectFunc != NULL) {
EncapsulatedADGameDesc fallbackDesc = (*params.fallbackDetectFunc)(&fslist);
if (fallbackDesc.realDesc != 0 && (params.singleid != NULL || fallbackDesc.getGameID() == gameid)) {
return kNoError;
}
}
return kNoGameDataFoundError;
}
@ -491,11 +544,6 @@ static ADGameDescList detectGame(const FSList *fslist, const Common::ADParams &p
}
}
// If we still haven't got a match, try to use the fallback callback :-)
if (matched.empty() && params.fallbackDetectFunc != 0) {
matched = (*params.fallbackDetectFunc)(fslist);
}
return matched;
}

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@ -63,6 +63,29 @@ struct ADGameDescription {
uint32 flags;
};
/**
* Encapsulates ADGameDescription and makes gameid and extra strings dynamic.
* Used in fallback detection when dynamically creating string content.
*/
struct EncapsulatedADGameDesc {
Common::String gameid;
Common::String extra;
const ADGameDescription *realDesc;
// Constructor for the EncapsulatedADGameDesc
EncapsulatedADGameDesc() : realDesc(0) {}
EncapsulatedADGameDesc(const ADGameDescription *paramRealDesc,
Common::String paramGameID = Common::String(""),
Common::String paramExtra = Common::String(""))
: realDesc(paramRealDesc), gameid(paramGameID), extra(paramExtra) {
assert(paramRealDesc != NULL);
}
// Functions for getting the correct gameid and extra values from the struct
const char *getGameID() const { return (gameid.empty() && realDesc != 0) ? realDesc->gameid : gameid.c_str(); }
const char *getExtra() const { return (extra.empty() && realDesc != 0) ? realDesc->extra : extra.c_str(); }
};
/**
* A list of pointers to ADGameDescription structs (or subclasses thereof).
*/
@ -177,7 +200,7 @@ struct ADParams {
*
* @todo
*/
ADGameDescList (*fallbackDetectFunc)(const FSList *fslist);
EncapsulatedADGameDesc (*fallbackDetectFunc)(const FSList *fslist);
/**
* A bitmask of flags which can be used to configure the behavior
@ -207,7 +230,7 @@ GameDescriptor findGameID(const char *gameid, const Common::ADParams &params);
GameList detectAllGames(const FSList &fslist, const Common::ADParams &params);
// FIXME/TODO: Rename this function to something more sensible.
const ADGameDescription *detectBestMatchingGame(const Common::ADParams &params);
EncapsulatedADGameDesc detectBestMatchingGame(const Common::ADParams &params);
// FIXME/TODO: Rename this function to something more sensible.
// Only used by ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC

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@ -1825,82 +1825,72 @@ static const AGIGameDescription gameDescriptions[] = {
{ AD_TABLE_END_MARKER, 0, 0, 0, 0 }
};
static const AGIGameDescription fallbackDescs[] = {
/**
* The fallback game descriptor used by the AGI engine's fallbackDetector.
* Contents of this struct are to be overwritten by the fallbackDetector.
*/
static AGIGameDescription g_fallbackDesc = {
{
{
"agi-fanmade",
"Unknown v2 Game",
AD_ENTRY1(0, 0),
Common::UNK_LANG,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_FANMADE,
GType_V2,
GF_FANMADE,
0x2917,
},
{
{
"agi-fanmade",
"Unknown v2 AGIPAL Game",
AD_ENTRY1(0, 0),
Common::UNK_LANG,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_FANMADE,
GType_V2,
GF_FANMADE | GF_AGIPAL,
0x2917,
},
{
{
"agi-fanmade",
"Unknown v3 Game",
AD_ENTRY1(0, 0),
Common::UNK_LANG,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_FANMADE,
GType_V3,
GF_FANMADE,
0x3149,
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's gameid
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's extra
AD_ENTRY1(0, 0), // This should always be AD_ENTRY1(0, 0) in the fallback descriptor
Common::UNK_LANG,
Common::kPlatformPC,
Common::ADGF_NO_FLAGS
},
GID_FANMADE,
GType_V2,
GF_FANMADE,
0x2917,
};
Common::ADGameDescList fallbackDetector(const FSList *fslist) {
Common::String tstr;
Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
typedef Common::HashMap<Common::String, int32, Common::CaseSensitiveString_Hash, Common::CaseSensitiveString_EqualTo> IntMap;
IntMap allFiles;
Common::ADGameDescList matched;
int matchedNum = -1;
bool matchedUsingFilenames = false;
Common::String gameid("agi-fanmade"), description, extra; // Set the defaults for gameid, description and extra
FSList fslistCurrentDir; // Only used if fslist == NULL
// TODO:
// WinAGI produces *.wag file with interpreter version, game name
// and other parameters. Add support for this once specs are known
// Use the current directory for searching if fslist == NULL
if (fslist == NULL) {
FilesystemNode fsCurrentDir(".");
fslistCurrentDir.push_back(fsCurrentDir);
fslist = &fslistCurrentDir;
}
// Set the default values for the fallback descriptor's ADGameDescription part.
g_fallbackDesc.desc.language = Common::UNK_LANG;
g_fallbackDesc.desc.platform = Common::kPlatformPC;
g_fallbackDesc.desc.flags = Common::ADGF_NO_FLAGS;
// Set default values for the fallback descriptor's AGIGameDescription part.
g_fallbackDesc.gameID = GID_FANMADE;
g_fallbackDesc.features = GF_FANMADE;
g_fallbackDesc.version = 0x2917;
// First grab all filenames
for (FSList::const_iterator file = fslist->begin(); file != fslist->end(); ++file) {
if (file->isDirectory()) continue;
tstr = file->name();
tstr.toLowercase();
allFiles[tstr] = true;
Common::String filename = file->name();
filename.toLowercase();
allFiles[filename] = true; // Save the filename in a hash table
}
// Now check for v2
if (allFiles.contains("logdir") && allFiles.contains("object") &&
allFiles.contains("picdir") && allFiles.contains("snddir") &&
allFiles.contains("viewdir") && allFiles.contains("vol.0") &&
allFiles.contains("words.tok")) {
matchedNum = 0;
allFiles.contains("words.tok")) { // Check for v2
// Check if it is AGIPAL
if (allFiles.contains("pal.101"))
matchedNum = 1;
// The default AGI interpreter version 0x2917 is okay for v2 games
// so we don't have to change it here.
matchedUsingFilenames = true;
if (allFiles.contains("pal.101")) { // Check if it is AGIPAL
description = "Unknown v2 AGIPAL Game";
g_fallbackDesc.features |= GF_AGIPAL; // Add AGIPAL feature flag
} else { // Not AGIPAL so just plain v2
description = "Unknown v2 Game";
}
} else { // Try v3
char name[8];
@ -1911,26 +1901,44 @@ Common::ADGameDescList fallbackDetector(const FSList *fslist) {
if (allFiles.contains("object") && allFiles.contains("words.tok") &&
allFiles.contains(Common::String(name) + "dir")) {
matchedNum = 2;
matchedUsingFilenames = true;
description = "Unknown v3 Game";
g_fallbackDesc.version = 0x3149; // Set the default AGI version for an AGI v3 game
break;
}
}
}
}
if (matchedNum != -1) {
matched.push_back(&fallbackDescs[matchedNum].desc);
printf("Your game version has been detected using fallback matching as a\n");
printf("variant of %s (%s).\n", fallbackDescs[matchedNum].desc.gameid, fallbackDescs[matchedNum].desc.extra);
printf("If this is an original and unmodified version or new made Fanmade game,\n");
printf("please report any, information previously printed by ScummVM to the team.\n");
// 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);
g_fallbackDesc.version = 0x2917;
}
return matched;
// Set game type (v2 or v3) according to the AGI interpreter version number
if (g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x3000)
g_fallbackDesc.gameType = GType_V2;
else if (g_fallbackDesc.version >= 0x3000 && g_fallbackDesc.version < 0x4000)
g_fallbackDesc.gameType = GType_V3;
// Check if we found a match with any of the fallback methods
Common::EncapsulatedADGameDesc result;
if (matchedUsingFilenames) {
extra = description + " " + extra; // Let's combine the description and extra
result = Common::EncapsulatedADGameDesc((const Common::ADGameDescription *)&g_fallbackDesc, gameid, extra);
printf("Your game version has been detected using fallback matching as a\n");
printf("variant of %s (%s).\n", result.getGameID(), result.getExtra());
printf("If this is an original and unmodified version or new made Fanmade game,\n");
printf("please report any, information previously printed by ScummVM to the team.\n");
}
return result;
}
}
} // End of namespace Agi
static const Common::ADParams detectionParams = {
// Pointer to ADGameDescription or its superset structure
@ -1960,7 +1968,9 @@ REGISTER_PLUGIN(AGI, "AGI v2 + v3 Engine", "Sierra AGI Engine (C) Sierra On-Line
namespace Agi {
bool AgiEngine::initGame() {
_gameDescription = (const AGIGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
_gameDescription = (const AGIGameDescription *)(encapsulatedDesc.realDesc);
return (_gameDescription != 0);
}

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@ -117,7 +117,8 @@ PluginError Engine_AGOS_create(OSystem *syst, Engine **engine) {
assert(engine);
const char *gameid = ConfMan.get("gameid").c_str();
//const AGOSGameDescription gd = (const AGOSGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
//Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
//const AGOSGameDescription *gd = (const AGOSGameDescription *)(encapsulatedDesc.realDesc);
//if (gd == 0) {
// return kNoGameDataFoundError;
//}
@ -154,7 +155,9 @@ REGISTER_PLUGIN(AGOS, "AGOS", "AGOS (C) Adventure Soft");
namespace AGOS {
bool AGOSEngine::initGame() {
_gameDescription = (const AGOSGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
_gameDescription = (const AGOSGameDescription *)(encapsulatedDesc.realDesc);
return (_gameDescription != 0);
}

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@ -494,7 +494,9 @@ REGISTER_PLUGIN(CINE, "Cinematique evo 1 engine", "Future Wars & Operation Steal
namespace Cine {
bool CineEngine::initGame() {
_gameDescription = (const CINEGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
_gameDescription = (const CINEGameDescription *)(encapsulatedDesc.realDesc);
return (_gameDescription != 0);
}

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@ -118,7 +118,8 @@ REGISTER_PLUGIN(CRUISE, "Cinematique evo 2 engine", "Cruise for a Corpse (C) Del
namespace Cruise {
bool CruiseEngine::initGame() {
_gameDescription = (const CRUISEGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
_gameDescription = (const CRUISEGameDescription *)(encapsulatedDesc.realDesc);
return (_gameDescription != 0);
}

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@ -1150,7 +1150,9 @@ REGISTER_PLUGIN(GOB, "Gob Engine", "Goblins Games (C) Coktel Vision");
namespace Gob {
bool GobEngine::detectGame() {
const GOBGameDescription *gd = (const GOBGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
const GOBGameDescription *gd = (const GOBGameDescription *)(encapsulatedDesc.realDesc);
if (gd == 0)
return false;

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@ -133,7 +133,9 @@ PluginError Engine_KYRA_create(OSystem *syst, Engine **engine) {
assert(engine);
const char *gameid = ConfMan.get("gameid").c_str();
const KYRAGameDescription *gd = (const KYRAGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
const KYRAGameDescription *gd = (const KYRAGameDescription *)(encapsulatedDesc.realDesc);
if (gd == 0) {
// maybe add non md5 based detection again?
return kNoGameDataFoundError;

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@ -131,7 +131,9 @@ REGISTER_PLUGIN(PARALLACTION, "Parallaction engine", "Nippon Safes Inc. (C) Dyna
namespace Parallaction {
bool Parallaction::detectGame() {
_gameDescription = (const PARALLACTIONGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
_gameDescription = (const PARALLACTIONGameDescription *)(encapsulatedDesc.realDesc);
return (_gameDescription != 0);
}

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@ -124,7 +124,9 @@ REGISTER_PLUGIN(SAGA, "SAGA Engine", "Inherit the Earth (C) Wyrmkeep Entertainme
namespace Saga {
bool SagaEngine::initGame() {
_gameDescription = (const SAGAGameDescription *)Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
_gameDescription = (const SAGAGameDescription *)(encapsulatedDesc.realDesc);
if (_gameDescription == 0)
return false;

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@ -124,7 +124,9 @@ REGISTER_PLUGIN(TOUCHE, "Touche Engine", "Touche: The Adventures of the 5th Musk
namespace Touche {
bool ToucheEngine::detectGame() {
const Common::ADGameDescription *gd = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(detectionParams);
const Common::ADGameDescription *gd = encapsulatedDesc.realDesc;
if (gd == 0)
return false;