import some code from scummvm to allow implement later multi engine support

This commit is contained in:
Pawel Kolodziejski 2009-05-24 21:31:05 +00:00
parent 697af45d7a
commit ac7307728b
23 changed files with 3705 additions and 0 deletions

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base/commandLine.cpp Normal file
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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "engines/metaengine.h"
#include "base/commandLine.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/config-manager.h"
#include "common/system.h"
#include "common/fs.h"
namespace Base {
#ifndef DISABLE_COMMAND_LINE
static const char USAGE_STRING[] =
"%s: %s\n"
"Usage: %s [OPTIONS]... [GAME]\n"
"\n"
"Try '%s --help' for more options.\n"
;
// DONT FIXME: DO NOT ORDER ALPHABETICALLY, THIS IS ORDERED BY IMPORTANCE/CATEGORY! :)
#if defined(PALMOS_MODE) || defined(__SYMBIAN32__) || defined(__GP32__)
static const char HELP_STRING[] = "NoUsageString"; // save more data segment space
#else
static const char HELP_STRING[] =
"Residual - Virtual machine to run 3D adventure games\n"
"Usage: %s [OPTIONS]... [GAME]\n"
" -v, --version Display Residual version information and exit\n"
" -h, --help Display a brief help text and exit\n"
" -z, --list-games Display list of supported games and exit\n"
" -t, --list-targets Display list of configured targets and exit\n"
"\n"
" -c, --config=CONFIG Use alternate configuration file\n"
" -p, --path=PATH Path to where the game is installed\n"
" -f, --fullscreen Force full-screen mode\n"
" -q, --language=LANG Select language (en,de,fr,it,pt,es,jp,zh,kr,se,gb,\n"
" hb,ru,cz)\n"
" -m, --music-volume=NUM Set the music volume, 0-127 (default: 127)\n"
" -s, --sfx-volume=NUM Set the sfx volume, 0-127 (default: 127)\n"
" -r, --speech-volume=NUM Set the speech volume, 0-127 (default: 127)\n"
" --speech-mode=NUM Set the mode of speech 1-Text only, 2-Voice Only, 3-Voice and Text\n"
" --text-speed=NUM Set talk speed for games (default: 7)\n"
" --soft-renderer=BOOL Set the turn on/off software 3D renderer: TRUE/FALSE\n"
" -d, --debuglevel=NUM Set debug verbosity level\n"
" --debugflags=FLAGS Enables engine specific debug flags\n"
" --savepath=PATH Path to where savegames are stored\n"
" --extrapath=PATH Extra path to additional game data\n"
" --output-rate=RATE Select output sample rate in Hz (e.g. 22050)\n"
" --game-devel-mode=BOOL Set the turn on/off game engine development mode: TRUE/FALSE\n"
" --joystick[=NUM] Enable joystick input (default: 0 = first joystick)\n"
" --gamma=FLOAT Set the gamma correction\n"
" --show-fps=BOOL Set the turn on/off display FPS info: TRUE/FALSE\n"
" --engine-speed=NUM Set engine speed (default: 30)\n"
" -b, --boot-param=NUM Pass number to the boot script (boot param)\n"
"\n"
;
#endif
static const char *s_appName = "residual";
static void usage(const char *s, ...) GCC_PRINTF(1, 2);
static void usage(const char *s, ...) {
char buf[STRINGBUFLEN];
va_list va;
va_start(va, s);
vsnprintf(buf, STRINGBUFLEN, s, va);
va_end(va);
#if !(defined(__GP32__) || defined (__SYMBIAN32__))
printf(USAGE_STRING, s_appName, buf, s_appName, s_appName);
#endif
exit(1);
}
#endif // DISABLE_COMMAND_LINE
void registerDefaults() {
ConfMan.registerDefault("platform", Common::kPlatformPC);
ConfMan.registerDefault("language", "en");
ConfMan.registerDefault("autosave_period", 5 * 60); // By default, trigger autosave every 5 minutes
ConfMan.registerDefault("music_volume", 127);
ConfMan.registerDefault("sfx_volume", 127);
ConfMan.registerDefault("voice_volume", 127);
ConfMan.registerDefault("speech_mode", "3");
ConfMan.registerDefault("boot_param", "");
ConfMan.registerDefault("text_speed", "70");
ConfMan.registerDefault("path", ".");
ConfMan.registerDefault("soft_renderer", "TRUE");
ConfMan.registerDefault("fullscreen", "FALSE");
ConfMan.registerDefault("gamma", "1.0");
ConfMan.registerDefault("show_fps", "FALSE");
ConfMan.registerDefault("engine_speed", "30");
ConfMan.registerDefault("game_devel_mode", "");
ConfMan.registerDefault("joystick", "1");
ConfMan.registerDefault("disable_sdl_parachute", false);
ConfMan.registerDefault("record_mode", "none");
ConfMan.registerDefault("record_file_name", "record.bin");
ConfMan.registerDefault("record_temp_file_name", "record.tmp");
ConfMan.registerDefault("record_time_file_name", "record.time");
}
//
// Various macros used by the command line parser.
//
#ifndef DISABLE_COMMAND_LINE
// Use this for options which have an *optional* value
#define DO_OPTION_OPT(shortCmd, longCmd, defaultVal) \
if (isLongCmd ? (!strcmp(s+2, longCmd) || !memcmp(s+2, longCmd"=", sizeof(longCmd"=") - 1)) : (tolower(s[1]) == shortCmd)) { \
s += 2; \
if (isLongCmd) { \
s += sizeof(longCmd) - 1; \
if (*s == '=') \
s++; \
} \
const char *option = s; \
if (*s == '\0' && !isLongCmd) { option = s2; i++; } \
if (!option || *option == '\0') option = defaultVal; \
if (option) settings[longCmd] = option;
// Use this for options which have a required (string) value
#define DO_OPTION(shortCmd, longCmd) \
DO_OPTION_OPT(shortCmd, longCmd, 0) \
if (!option) usage("Option '%s' requires an argument", argv[isLongCmd ? i : i-1]);
// Use this for options which have a required integer value
#define DO_OPTION_INT(shortCmd, longCmd) \
DO_OPTION(shortCmd, longCmd) \
char *endptr = 0; \
int intValue; intValue = (int)strtol(option, &endptr, 0); \
if (endptr == NULL || *endptr != 0) usage("--%s: Invalid number '%s'", longCmd, option);
// Use this for boolean options; this distinguishes between "-x" and "-X",
// resp. between "--some-option" and "--no-some-option".
#define DO_OPTION_BOOL(shortCmd, longCmd) \
if (isLongCmd ? (!strcmp(s+2, longCmd) || !strcmp(s+2, "no-"longCmd)) : (tolower(s[1]) == shortCmd)) { \
bool boolValue = (islower(s[1]) != 0); \
s += 2; \
if (isLongCmd) { \
boolValue = !strcmp(s, longCmd); \
s += boolValue ? (sizeof(longCmd) - 1) : (sizeof("no-"longCmd) - 1); \
} \
if (*s != '\0') goto unknownOption; \
const char *option = boolValue ? "true" : "false"; \
settings[longCmd] = option;
// Use this for options which never have a value, i.e. for 'commands', like "--help".
#define DO_COMMAND(shortCmd, longCmd) \
if (isLongCmd ? (!strcmp(s+2, longCmd)) : (tolower(s[1]) == shortCmd)) { \
s += 2; \
if (isLongCmd) \
s += sizeof(longCmd) - 1; \
if (*s != '\0') goto unknownOption; \
return longCmd;
#define DO_LONG_OPTION_OPT(longCmd, d) DO_OPTION_OPT(0, longCmd, d)
#define DO_LONG_OPTION(longCmd) DO_OPTION(0, longCmd)
#define DO_LONG_OPTION_INT(longCmd) DO_OPTION_INT(0, longCmd)
#define DO_LONG_OPTION_BOOL(longCmd) DO_OPTION_BOOL(0, longCmd)
#define DO_LONG_COMMAND(longCmd) DO_COMMAND(0, longCmd)
// End an option handler
#define END_OPTION \
continue; \
}
Common::String parseCommandLine(Common::StringMap &settings, int argc, const char * const *argv) {
const char *s, *s2;
// argv[0] contains the name of the executable.
if (argv && argv[0]) {
s = strrchr(argv[0], '/');
s_appName = s ? (s+1) : argv[0];
}
// We store all command line settings into a string map.
// Iterate over all command line arguments and parse them into our string map.
for (int i = 1; i < argc; ++i) {
s = argv[i];
s2 = (i < argc-1) ? argv[i+1] : 0;
if (s[0] != '-') {
// The argument doesn't start with a dash, so it's not an option.
// Hence it must be the target name. We currently enforce that
// this always comes last.
if (i != argc - 1)
usage("Stray argument '%s'", s);
// We defer checking whether this is a valid target to a later point.
return s;
} else {
bool isLongCmd = (s[0] == '-' && s[1] == '-');
DO_COMMAND('h', "help")
END_OPTION
DO_COMMAND('v', "version")
END_OPTION
DO_COMMAND('t', "list-targets")
END_OPTION
DO_COMMAND('z', "list-games")
END_OPTION
DO_OPTION('c', "config")
END_OPTION
DO_OPTION_INT('b', "boot-param")
END_OPTION
DO_OPTION_OPT('d', "debuglevel", "0")
END_OPTION
DO_LONG_OPTION("debugflags")
END_OPTION
DO_LONG_OPTION_INT("output-rate")
END_OPTION
DO_OPTION_BOOL('f', "fullscreen")
END_OPTION
DO_OPTION_INT('m', "music-volume")
END_OPTION
DO_OPTION('s', "sfx-volume")
END_OPTION
DO_OPTION('r', "voice-volume")
END_OPTION
DO_OPTION('q', "language")
if (Common::parseLanguage(option) == Common::UNK_LANG)
usage("Unrecognized language '%s'", option);
END_OPTION
DO_LONG_OPTION_OPT("joystick", "0")
settings["joystick_num"] = option;
settings.erase("joystick");
END_OPTION
DO_LONG_OPTION("show-fps")
END_OPTION
DO_LONG_OPTION("soft-renderer")
END_OPTION
DO_LONG_OPTION("engine-speed")
END_OPTION
DO_LONG_OPTION("manny-state")
END_OPTION
DO_LONG_OPTION("movement")
END_OPTION
DO_LONG_OPTION("transcript")
END_OPTION
DO_LONG_OPTION("game-devel-mode")
END_OPTION
DO_LONG_OPTION("gamma")
END_OPTION
DO_OPTION('p', "path")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent game path '%s'", option);
} else if (!path.isReadable()) {
usage("Non-readable game path '%s'", option);
}
END_OPTION
DO_LONG_OPTION_BOOL("disable-sdl-parachute")
END_OPTION
DO_LONG_OPTION("savepath")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent savegames path '%s'", option);
} else if (!path.isWritable()) {
usage("Non-writable savegames path '%s'", option);
}
END_OPTION
DO_LONG_OPTION("extrapath")
Common::FSNode path(option);
if (!path.exists()) {
usage("Non-existent extra path '%s'", option);
} else if (!path.isReadable()) {
usage("Non-readable extra path '%s'", option);
}
END_OPTION
DO_LONG_OPTION("text-speed")
END_OPTION
DO_LONG_OPTION("speech-mode")
END_OPTION
DO_LONG_OPTION("record-mode")
END_OPTION
DO_LONG_OPTION("record-file-name")
END_OPTION
DO_LONG_OPTION("record-temp-file-name")
END_OPTION
DO_LONG_OPTION("record-time-file-name")
END_OPTION
#ifdef IPHONE
// This is automatically set when launched from the Springboard.
DO_LONG_OPTION_OPT("launchedFromSB", 0)
END_OPTION
#endif
unknownOption:
// If we get till here, the option is unhandled and hence unknown.
usage("Unrecognized option '%s'", argv[i]);
}
}
return Common::String();
}
/** List all supported game IDs, i.e. all games which any loaded plugin supports. */
static void listGames() {
printf("Game ID Full Title \n"
"-------------------- ------------------------------------------------------\n");
const EnginePlugin::List &plugins = EngineMan.getPlugins();
EnginePlugin::List::const_iterator iter = plugins.begin();
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
GameList list = (**iter)->getSupportedGames();
for (GameList::iterator v = list.begin(); v != list.end(); ++v) {
printf("%-20s %s\n", v->gameid().c_str(), v->description().c_str());
}
}
}
/** List all targets which are configured in the config file. */
static void listTargets() {
printf("Target Description \n"
"-------------------- ------------------------------------------------------\n");
using namespace Common;
const ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
ConfigManager::DomainMap::const_iterator iter;
for (iter = domains.begin(); iter != domains.end(); ++iter) {
Common::String name(iter->_key);
Common::String description(iter->_value.get("description"));
if (description.empty()) {
// FIXME: At this point, we should check for a "gameid" override
// to find the proper desc. In fact, the platform probably should
// be taken into account, too.
Common::String gameid(name);
GameDescriptor g = EngineMan.findGame(gameid);
if (g.description().size() > 0)
description = g.description();
}
printf("%-20s %s\n", name.c_str(), description.c_str());
}
}
#else // DISABLE_COMMAND_LINE
Common::String parseCommandLine(Common::StringMap &settings, int argc, const char * const *argv) {
return Common::String();
}
#endif // DISABLE_COMMAND_LINE
bool processSettings(Common::String &command, Common::StringMap &settings) {
#ifndef DISABLE_COMMAND_LINE
// Handle commands passed via the command line (like --list-targets and
// --list-games). This must be done after the config file and the plugins
// have been loaded.
if (command == "list-targets") {
listTargets();
return false;
} else if (command == "list-games") {
listGames();
return false;
} else if (command == "version") {
printf("%s\n", gResidualFullVersion);
printf("Features compiled in: %s\n", gResidualFeatures);
return false;
} else if (command == "help") {
printf(HELP_STRING, s_appName);
return false;
}
#endif // DISABLE_COMMAND_LINE
// If a target was specified, check whether there is either a game
// domain (i.e. a target) matching this argument, or alternatively
// whether there is a gameid matching that name.
if (!command.empty()) {
GameDescriptor gd = EngineMan.findGame(command);
if (ConfMan.hasGameDomain(command) || !gd.gameid().empty()) {
bool idCameFromCommandLine = false;
// WORKAROUND: Fix for bug #1719463: "DETECTOR: Launching
// undefined target adds launcher entry"
//
// We designate gameids which come strictly from command line
// so AdvancedDetector will not save config file with invalid
// gameid in case target autoupgrade was performed
if (!ConfMan.hasGameDomain(command)) {
idCameFromCommandLine = true;
}
ConfMan.setActiveDomain(command);
if (idCameFromCommandLine)
ConfMan.set("id_came_from_command_line", "1");
} else {
#ifndef DISABLE_COMMAND_LINE
usage("Unrecognized game target '%s'", command.c_str());
#endif // DISABLE_COMMAND_LINE
}
}
// The user can override the savepath with the SCUMMVM_SAVEPATH
// environment variable. This is weaker than a --savepath on the
// command line, but overrides the default savepath, hence it is
// handled here, just before the command line gets parsed.
#if !defined(MACOS_CARBON) && !defined(_WIN32_WCE) && !defined(PALMOS_MODE) && !defined(__GP32__)
if (!settings.contains("savepath")) {
const char *dir = getenv("RESIDUAL_SAVEPATH");
if (dir && *dir && strlen(dir) < MAXPATHLEN) {
Common::FSNode saveDir(dir);
if (!saveDir.exists()) {
warning("Non-existent RESIDUAL_SAVEPATH save path. It will be ignored.");
} else if (!saveDir.isWritable()) {
warning("Non-writable RESIDUAL_SAVEPATH save path. It will be ignored.");
} else {
settings["savepath"] = dir;
}
}
}
#endif
// Finally, store the command line settings into the config manager.
for (Common::StringMap::const_iterator x = settings.begin(); x != settings.end(); ++x) {
Common::String key(x->_key);
Common::String value(x->_value);
// Replace any "-" in the key by "_" (e.g. change "save-slot" to "save_slot").
for (Common::String::iterator c = key.begin(); c != key.end(); ++c)
if (*c == '-')
*c = '_';
// Store it into ConfMan.
ConfMan.set(key, value, Common::ConfigManager::kTransientDomain);
}
return true;
}
} // End of namespace Base

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef BASE_OPTIONS_H
#define BASE_OPTIONS_H
#include "common/str.h"
#include "common/config-manager.h"
namespace Base {
void registerDefaults();
Common::String parseCommandLine(Common::StringMap &settings, int argc, const char * const *argv);
bool processSettings(Common::String &command, Common::StringMap &settings);
} // End of namespace Base
#endif

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#define RESIDUAL_VERSION "0.0.6svn"

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#define RESIDUAL_VERSION "@VERSION@"

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base/main.cpp Normal file
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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
/*! \mainpage %Residual Source Reference
*
* These pages contains a cross referenced documentation for the %Residual source code,
* generated with Doxygen (http://www.doxygen.org) directly from the source.
* Currently not much is actually properly documented, but at least you can get an overview
* of almost all the classes, methods and variables, and how they interact.
*/
#include "engines/engine.h"
#include "engines/metaengine.h"
#include "base/commandLine.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/archive.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/events.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
static const EnginePlugin *detectPlugin() {
const EnginePlugin *plugin = 0;
// Make sure the gameid is set in the config manager, and that it is lowercase.
Common::String gameid(ConfMan.getActiveDomainName());
assert(!gameid.empty());
if (ConfMan.hasKey("gameid"))
gameid = ConfMan.get("gameid");
gameid.toLowercase();
ConfMan.set("gameid", gameid);
// Query the plugins and find one that will handle the specified gameid
printf("User picked target '%s' (gameid '%s')...\n", ConfMan.getActiveDomainName().c_str(), gameid.c_str());
printf(" Looking for a plugin supporting this gameid... ");
GameDescriptor game = EngineMan.findGame(gameid, &plugin);
if (plugin == 0) {
printf("failed\n");
warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str());
return 0;
} else {
printf("%s\n", plugin->getName());
}
// FIXME: Do we really need this one?
printf(" Starting '%s'\n", game.description().c_str());
return plugin;
}
// TODO: specify the possible return values here
static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
// Determine the game data path, for validation and error messages
Common::FSNode dir(ConfMan.get("path"));
Common::Error err = Common::kNoError;
Engine *engine = 0;
// Verify that the game path refers to an actual directory
if (!(dir.exists() && dir.isDirectory()))
err = Common::kInvalidPathError;
// Create the game engine
if (err == Common::kNoError)
err = (*plugin)->createInstance(&system, &engine);
// Check for errors
if (!engine || err != Common::kNoError) {
const char *errMsg = 0;
switch (err) {
case Common::kInvalidPathError:
errMsg = "Invalid game path";
break;
case Common::kNoGameDataFoundError:
errMsg = "Unable to locate game data";
break;
default:
errMsg = "Unknown error";
}
warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
plugin->getName(),
errMsg,
ConfMan.getActiveDomainName().c_str(),
dir.getPath().c_str()
);
return err;
}
// Set the window caption to the game name
Common::String caption(ConfMan.get("description"));
Common::String desc = EngineMan.findGame(ConfMan.get("gameid")).description();
if (caption.empty() && !desc.empty())
caption = desc;
if (caption.empty())
caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
if (!caption.empty()) {
system.setWindowCaption(caption.c_str());
}
//
// Setup various paths in the SearchManager
//
// Add the game path to the directory search list
SearchMan.addDirectory(dir.getPath(), dir, 0, 4);
// Add extrapath (if any) to the directory search list
if (ConfMan.hasKey("extrapath")) {
dir = Common::FSNode(ConfMan.get("extrapath"));
SearchMan.addDirectory(dir.getPath(), dir);
}
// If a second extrapath is specified on the app domain level, add that as well.
if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
dir = Common::FSNode(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
SearchMan.addDirectory(dir.getPath(), dir);
}
// On creation the engine should have set up all debug levels so we can use
// the command line arugments here
Common::StringTokenizer tokenizer(edebuglevels, " ,");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
// if (!enableDebugChannel(token))
// warning("Engine does not support debug level '%s'", token.c_str());
}
// Inform backend that the engine is about to be run
system.engineInit();
// Run the engine
Common::Error result = engine->run();
// Inform backend that the engine finished
system.engineDone();
// Free up memory
delete engine;
// Reset the file/directory mappings
SearchMan.clear();
// Return result (== 0 means no error)
return result;
}
extern "C" int residual_main(int argc, const char * const argv[]) {
Common::String specialDebug;
Common::String command;
// Verify that the backend has been initialized (i.e. g_system has been set).
assert(g_system);
OSystem &system = *g_system;
// Register config manager defaults
Base::registerDefaults();
// Parse the command line
Common::StringMap settings;
command = Base::parseCommandLine(settings, argc, argv);
// Load the config file (possibly overriden via command line):
if (settings.contains("config")) {
ConfMan.loadConfigFile(settings["config"]);
settings.erase("config");
} else {
ConfMan.loadDefaultConfigFile();
}
// Update the config file
ConfMan.set("versioninfo", gResidualVersion, Common::ConfigManager::kApplicationDomain);
// Load and setup the debuglevel and the debug flags. We do this at the
// soonest possible moment to ensure debug output starts early on, if
// requested.
if (settings.contains("debuglevel")) {
gDebugLevel = (enDebugLevels)strtol(settings["debuglevel"].c_str(), 0, 10);
printf("Debuglevel (from command line): %d\n", gDebugLevel);
settings.erase("debuglevel"); // This option should not be passed to ConfMan.
} else if (ConfMan.hasKey("debuglevel"))
gDebugLevel = (enDebugLevels)ConfMan.getInt("debuglevel");
if (settings.contains("debugflags")) {
specialDebug = settings["debugflags"];
settings.erase("debugflags");
}
// Load the plugins.
PluginManager::instance().loadPlugins();
// Process the remaining command line settings. Must be done after the
// config file and the plugins have been loaded.
if (!Base::processSettings(command, settings))
return 0;
// Init the backend. Must take place after all config data (including
// the command line params) was read.
system.initBackend();
// Init the event manager. As the virtual keyboard is loaded here, it must
// take place after the backend is initiated and the screen has been setup
system.getEventManager()->init();
// Try to find a plugin which feels responsible for the specified game.
const EnginePlugin *plugin = detectPlugin();
if (plugin) {
// Unload all plugins not needed for this game,
// to save memory
PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, plugin);
// Try to run the game
Common::Error result = runGame(plugin, system, specialDebug);
// Did an error occur ?
if (result != Common::kNoError) {
// TODO: Show an informative error dialog if starting the selected game failed.
}
// Quit unless an error occurred
if (result == 0)
goto exit;
// Discard any command line options. It's unlikely that the user
// wanted to apply them to *all* games ever launched.
ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
// Clear the active config domain
ConfMan.setActiveDomain("");
// PluginManager::instance().unloadPlugins();
PluginManager::instance().loadPlugins();
} else {
// A dialog would be nicer, but we don't have any
// screen to draw on yet.
warning("Could not find any engine capable of running the selected game");
}
exit:
PluginManager::instance().unloadPlugins();
PluginManager::destroy();
Common::ConfigManager::destroy();
Common::SearchManager::destroy();
return 0;
}

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef BASE_MAIN_H
#define BASE_MAIN_H
#include "common/sys.h"
extern "C" int residual_main(int argc, const char *const argv[]);
#endif

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MODULE := base
MODULE_OBJS := \
main.o \
commandLine.o \
plugins.o \
version.o
# Include common rules
include $(srcdir)/rules.mk

299
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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "base/plugins.h"
#include "common/func.h"
#include "common/debug.h"
#ifdef DYNAMIC_MODULES
#include "common/config-manager.h"
#include "common/fs.h"
#endif
// Plugin versioning
int pluginTypeVersions[PLUGIN_TYPE_MAX] = {
PLUGIN_TYPE_ENGINE_VERSION,
};
// Abstract plugins
PluginType Plugin::getType() const {
return _type;
}
const char *Plugin::getName() const {
return _pluginObject->getName();
}
class StaticPlugin : public Plugin {
public:
StaticPlugin(PluginObject *pluginobject, PluginType type) {
assert(pluginobject);
assert(type < PLUGIN_TYPE_MAX);
_pluginObject = pluginobject;
_type = type;
}
~StaticPlugin() {
delete _pluginObject;
}
virtual bool loadPlugin() { return true; }
virtual void unloadPlugin() {}
};
class StaticPluginProvider : public PluginProvider {
public:
StaticPluginProvider() {
}
~StaticPluginProvider() {
}
virtual PluginList getPlugins() {
PluginList pl;
#define LINK_PLUGIN(ID) \
extern PluginType g_##ID##_type; \
extern PluginObject *g_##ID##_getObject(); \
pl.push_back(new StaticPlugin(g_##ID##_getObject(), g_##ID##_type));
// "Loader" for the static plugins.
// Iterate over all registered (static) plugins and load them.
// Engine plugins
#if PLUGIN_ENABLED_STATIC(GRIM)
LINK_PLUGIN(GRIM)
#endif
return pl;
}
};
#ifdef DYNAMIC_MODULES
PluginList FilePluginProvider::getPlugins() {
PluginList pl;
// Prepare the list of directories to search
Common::FSList pluginDirs;
// Add the default directories
pluginDirs.push_back(Common::FSNode("."));
pluginDirs.push_back(Common::FSNode("plugins"));
// Add the provider's custom directories
addCustomDirectories(pluginDirs);
// Add the user specified directory
Common::String pluginsPath(ConfMan.get("pluginspath"));
if (!pluginsPath.empty())
pluginDirs.push_back(Common::FSNode(pluginsPath));
Common::FSList::const_iterator dir;
for (dir = pluginDirs.begin(); dir != pluginDirs.end(); dir++) {
// Load all plugins.
// Scan for all plugins in this directory
Common::FSList files;
if (!dir->getChildren(files, Common::FSNode::kListFilesOnly)) {
debug(1, "Couldn't open plugin directory '%s'", dir->getPath().c_str());
continue;
} else {
debug(1, "Reading plugins from plugin directory '%s'", dir->getPath().c_str());
}
for (Common::FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
if (isPluginFilename(*i)) {
pl.push_back(createPlugin(*i));
}
}
}
return pl;
}
bool FilePluginProvider::isPluginFilename(const Common::FSNode &node) const {
Common::String filename = node.getName();
#ifdef PLUGIN_PREFIX
// Check the plugin prefix
if (!filename.hasPrefix(PLUGIN_PREFIX))
return false;
#endif
#ifdef PLUGIN_SUFFIX
// Check the plugin suffix
if (!filename.hasSuffix(PLUGIN_SUFFIX))
return false;
#endif
return true;
}
void FilePluginProvider::addCustomDirectories(Common::FSList &dirs) const {
#ifdef PLUGIN_DIRECTORY
dirs.push_back(Common::FSNode(PLUGIN_DIRECTORY));
#endif
}
#endif // DYNAMIC_MODULES
#pragma mark -
DECLARE_SINGLETON(PluginManager);
PluginManager::PluginManager() {
// Always add the static plugin provider.
addPluginProvider(new StaticPluginProvider());
}
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadPlugins();
// Delete the plugin providers
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
delete *pp;
}
}
void PluginManager::addPluginProvider(PluginProvider *pp) {
_providers.push_back(pp);
}
void PluginManager::loadPlugins() {
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
Common::for_each(pl.begin(), pl.end(), Common::bind1st(Common::mem_fun(&PluginManager::tryLoadPlugin), this));
}
}
void PluginManager::unloadPlugins() {
for (int i = 0; i < PLUGIN_TYPE_MAX; i++)
unloadPluginsExcept((PluginType)i, NULL);
}
void PluginManager::unloadPluginsExcept(PluginType type, const Plugin *plugin) {
Plugin *found = NULL;
for (PluginList::iterator p = _plugins[type].begin(); p != _plugins[type].end(); ++p) {
if (*p == plugin) {
found = *p;
} else {
(*p)->unloadPlugin();
delete *p;
}
}
_plugins[type].clear();
if (found != NULL) {
_plugins[type].push_back(found);
}
}
bool PluginManager::tryLoadPlugin(Plugin *plugin) {
assert(plugin);
// Try to load the plugin
if (plugin->loadPlugin()) {
// The plugin is valid, see if it provides the same module as an
// already loaded one and should replace it.
bool found = false;
PluginList::iterator pl = _plugins[plugin->getType()].begin();
while (!found && pl != _plugins[plugin->getType()].end()) {
if (!strcmp(plugin->getName(), (*pl)->getName())) {
// Found a duplicated module. Replace the old one.
found = true;
delete *pl;
*pl = plugin;
debug(1, "Replaced the duplicated plugin: '%s'", plugin->getName());
}
pl++;
}
if (!found) {
// If it provides a new module, just add it to the list of known plugins.
_plugins[plugin->getType()].push_back(plugin);
}
return true;
} else {
// Failed to load the plugin
delete plugin;
return false;
}
}
// Engine plugins
#include "engines/metaengine.h"
DECLARE_SINGLETON(EngineManager);
GameDescriptor EngineManager::findGame(const Common::String &gameName, const EnginePlugin **plugin) const {
// Find the GameDescriptor for this target
const EnginePlugin::List &plugins = getPlugins();
GameDescriptor result;
if (plugin)
*plugin = 0;
EnginePlugin::List::const_iterator iter = plugins.begin();
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
result = (**iter)->findGame(gameName.c_str());
if (!result.gameid().empty()) {
if (plugin)
*plugin = *iter;
break;
}
}
return result;
}
GameList EngineManager::detectGames(const Common::FSList &fslist) const {
GameList candidates;
const EnginePlugin::List &plugins = getPlugins();
// Iterate over all known games and for each check if it might be
// the game in the presented directory.
EnginePlugin::List::const_iterator iter;
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
candidates.push_back((**iter)->detectGames(fslist));
}
return candidates;
}
const EnginePlugin::List &EngineManager::getPlugins() const {
return (const EnginePlugin::List &)PluginManager::instance().getPlugins(PLUGIN_TYPE_ENGINE);
}

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef BASE_PLUGINS_H
#define BASE_PLUGINS_H
#include "common/error.h"
#include "common/singleton.h"
#include "common/util.h"
namespace Common {
class FSList;
class FSNode;
}
/**
* @page pagePlugins An overview of the ScummVM plugin system
* This is a brief overview of how plugins (dynamically loadable code modules)
* work in ScummVM. We will explain how to write plugins, how they work internally,
* and sketch how porters can add support for them in their ports.
*
* \section secPluginImpl Implementing a plugin
* TODO
*
* \section secPluginUse Using plugins
* TODO
*
* \section secPluginInternals How plugins work internally
* TODO
*
* \section secPluginBackend How to add support for dynamic plugins to a port
* TODO
*/
// Plugin versioning
/** Global Plugin API version */
#define PLUGIN_VERSION 1
enum PluginType {
PLUGIN_TYPE_ENGINE = 0,
PLUGIN_TYPE_MAX
};
// TODO: Make the engine API version depend on ScummVM's version
// because of the backlinking (posibly from the SVN revision)
#define PLUGIN_TYPE_ENGINE_VERSION 1
extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
// Plugin linking
#define STATIC_PLUGIN 1
#define DYNAMIC_PLUGIN 2
#define PLUGIN_ENABLED_STATIC(ID) \
(ENABLE_##ID && !PLUGIN_ENABLED_DYNAMIC(ID))
#define PLUGIN_ENABLED_DYNAMIC(ID) \
(ENABLE_##ID && (ENABLE_##ID == DYNAMIC_PLUGIN) && DYNAMIC_MODULES)
/**
* REGISTER_PLUGIN_STATIC is a convenience macro which is used to declare
* the plugin interface for static plugins. Code (such as game engines)
* which needs to implement a static plugin can simply invoke this macro
* with a plugin ID, plugin type and PluginObject subclass, and the correct
* wrapper code will be inserted.
*
* @see REGISTER_PLUGIN_DYNAMIC
*/
#define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \
PluginType g_##ID##_type = TYPE; \
PluginObject *g_##ID##_getObject() { \
return new PLUGINCLASS(); \
} \
void dummyFuncToAllowTrailingSemicolon()
#ifdef DYNAMIC_MODULES
/**
* REGISTER_PLUGIN_DYNAMIC is a convenience macro which is used to declare
* the plugin interface for dynamically loadable plugins. Code (such as game engines)
* which needs to implement a dynamic plugin can simply invoke this macro
* with a plugin ID, plugin type and PluginObject subclass, and the correct
* wrapper code will be inserted.
*
* @see REGISTER_PLUGIN_STATIC
*/
#define REGISTER_PLUGIN_DYNAMIC(ID,TYPE,PLUGINCLASS) \
extern "C" { \
PLUGIN_EXPORT int32 PLUGIN_getVersion() { return PLUGIN_VERSION; } \
PLUGIN_EXPORT int32 PLUGIN_getType() { return TYPE; } \
PLUGIN_EXPORT int32 PLUGIN_getTypeVersion() { return TYPE##_VERSION; } \
PLUGIN_EXPORT PluginObject *PLUGIN_getObject() { \
return new PLUGINCLASS(); \
} \
} \
void dummyFuncToAllowTrailingSemicolon()
#endif // DYNAMIC_MODULES
// Abstract plugins
/**
* Abstract base class for the plugin objects which handle plugins
* instantiation. Subclasses for this may be used for engine plugins
* and other types of plugins.
*
* FIXME: This class needs better documentation, esp. how it differs from class Plugin
*/
class PluginObject {
public:
virtual ~PluginObject() {}
/** Returns the name of the plugin. */
virtual const char *getName() const = 0;
};
/**
* Abstract base class for the plugin system.
* Subclasses for this can be used to wrap both static and dynamic
* plugins.
*
* FIXME: This class needs better documentation, esp. how it differs from class PluginObject
*/
class Plugin {
protected:
PluginObject *_pluginObject;
PluginType _type;
public:
Plugin() : _pluginObject(0) {}
virtual ~Plugin() {
//if (isLoaded())
//unloadPlugin();
}
// virtual bool isLoaded() const = 0; // TODO
virtual bool loadPlugin() = 0; // TODO: Rename to load() ?
virtual void unloadPlugin() = 0; // TODO: Rename to unload() ?
PluginType getType() const;
const char *getName() const;
};
/** List of Plugin instances. */
typedef Common::Array<Plugin *> PluginList;
/**
* Convenience template to make it easier defining normal Plugin
* subclasses. Namely, the PluginSubclass will manage PluginObjects
* of a type specified via the PO_t template parameter.
*/
template<class PO_t>
class PluginSubclass : public Plugin {
public:
PO_t *operator->() const {
return (PO_t *)_pluginObject;
}
typedef Common::Array<PluginSubclass *> List;
};
/**
* Abstract base class for Plugin factories. Subclasses of this
* are responsible for creating plugin objects, e.g. by loading
* loadable modules from storage media; by creating "fake" plugins
* from static code; or whatever other means.
*/
class PluginProvider {
public:
virtual ~PluginProvider() {}
/**
* Return a list of Plugin objects. The caller is responsible for actually
* loading/unloading them (by invoking the appropriate Plugin methods).
* Furthermore, the caller is responsible for deleting these objects
* eventually.
*
* @return a list of Plugin instances
*/
virtual PluginList getPlugins() = 0;
};
#ifdef DYNAMIC_MODULES
/**
* Abstract base class for Plugin factories which load binary code from files.
* Subclasses only have to implement the createPlugin() method, and optionally
* can overload the other protected methods to achieve custom behavior.
*/
class FilePluginProvider : public PluginProvider {
public:
/**
* Return a list of Plugin objects loaded via createPlugin from disk.
* For this, a list of directories is searched for plugin objects:
* The current dir and its "plugins" subdirectory (if present), a list
* of custom search dirs (see addCustomDirectories) and finally the
* directory specified via the "pluginspath" config variable (if any).
*
* @return a list of Plugin instances
*/
virtual PluginList getPlugins();
protected:
/**
* Create a Plugin instance from a loadable code module with the specified name.
* Subclasses of FilePluginProvider have to at least overload this method.
* If the file is not found, or does not contain loadable code, 0 is returned instead.
*
* @param node the FSNode of the loadable code module
* @return a pointer to a Plugin instance, or 0 if an error occurred.
*/
virtual Plugin *createPlugin(const Common::FSNode &node) const = 0;
/**
* Check if the supplied file corresponds to a loadable plugin file in
* the current platform. Usually, this will just check the file name.
*
* @param node the FSNode of the file to check
* @return true if the filename corresponds to a plugin, false otherwise
*/
virtual bool isPluginFilename(const Common::FSNode &node) const;
/**
* Optionally add to the list of directories to be searched for
* plugins by getPlugins().
*
* @param dirs the reference to the list of directories to be used when
* searching for plugins.
*/
virtual void addCustomDirectories(Common::FSList &dirs) const;
};
#endif // DYNAMIC_MODULES
/**
* Singleton class which manages all plugins, including loading them,
* managing all Plugin class instances, and unloading them.
*/
class PluginManager : public Common::Singleton<PluginManager> {
typedef Common::Array<PluginProvider *> ProviderList;
private:
PluginList _plugins[PLUGIN_TYPE_MAX];
ProviderList _providers;
bool tryLoadPlugin(Plugin *plugin);
friend class Common::Singleton<SingletonBaseType>;
PluginManager();
public:
~PluginManager();
void addPluginProvider(PluginProvider *pp);
void loadPlugins();
void unloadPlugins();
void unloadPluginsExcept(PluginType type, const Plugin *plugin);
const PluginList &getPlugins(PluginType t) { return _plugins[t]; }
};
#endif

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#include "base/internal_version.h"
#include "base/version.h"
const char *gResidualVersion = RESIDUAL_VERSION;
const char *gResidualBuildDate = __DATE__ " " __TIME__;
const char *gResidualVersionDate = RESIDUAL_VERSION " (" __DATE__ " " __TIME__ ")";
const char *gResidualFullVersion = "Residual " RESIDUAL_VERSION " (" __DATE__ " " __TIME__ ")";
const char *gResidualFeatures = ""
#ifdef USE_TREMOR
"Tremor "
#else
#ifdef USE_VORBIS
"Vorbis "
#endif
#endif
#ifdef USE_FLAC
"FLAC "
#endif
#ifdef USE_MAD
"MP3 "
#endif
#ifdef USE_ZLIB
"zLib "
#endif
;

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*/
#ifndef BASE_VERSION_H
#define BASE_VERSION_H
extern const char *gResidualVersion; // e.g. "0.0.6"
extern const char *gResidualBuildDate; // e.g. "2008-06-15"
extern const char *gResidualVersionDate; // e.g. "0.0.6 (2008-06-15)"
extern const char *gResidualFullVersion; // e.g. "Residual 0.0.6 (2008-06-15)"
extern const char *gResidualFeatures; // e.g. "ALSA MPEG2 zLib"
#endif

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
/*
* RFC 1321 compliant MD5 implementation,
* by Christophe Devine <devine(at)cr0.net>
* this program is licensed under the GPL.
*/
#include "common/file.h"
#include "common/fs.h"
#include "common/md5.h"
#include "common/util.h"
#include "common/endian.h"
namespace Common {
typedef struct {
uint32 total[2];
uint32 state[4];
uint8 buffer[64];
} md5_context;
void md5_starts(md5_context *ctx);
void md5_update(md5_context *ctx, const uint8 *input, uint32 length);
void md5_finish(md5_context *ctx, uint8 digest[16]);
#define GET_UINT32(n, b, i) (n) = READ_LE_UINT32(b + i)
#define PUT_UINT32(n, b, i) WRITE_LE_UINT32(b + i, n)
void md5_starts(md5_context *ctx) {
ctx->total[0] = 0;
ctx->total[1] = 0;
ctx->state[0] = 0x67452301;
ctx->state[1] = 0xEFCDAB89;
ctx->state[2] = 0x98BADCFE;
ctx->state[3] = 0x10325476;
}
static void md5_process(md5_context *ctx, const uint8 data[64]) {
uint32 X[16], A, B, C, D;
GET_UINT32(X[0], data, 0);
GET_UINT32(X[1], data, 4);
GET_UINT32(X[2], data, 8);
GET_UINT32(X[3], data, 12);
GET_UINT32(X[4], data, 16);
GET_UINT32(X[5], data, 20);
GET_UINT32(X[6], data, 24);
GET_UINT32(X[7], data, 28);
GET_UINT32(X[8], data, 32);
GET_UINT32(X[9], data, 36);
GET_UINT32(X[10], data, 40);
GET_UINT32(X[11], data, 44);
GET_UINT32(X[12], data, 48);
GET_UINT32(X[13], data, 52);
GET_UINT32(X[14], data, 56);
GET_UINT32(X[15], data, 60);
#define S(x, n) ((x << n) | ((x & 0xFFFFFFFF) >> (32 - n)))
#define P(a, b, c, d, k, s, t) \
{ \
a += F(b,c,d) + X[k] + t; a = S(a,s) + b; \
}
A = ctx->state[0];
B = ctx->state[1];
C = ctx->state[2];
D = ctx->state[3];
#define F(x, y, z) (z ^ (x & (y ^ z)))
P(A, B, C, D, 0, 7, 0xD76AA478);
P(D, A, B, C, 1, 12, 0xE8C7B756);
P(C, D, A, B, 2, 17, 0x242070DB);
P(B, C, D, A, 3, 22, 0xC1BDCEEE);
P(A, B, C, D, 4, 7, 0xF57C0FAF);
P(D, A, B, C, 5, 12, 0x4787C62A);
P(C, D, A, B, 6, 17, 0xA8304613);
P(B, C, D, A, 7, 22, 0xFD469501);
P(A, B, C, D, 8, 7, 0x698098D8);
P(D, A, B, C, 9, 12, 0x8B44F7AF);
P(C, D, A, B, 10, 17, 0xFFFF5BB1);
P(B, C, D, A, 11, 22, 0x895CD7BE);
P(A, B, C, D, 12, 7, 0x6B901122);
P(D, A, B, C, 13, 12, 0xFD987193);
P(C, D, A, B, 14, 17, 0xA679438E);
P(B, C, D, A, 15, 22, 0x49B40821);
#undef F
#define F(x, y, z) (y ^ (z & (x ^ y)))
P(A, B, C, D, 1, 5, 0xF61E2562);
P(D, A, B, C, 6, 9, 0xC040B340);
P(C, D, A, B, 11, 14, 0x265E5A51);
P(B, C, D, A, 0, 20, 0xE9B6C7AA);
P(A, B, C, D, 5, 5, 0xD62F105D);
P(D, A, B, C, 10, 9, 0x02441453);
P(C, D, A, B, 15, 14, 0xD8A1E681);
P(B, C, D, A, 4, 20, 0xE7D3FBC8);
P(A, B, C, D, 9, 5, 0x21E1CDE6);
P(D, A, B, C, 14, 9, 0xC33707D6);
P(C, D, A, B, 3, 14, 0xF4D50D87);
P(B, C, D, A, 8, 20, 0x455A14ED);
P(A, B, C, D, 13, 5, 0xA9E3E905);
P(D, A, B, C, 2, 9, 0xFCEFA3F8);
P(C, D, A, B, 7, 14, 0x676F02D9);
P(B, C, D, A, 12, 20, 0x8D2A4C8A);
#undef F
#define F(x, y, z) (x ^ y ^ z)
P(A, B, C, D, 5, 4, 0xFFFA3942);
P(D, A, B, C, 8, 11, 0x8771F681);
P(C, D, A, B, 11, 16, 0x6D9D6122);
P(B, C, D, A, 14, 23, 0xFDE5380C);
P(A, B, C, D, 1, 4, 0xA4BEEA44);
P(D, A, B, C, 4, 11, 0x4BDECFA9);
P(C, D, A, B, 7, 16, 0xF6BB4B60);
P(B, C, D, A, 10, 23, 0xBEBFBC70);
P(A, B, C, D, 13, 4, 0x289B7EC6);
P(D, A, B, C, 0, 11, 0xEAA127FA);
P(C, D, A, B, 3, 16, 0xD4EF3085);
P(B, C, D, A, 6, 23, 0x04881D05);
P(A, B, C, D, 9, 4, 0xD9D4D039);
P(D, A, B, C, 12, 11, 0xE6DB99E5);
P(C, D, A, B, 15, 16, 0x1FA27CF8);
P(B, C, D, A, 2, 23, 0xC4AC5665);
#undef F
#define F(x, y, z) (y ^ (x | ~z))
P(A, B, C, D, 0, 6, 0xF4292244);
P(D, A, B, C, 7, 10, 0x432AFF97);
P(C, D, A, B, 14, 15, 0xAB9423A7);
P(B, C, D, A, 5, 21, 0xFC93A039);
P(A, B, C, D, 12, 6, 0x655B59C3);
P(D, A, B, C, 3, 10, 0x8F0CCC92);
P(C, D, A, B, 10, 15, 0xFFEFF47D);
P(B, C, D, A, 1, 21, 0x85845DD1);
P(A, B, C, D, 8, 6, 0x6FA87E4F);
P(D, A, B, C, 15, 10, 0xFE2CE6E0);
P(C, D, A, B, 6, 15, 0xA3014314);
P(B, C, D, A, 13, 21, 0x4E0811A1);
P(A, B, C, D, 4, 6, 0xF7537E82);
P(D, A, B, C, 11, 10, 0xBD3AF235);
P(C, D, A, B, 2, 15, 0x2AD7D2BB);
P(B, C, D, A, 9, 21, 0xEB86D391);
#undef F
ctx->state[0] += A;
ctx->state[1] += B;
ctx->state[2] += C;
ctx->state[3] += D;
}
void md5_update(md5_context *ctx, const uint8 *input, uint32 length) {
uint32 left, fill;
if (!length)
return;
left = ctx->total[0] & 0x3F;
fill = 64 - left;
ctx->total[0] += length;
ctx->total[0] &= 0xFFFFFFFF;
if (ctx->total[0] < length)
ctx->total[1]++;
if (left && length >= fill) {
memcpy((void *)(ctx->buffer + left), (const void *)input, fill);
md5_process(ctx, ctx->buffer);
length -= fill;
input += fill;
left = 0;
}
while (length >= 64) {
md5_process(ctx, input);
length -= 64;
input += 64;
}
if (length) {
memcpy((void *)(ctx->buffer + left), (const void *)input, length);
}
}
static const uint8 md5_padding[64] = {
0x80, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
void md5_finish(md5_context *ctx, uint8 digest[16]) {
uint32 last, padn;
uint32 high, low;
uint8 msglen[8];
high = (ctx->total[0] >> 29) | (ctx->total[1] << 3);
low = (ctx->total[0] << 3);
PUT_UINT32(low, msglen, 0);
PUT_UINT32(high, msglen, 4);
last = ctx->total[0] & 0x3F;
padn = (last < 56) ? (56 - last) : (120 - last);
md5_update(ctx, md5_padding, padn);
md5_update(ctx, msglen, 8);
PUT_UINT32(ctx->state[0], digest, 0);
PUT_UINT32(ctx->state[1], digest, 4);
PUT_UINT32(ctx->state[2], digest, 8);
PUT_UINT32(ctx->state[3], digest, 12);
}
bool md5_file(const FSNode &file, uint8 digest[16], uint32 length) {
if (!file.exists()) {
warning("md5_file: using an inexistent FSNode");
return false;
} else if (!file.isReadable()) {
warning("md5_file: using an unreadable FSNode");
return false;
} else if (file.isDirectory()) {
warning("md5_file: using a directory FSNode");
return false;
}
ReadStream *stream = file.createReadStream();
if (!stream) {
warning("md5_file: failed to open '%s'", file.getPath().c_str());
return false;
}
bool result = md5_file(*stream, digest, length);
delete stream;
return result;
}
bool md5_file(const char *name, uint8 digest[16], uint32 length) {
File f;
f.open(name);
if (!f.isOpen()) {
warning("md5_file couldn't open '%s'", name);
return false;
}
return md5_file(f, digest, length);
}
bool md5_file(ReadStream &stream, uint8 digest[16], uint32 length) {
#ifdef DISABLE_MD5
memset(digest, 0, 16);
#else
md5_context ctx;
int i;
unsigned char buf[1000];
bool restricted = (length != 0);
uint32 readlen;
if (!restricted || sizeof(buf) <= length)
readlen = sizeof(buf);
else
readlen = length;
md5_starts(&ctx);
while ((i = stream.read(buf, readlen)) > 0) {
md5_update(&ctx, buf, i);
length -= i;
if (restricted && length == 0)
break;
if (restricted && sizeof(buf) > length)
readlen = length;
}
md5_finish(&ctx, digest);
#endif
return true;
}
bool md5_file_string(const FSNode &file, char *md5str, uint32 length) {
uint8 digest[16];
if (!md5_file(file, digest, length))
return false;
for (int i = 0; i < 16; i++) {
snprintf(md5str + i*2, 3, "%02x", (int)digest[i]);
}
return true;
}
bool md5_file_string(const char *name, char *md5str, uint32 length) {
uint8 digest[16];
if (!md5_file(name, digest, length))
return false;
for (int i = 0; i < 16; i++) {
snprintf(md5str + i*2, 3, "%02x", (int)digest[i]);
}
return true;
}
bool md5_file_string(ReadStream &stream, char *md5str, uint32 length) {
uint8 digest[16];
if (!md5_file(stream, digest, length))
return false;
for (int i = 0; i < 16; i++) {
snprintf(md5str + i*2, 3, "%02x", (int)digest[i]);
}
return true;
}
} // End of namespace Common
#ifdef TEST
#include <stdlib.h>
#include <stdio.h>
/*
* those are the standard RFC 1321 test vectors
*/
static const char *msg[] = {
"",
"a",
"abc",
"message digest",
"abcdefghijklmnopqrstuvwxyz",
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789",
"12345678901234567890123456789012345678901234567890123456789012" \
"345678901234567890"
};
static const char *val[] = {
"d41d8cd98f00b204e9800998ecf8427e",
"0cc175b9c0f1b6a831c399e269772661",
"900150983cd24fb0d6963f7d28e17f72",
"f96b697d7cb7938d525a2f31aaf161d0",
"c3fcd3d76192e4007dfb496cca67e13b",
"d174ab98d277d9f5a5611c2c9f419d9f",
"57edf4a22be3c955ac49da2e2107b67a"
};
int main(int argc, char *argv[]) {
int i, j;
char output[33];
md5_context ctx;
unsigned char md5sum[16];
if (argc < 2) {
printf("\n MD5 Validation Tests:\n\n");
for (i = 0; i < 7; i++) {
printf(" Test %d ", i + 1);
md5_starts(&ctx);
md5_update(&ctx, (const uint8 *)msg[i], strlen(msg[i]));
md5_finish(&ctx, md5sum);
for (j = 0; j < 16; j++) {
sprintf(output + j * 2, "%02x", md5sum[j]);
}
if (memcmp(output, val[i], 32)) {
printf("failed!\n");
return 1;
}
printf("passed.\n");
}
printf("\n");
} else {
for (i = 1; i < argc; i++) {
md5_file(argv[i], md5sum);
for (j = 0; j < 16; j++) {
printf("%02x", md5sum[j]);
}
printf(" %s\n", argv[i]);
}
}
return 0;
}
#endif

51
common/md5.h Normal file
View File

@ -0,0 +1,51 @@
/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_MD5_H
#define COMMON_MD5_H
#include "common/sys.h"
namespace Common {
class FSNode;
class ReadStream;
bool md5_file(const char *name, uint8 digest[16], uint32 length = 0);
bool md5_file(const FSNode &file, uint8 digest[16], uint32 length = 0);
bool md5_file(ReadStream &stream, uint8 digest[16], uint32 length = 0);
// The following two methods work similar to the above two, but
// instead of computing the binary MD5 digest, they produce
// a human readable lowercase hexstring representing the digest.
// The md5str parameter must point to a buffer of 32+1 chars.
bool md5_file_string(const char *name, char *md5str, uint32 length = 0);
bool md5_file_string(const FSNode &file, char *md5str, uint32 length = 0);
bool md5_file_string(ReadStream &stream, char *md5str, uint32 length = 0);
} // End of namespace Common
#endif

View File

@ -10,6 +10,7 @@ MODULE_OBJS := \
hashmap.o \
libz.o \
memorypool.o \
md5.o \
mutex.o \
str.o \
stream.o \

View File

@ -0,0 +1,538 @@
/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "base/plugins.h"
#include "common/debug.h"
#include "common/util.h"
#include "common/hash-str.h"
#include "common/file.h"
#include "common/md5.h"
#include "common/config-manager.h"
#include "engines/advancedDetector.h"
/**
* A list of pointers to ADGameDescription structs (or subclasses thereof).
*/
typedef Common::Array<const ADGameDescription*> ADGameDescList;
/**
* Detect games in specified directory.
* Parameters language and platform are used to pass on values
* specified by the user. I.e. this is used to restrict search scope.
*
* @param fslist FSList to scan or NULL for scanning all specified
* default directories.
* @param params a ADParams struct containing various parameters
* @param language restrict results to specified language only
* @param platform restrict results to specified platform only
* @return list of ADGameDescription (or subclass) pointers corresponding to matched games
*/
static ADGameDescList detectGame(const Common::FSList &fslist, const ADParams &params, Common::Language language, Common::Platform platform, const Common::String extra);
/**
* Returns list of targets supported by the engine.
* Distinguishes engines with single ID
*/
static GameList gameIDList(const ADParams &params) {
if (params.singleid != NULL) {
GameList gl;
const PlainGameDescriptor *g = params.list;
while (g->gameid) {
if (0 == strcasecmp(params.singleid, g->gameid)) {
gl.push_back(GameDescriptor(g->gameid, g->description));
return gl;
}
g++;
}
error("Engine %s doesn't have its singleid specified in ids list", params.singleid);
}
return GameList(params.list);
}
static void upgradeTargetIfNecessary(const ADParams &params) {
if (params.obsoleteList == 0)
return;
Common::String gameid = ConfMan.get("gameid");
for (const ADObsoleteGameID *o = params.obsoleteList; o->from; ++o) {
if (gameid.equalsIgnoreCase(o->from)) {
gameid = o->to;
ConfMan.set("gameid", gameid);
if (o->platform != Common::kPlatformUnknown)
ConfMan.set("platform", Common::getPlatformCode(o->platform));
warning("Target upgraded from %s to %s", o->from, o->to);
// WORKAROUND: Fix for bug #1719463: "DETECTOR: Launching
// undefined target adds launcher entry"
if (ConfMan.hasKey("id_came_from_command_line")) {
warning("Target came from command line. Skipping save");
} else {
ConfMan.flushToDisk();
}
break;
}
}
}
namespace AdvancedDetector {
GameDescriptor findGameID(
const char *gameid,
const PlainGameDescriptor *list,
const ADObsoleteGameID *obsoleteList
) {
// First search the list of supported game IDs for a match.
const PlainGameDescriptor *g = findPlainGameDescriptor(gameid, list);
if (g)
return GameDescriptor(*g);
// If we didn't find the gameid in the main list, check if it
// is an obsolete game id.
if (obsoleteList != 0) {
const ADObsoleteGameID *o = obsoleteList;
while (o->from) {
if (0 == strcasecmp(gameid, o->from)) {
g = findPlainGameDescriptor(o->to, list);
if (g && g->description)
return GameDescriptor(gameid, "Obsolete game ID (" + Common::String(g->description) + ")");
else
return GameDescriptor(gameid, "Obsolete game ID");
}
o++;
}
}
// No match found
return GameDescriptor();
}
} // End of namespace AdvancedDetector
static GameDescriptor toGameDescriptor(const ADGameDescription &g, const PlainGameDescriptor *sg) {
const char *title = 0;
while (sg->gameid) {
if (!strcasecmp(g.gameid, sg->gameid))
title = sg->description;
sg++;
}
GameDescriptor gd(g.gameid, title, g.language, g.platform);
gd.updateDesc(g.extra);
return gd;
}
/**
* Generate a preferred target value as
* GAMEID-PLAFORM-LANG
* or (if ADGF_DEMO has been set)
* GAMEID-demo-PLAFORM-LANG
*/
static Common::String generatePreferredTarget(const Common::String &id, const ADGameDescription *desc) {
Common::String res(id);
if (desc->flags & ADGF_DEMO) {
res = res + "-demo";
}
if (desc->flags & ADGF_CD) {
res = res + "-cd";
}
if (desc->platform != Common::kPlatformPC && desc->platform != Common::kPlatformUnknown) {
res = res + "-" + getPlatformAbbrev(desc->platform);
}
if (desc->language != Common::EN_ANY && desc->language != Common::UNK_LANG && !(desc->flags & ADGF_DROPLANGUAGE)) {
res = res + "-" + getLanguageCode(desc->language);
}
return res;
}
static void updateGameDescriptor(GameDescriptor &desc, const ADGameDescription *realDesc, const ADParams &params) {
if (params.singleid != NULL) {
desc["preferredtarget"] = desc["gameid"];
desc["gameid"] = params.singleid;
}
if (!(params.flags & kADFlagDontAugmentPreferredTarget)) {
if (!desc.contains("preferredtarget"))
desc["preferredtarget"] = desc["gameid"];
desc["preferredtarget"] = generatePreferredTarget(desc["preferredtarget"], realDesc);
}
if (params.flags & kADFlagUseExtraAsHint)
desc["extra"] = realDesc->extra;
}
GameList AdvancedMetaEngine::detectGames(const Common::FSList &fslist) const {
ADGameDescList matches = detectGame(fslist, params, Common::UNK_LANG, Common::kPlatformUnknown, "");
GameList detectedGames;
// Use fallback detector if there were no matches by other means
if (matches.empty()) {
const ADGameDescription *fallbackDesc = fallbackDetect(fslist);
if (fallbackDesc != 0) {
GameDescriptor desc(toGameDescriptor(*fallbackDesc, params.list));
updateGameDescriptor(desc, fallbackDesc, 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));
updateGameDescriptor(desc, matches[i], params);
detectedGames.push_back(desc);
}
return detectedGames;
}
Common::Error AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
assert(engine);
upgradeTargetIfNecessary(params);
const ADGameDescription *agdDesc = 0;
Common::Language language = Common::UNK_LANG;
Common::Platform platform = Common::kPlatformUnknown;
Common::String extra;
if (ConfMan.hasKey("language"))
language = Common::parseLanguage(ConfMan.get("language"));
if (ConfMan.hasKey("platform"))
platform = Common::parsePlatform(ConfMan.get("platform"));
if (params.flags & kADFlagUseExtraAsHint)
if (ConfMan.hasKey("extra"))
extra = ConfMan.get("extra");
Common::String gameid = ConfMan.get("gameid");
Common::String path;
if (ConfMan.hasKey("path")) {
path = ConfMan.get("path");
} else {
path = ".";
warning("No path was provided. Assuming the data files are in the current directory");
}
Common::FSNode dir(path);
Common::FSList files;
if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll)) {
warning("Game data path does not exist or is not a directory (%s)", path.c_str());
return Common::kNoGameDataFoundError;
}
ADGameDescList matches = detectGame(files, params, language, platform, extra);
if (params.singleid == NULL) {
for (uint i = 0; i < matches.size(); i++) {
if (matches[i]->gameid == gameid) {
agdDesc = matches[i];
break;
}
}
} else if (matches.size() > 0) {
agdDesc = matches[0];
}
if (agdDesc == 0) {
// Use fallback detector if there were no matches by other means
agdDesc = fallbackDetect(files);
if (agdDesc != 0) {
// Seems we found a fallback match. But first perform a basic
// sanity check: the gameid must match.
if (params.singleid == NULL && agdDesc->gameid != gameid)
agdDesc = 0;
}
}
if (agdDesc == 0) {
return Common::kNoGameDataFoundError;
}
debug(2, "Running %s", toGameDescriptor(*agdDesc, params.list).description().c_str());
if (!createInstance(syst, engine, agdDesc)) {
return Common::kNoGameDataFoundError;
}
return Common::kNoError;
}
struct SizeMD5 {
int size;
char md5[32+1];
};
typedef Common::HashMap<Common::String, SizeMD5, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> SizeMD5Map;
typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
static void reportUnknown(const Common::FSNode &path, const SizeMD5Map &filesSizeMD5) {
// TODO: This message should be cleaned up / made more specific.
// For example, we should specify at least which engine triggered this.
//
// Might also be helpful to display the full path (for when this is used
// from the mass detector).
printf("The game in '%s' seems to be unknown.\n", path.getPath().c_str());
printf("Please, report the following data to the ScummVM team along with name\n");
printf("of the game you tried to add and its version/language/etc.:\n");
for (SizeMD5Map::const_iterator file = filesSizeMD5.begin(); file != filesSizeMD5.end(); ++file)
printf(" \"%s\", \"%s\", %d\n", file->_key.c_str(), file->_value.md5, file->_value.size);
printf("\n");
}
static ADGameDescList detectGameFilebased(const FileMap &allFiles, const ADParams &params);
static ADGameDescList detectGame(const Common::FSList &fslist, const ADParams &params, Common::Language language, Common::Platform platform, const Common::String extra) {
FileMap allFiles;
SizeMD5Map filesSizeMD5;
const ADGameFileDescription *fileDesc;
const ADGameDescription *g;
const byte *descPtr;
if (fslist.empty())
return ADGameDescList();
Common::FSNode parent = fslist.begin()->getParent();
debug(3, "Starting detection in dir '%s'", parent.getPath().c_str());
// First we compose a hashmap of all files in fslist.
// Includes nifty stuff like removing trailing dots and ignoring case.
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory())
continue;
Common::String tstr = file->getName();
// Strip any trailing dot
if (tstr.lastChar() == '.')
tstr.deleteLastChar();
allFiles[tstr] = *file; // Record the presence of this file
}
// Check which files are included in some ADGameDescription *and* present
// in fslist. Compute MD5s and file sizes for these files.
for (descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize) {
g = (const ADGameDescription *)descPtr;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String fname = fileDesc->fileName;
if (allFiles.contains(fname) && !filesSizeMD5.contains(fname)) {
debug(3, "+ %s", fname.c_str());
SizeMD5 tmp;
if (!md5_file_string(allFiles[fname], tmp.md5, params.md5Bytes))
tmp.md5[0] = 0;
debug(3, "> '%s': '%s'", fname.c_str(), tmp.md5);
Common::File testFile;
if (testFile.open(allFiles[fname]))
tmp.size = (int32)testFile.size();
else
tmp.size = -1;
filesSizeMD5[fname] = tmp;
}
}
}
ADGameDescList matched;
int maxFilesMatched = 0;
bool gotAnyMatchesWithAllFiles = false;
// MD5 based matching
uint i;
for (i = 0, descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize, ++i) {
g = (const ADGameDescription *)descPtr;
bool fileMissing = false;
// Do not even bother to look at entries which do not have matching
// language and platform (if specified).
if ((language != Common::UNK_LANG && g->language != Common::UNK_LANG && g->language != language) ||
(platform != Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown && g->platform != platform)) {
continue;
}
if ((params.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->extra != extra)
continue;
bool allFilesPresent = true;
// Try to match all files for this game
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String tstr = fileDesc->fileName;
if (!filesSizeMD5.contains(tstr)) {
fileMissing = true;
allFilesPresent = false;
break;
}
if (fileDesc->md5 != NULL && 0 != strcmp(fileDesc->md5, filesSizeMD5[tstr].md5)) {
debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesSizeMD5[tstr].md5);
fileMissing = true;
break;
}
if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesSizeMD5[tstr].size) {
debug(3, "Size Mismatch. Skipping");
fileMissing = true;
break;
}
debug(3, "Matched file: %s", tstr.c_str());
}
// We found at least one entry with all required files present.
// That means that we got new variant of the game.
//
// Wihtout this check we would have errorneous checksum display
// where only located files will be enlisted.
//
// Potentially this could rule out variants where some particular file
// is really missing, but the developers should better know about such
// cases.
if (allFilesPresent)
gotAnyMatchesWithAllFiles = true;
if (!fileMissing) {
debug(2, "Found game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
// Count the number of matching files. Then, only keep those
// entries which match a maximal amount of files.
int curFilesMatched = 0;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++)
curFilesMatched++;
if (curFilesMatched > maxFilesMatched) {
debug(2, " ... new best match, removing all previous candidates");
maxFilesMatched = curFilesMatched;
for (uint j = 0; j < matched.size();) {
if (matched[j]->flags & ADGF_KEEPMATCH)
++j;
else
matched.remove_at(j);
}
matched.push_back(g);
} else if (curFilesMatched == maxFilesMatched) {
matched.push_back(g);
} else {
debug(2, " ... skipped");
}
} else {
debug(5, "Skipping game: %s (%s %s/%s) (%d)", g->gameid, g->extra,
getPlatformDescription(g->platform), getLanguageDescription(g->language), i);
}
}
// We didn't find a match
if (matched.empty()) {
if (!filesSizeMD5.empty() && gotAnyMatchesWithAllFiles) {
reportUnknown(parent, filesSizeMD5);
}
// Filename based fallback
if (params.fileBasedFallback != 0)
matched = detectGameFilebased(allFiles, params);
}
return matched;
}
/**
* Check for each ADFileBasedFallback record whether all files listed
* in it are present. If multiple pass this test, we pick the one with
* the maximal number of matching files. In case of a tie, the entry
* coming first in the list is chosen.
*/
static ADGameDescList detectGameFilebased(const FileMap &allFiles, const ADParams &params) {
const ADFileBasedFallback *ptr;
const char* const* filenames;
int maxNumMatchedFiles = 0;
const ADGameDescription *matchedDesc = 0;
for (ptr = params.fileBasedFallback; ptr->desc; ++ptr) {
const ADGameDescription *agdesc = (const ADGameDescription *)ptr->desc;
int numMatchedFiles = 0;
bool fileMissing = false;
for (filenames = ptr->filenames; *filenames; ++filenames) {
debug(3, "++ %s", *filenames);
if (!allFiles.contains(*filenames)) {
fileMissing = true;
break;
}
numMatchedFiles++;
}
if (!fileMissing) {
debug(4, "Matched: %s", agdesc->gameid);
if (numMatchedFiles > maxNumMatchedFiles) {
matchedDesc = agdesc;
maxNumMatchedFiles = numMatchedFiles;
debug(4, "and overriden");
}
}
}
ADGameDescList matched;
if (matchedDesc) { // We got a match
matched.push_back(matchedDesc);
if (params.flags & kADFlagPrintWarningOnFileBasedFallback) {
printf("Your game version has been detected using filename matching as a\n");
printf("variant of %s.\n", matchedDesc->gameid);
printf("If this is an original and unmodified version, please report any\n");
printf("information previously printed by ScummVM to the team.\n");
}
}
return matched;
}
GameList AdvancedMetaEngine::getSupportedGames() const {
return gameIDList(params);
}
GameDescriptor AdvancedMetaEngine::findGame(const char *gameid) const {
return AdvancedDetector::findGameID(gameid, params.list, params.obsoleteList);
}

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef ENGINES_ADVANCED_DETECTOR_H
#define ENGINES_ADVANCED_DETECTOR_H
#include "common/fs.h"
#include "common/error.h"
#include "engines/metaengine.h"
struct ADGameFileDescription {
const char *fileName;
uint16 fileType; // Optional. Not used during detection, only by engines.
const char *md5; // Optional. May be NULL.
int32 fileSize; // Optional. Set to -1 to ignore.
};
#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, {NULL, 0, NULL, 0}}
#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, {NULL, 0, NULL, 0}}
enum ADGameFlags {
ADGF_NO_FLAGS = 0,
ADGF_KEEPMATCH = (1 << 27), // this entry is kept even when there are matched
// entries with more files
ADGF_DROPLANGUAGE = (1 << 28), // don't add language to gameid
ADGF_CD = (1 << 29), // add "-cd" to gameid
ADGF_DEMO = (1 << 30) // add "-demo" to gameid
};
struct ADGameDescription {
const char *gameid;
const char *extra;
ADGameFileDescription filesDescriptions[14];
Common::Language language;
Common::Platform platform;
/**
* A bitmask of extra flags. The top 8 bits are reserved for generic flags
* defined in the ADGameFlags. This leaves 24 flags to be used by client
* code.
*/
uint32 flags;
};
/**
* End marker for a table of ADGameDescription structs. Use this to
* terminate a list to be passed to the AdvancedDetector API.
*/
#define AD_TABLE_END_MARKER \
{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS }
struct ADObsoleteGameID {
const char *from;
const char *to;
Common::Platform platform;
};
struct ADFileBasedFallback {
/**
* Pointer to an ADGameDescription or subclass thereof which will get
* returned if there's a detection match.
*/
const void *desc;
/**
* A zero-terminated list of filenames used for matching. All files in
* the list must be present to get a detection match.
*/
const char *filenames[10];
};
enum ADFlags {
/**
* Generate/augment preferred target with information on the language (if
* not equal to english) and platform (if not equal to PC).
*/
kADFlagDontAugmentPreferredTarget = (1 << 0),
kADFlagPrintWarningOnFileBasedFallback = (1 << 1),
kADFlagUseExtraAsHint = (1 << 2)
};
/**
* A structure containing all parameters for the AdvancedDetector.
* Typically, an engine will have a single instance of this which is
* used by its AdvancedMetaEngine subclass as a parameter to the
* primary AdvancedMetaEngine constructor.
*/
struct ADParams {
/**
* Pointer to an array of objects which are either ADGameDescription
* or superset structures (i.e. start with an ADGameDescription member.
* The list is terminated by an entry with a gameid equal to 0
* (see AD_TABLE_END_MARKER).
*/
const byte *descs;
/**
* The size of a single entry of the above descs array. Always
* must be >= sizeof(ADGameDescription).
*/
uint descItemSize;
/**
* The number of bytes to compute MD5 sum for. The AdvancedDetector
* is primarily based on computing and matching MD5 checksums of files.
* Since doing that for large files can be slow, it can be restricted
* to a subset of all files.
* Typically this will be set to something between 5 and 50 kilobyte,
* but arbitrary non-zero values are possible.
*/
uint md5Bytes;
/**
* A list of all gameids (and their corresponding descriptions) supported
* by this engine.
*/
const PlainGameDescriptor *list;
/**
* Structure for autoupgrading obsolete targets (optional).
*
* @todo Properly explain this.
*/
const ADObsoleteGameID *obsoleteList;
/**
* Name of single gameid (optional).
*
* @todo Properly explain this -- what does it do?
*/
const char *singleid;
/**
* List of files for file-based fallback detection (optional).
* This is used if the regular MD5 based detection failed to
* detect anything.
* As usual this list is terminated by an all-zero entry.
*
* @todo Properly explain this
*/
const ADFileBasedFallback *fileBasedFallback;
/**
* A bitmask of flags which can be used to configure the behavior
* of the AdvancedDetector. Refer to ADFlags for a list of flags
* that can be ORed together and passed here.
*/
uint32 flags;
};
namespace AdvancedDetector {
/**
* Scan through the game descriptors specified in params and search for
* 'gameid' in there. If a match is found, returns a GameDescriptor
* with gameid and description set.
*/
GameDescriptor findGameID(
const char *gameid,
const PlainGameDescriptor *list,
const ADObsoleteGameID *obsoleteList = 0
);
} // End of namespace AdvancedDetector
/**
* A MetaEngine implementation based around the advanced detector code.
*/
class AdvancedMetaEngine : public MetaEngine {
const ADParams &params;
public:
AdvancedMetaEngine(const ADParams &dp) : params(dp) {}
virtual GameList getSupportedGames() const;
virtual GameDescriptor findGame(const char *gameid) const;
virtual GameList detectGames(const Common::FSList &fslist) const;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
// To be provided by subclasses
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
/**
* An (optional) generic fallback detect function which is invoked
* if both the regular MD5 based detection as well as the file
* based fallback failed to detect anything.
*/
virtual const ADGameDescription *fallbackDetect(const Common::FSList &fslist) const {
return 0;
}
};
#endif

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*/
#if defined(WIN32)
#include <windows.h>
#include <direct.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#endif
#include "engines/engine.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/timer.h"
#include "common/savefile.h"
#include "common/system.h"
#include "mixer/mixer.h"
#include "engines/metaengine.h"
#ifdef _WIN32_WCE
extern bool isSmartphone(void);
#endif
Engine::Engine(OSystem *syst)
: _system(syst),
_mixer(_system->getMixer()),
_timer(_system->getTimerManager()),
_eventMan(_system->getEventManager()),
_saveFileMan(_system->getSavefileManager()),
_targetName(ConfMan.getActiveDomainName()),
_gameDataDir(ConfMan.get("path")),
_pauseLevel(0) {
// FIXME: Get rid of the following again. It is only here temporarily.
// We really should never run with a non-working Mixer, so ought to handle
// this at a much earlier stage. If we *really* want to support systems
// without a working mixer, then we need more work. E.g. we could modify the
// Mixer to immediately drop any streams passed to it. This way, at least
// we don't crash because heaps of (sound) memory get allocated but never
// freed. Of course, there still would be problems with many games...
if (!_mixer->isReady())
warning("Sound initialization failed. This may cause severe problems in some games.");
}
Engine::~Engine() {
_mixer->stopAll();
}
bool Engine::shouldPerformAutoSave(int lastSaveTime) {
const int diff = _system->getMillis() - lastSaveTime;
const int autosavePeriod = ConfMan.getInt("autosave_period");
return autosavePeriod != 0 && diff > autosavePeriod * 1000;
}
void Engine::pauseEngine(bool pause) {
assert((pause && _pauseLevel >= 0) || (!pause && _pauseLevel));
if (pause)
_pauseLevel++;
else
_pauseLevel--;
if (_pauseLevel == 1) {
pauseEngineIntern(true);
} else if (_pauseLevel == 0) {
pauseEngineIntern(false);
}
}
void Engine::pauseEngineIntern(bool pause) {
// By default, just (un)pause all digital sounds
_mixer->pauseAll(pause);
}
void Engine::syncSoundSettings() {
// Sync the engine with the config manager
int soundVolumeMusic = ConfMan.getInt("music_volume");
int soundVolumeSFX = ConfMan.getInt("sfx_volume");
int soundVolumeSpeech = ConfMan.getInt("speech_volume");
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundVolumeMusic);
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolumeSFX);
_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, soundVolumeSpeech);
}
Common::Error Engine::loadGameState(int slot) {
// Do nothing by default
return Common::kNoError;
}
bool Engine::canLoadGameStateCurrently() {
// Do not allow loading by default
return false;
}
Common::Error Engine::saveGameState(int slot, const char *desc) {
// Do nothing by default
return Common::kNoError;
}
bool Engine::canSaveGameStateCurrently() {
// Do not allow saving by default
return false;
}
void Engine::quitGame() {
Common::Event event;
event.type = Common::EVENT_QUIT;
g_system->getEventManager()->pushEvent(event);
}
/*
EnginePlugin *Engine::getMetaEnginePlugin() const {
const EnginePlugin *plugin = 0;
Common::String gameid = ConfMan.get("gameid");
gameid.toLowercase();
EngineMan.findGame(gameid, &plugin);
return plugin;
}
*/

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*/
#ifndef ENGINES_ENGINE_H
#define ENGINES_ENGINE_H
#include "common/sys.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/str.h"
class OSystem;
namespace Audio {
class Mixer;
}
namespace Common {
class EventManager;
class SaveFileManager;
class TimerManager;
}
class Engine {
public:
OSystem *_system;
Audio::Mixer *_mixer;
protected:
Common::TimerManager *_timer;
Common::EventManager *_eventMan;
Common::SaveFileManager *_saveFileMan;
const Common::String _targetName; // target name for saves
const Common::FSNode _gameDataDir; // FIXME: Get rid of this
private:
/**
* The pause level, 0 means 'running', a positive value indicates
* how often the engine has been paused (and hence how often it has
* to be un-paused before it resumes running). This makes it possible
* to nest code which pauses the engine.
*/
int _pauseLevel;
public:
/**
* A feature in this context means an ability of the engine which can be
* either available or not.
* @see Engine::hasFeature()
*/
enum EngineFeature {
/**
* Enables the subtitle speed and toggle items in the Options section
* of the global main menu.
*/
kSupportsSubtitleOptions,
/**
* 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled
* either directly, or indirectly (that is, the engine calls and honors
* the result of the Engine::shouldQuit() method appropriately).
*/
kSupportsRTL,
/**
* Loading savestates during runtime is supported, that is, this engine
* implements loadGameState() and canLoadGameStateCurrently().
* If this feature is supported, then the corresponding MetaEngine *must*
* support the kSupportsListSaves feature.
*/
kSupportsLoadingDuringRuntime,
/**
* Loading savestates during runtime is supported, that is, this engine
* implements saveGameState() and canSaveGameStateCurrently().
* If this feature is supported, then the corresponding MetaEngine *must*
* support the kSupportsListSaves feature.
*/
kSupportsSavingDuringRuntime
};
/** @name Overloadable methods
*
* All Engine subclasses should consider overloading some or all of the following methods.
*/
//@{
Engine(OSystem *syst);
virtual ~Engine();
/**
* Init the engine and start its main loop.
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error run() = 0;
/**
* Determine whether the engine supports the specified feature.
*/
virtual bool hasFeature(EngineFeature f) const { return false; }
// virtual EnginePlugin *getMetaEnginePlugin() const;
/**
* Notify the engine that the sound settings in the config manager may have
* changed and that it hence should adjust any internal volume etc. values
* accordingly.
* @todo find a better name for this
*/
virtual void syncSoundSettings();
/**
* Load a game state.
* @param slot the slot from which a savestate should be loaded
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error loadGameState(int slot);
/**
* Indicates whether a game state can be loaded.
*/
virtual bool canLoadGameStateCurrently();
/**
* Save a game state.
* @param slot the slot into which the savestate should be stored
* @param desc a description for the savestate, entered by the user
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameState(int slot, const char *desc);
/**
* Indicates whether a game state can be saved.
*/
virtual bool canSaveGameStateCurrently();
protected:
/**
* Actual implementation of pauseEngine by subclasses. See there
* for details.
*/
virtual void pauseEngineIntern(bool pause);
//@}
public:
/**
* Request the engine to quit. Sends a EVENT_QUIT event to the Event
* Manager.
*/
static void quitGame();
/**
* Pause or resume the engine. This should stop/resume any audio playback
* and other stuff. Called right before the system runs a global dialog
* (like a global pause, main menu, options or 'confirm exit' dialog).
*
* This is a convenience tracker which automatically keeps track on how
* often the engine has been paused, ensuring that after pausing an engine
* e.g. twice, it has to be unpaused twice before actuallying resuming.
*
* @param pause true to pause the engine, false to resume it
*/
void pauseEngine(bool pause);
/**
* Return whether the engine is currently paused or not.
*/
bool isPaused() const { return _pauseLevel != 0; }
public:
protected:
/**
* Indicate whether an autosave should be performed.
*/
bool shouldPerformAutoSave(int lastSaveTime);
};
#endif

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DEFINES +=
MODULES += engines/grim

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "engines/game.h"
#include "base/plugins.h"
const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list) {
const PlainGameDescriptor *g = list;
while (g->gameid) {
if (0 == strcasecmp(gameid, g->gameid))
return g;
g++;
}
return 0;
}
GameDescriptor::GameDescriptor() {
setVal("gameid", "");
setVal("description", "");
}
GameDescriptor::GameDescriptor(const PlainGameDescriptor &pgd) {
setVal("gameid", pgd.gameid);
setVal("description", pgd.description);
}
GameDescriptor::GameDescriptor(const Common::String &g, const Common::String &d, Common::Language l, Common::Platform p) {
setVal("gameid", g);
setVal("description", d);
if (l != Common::UNK_LANG)
setVal("language", Common::getLanguageCode(l));
if (p != Common::kPlatformUnknown)
setVal("platform", Common::getPlatformCode(p));
}
void GameDescriptor::updateDesc(const char *extra) {
// TODO: The format used here (LANG/PLATFORM/EXTRA) is not set in stone.
// We may want to change the order (PLATFORM/EXTRA/LANG, anybody?), or
// the seperator (instead of '/' use ', ' or ' ').
const bool hasCustomLanguage = (language() != Common::UNK_LANG);
const bool hasCustomPlatform = (platform() != Common::kPlatformUnknown);
const bool hasExtraDesc = (extra && extra[0]);
// Adapt the description string if custom platform/language is set.
if (hasCustomLanguage || hasCustomPlatform || hasExtraDesc) {
Common::String descr = description();
descr += " (";
if (hasExtraDesc)
descr += extra;
if (hasCustomPlatform) {
if (hasExtraDesc)
descr += "/";
descr += Common::getPlatformDescription(platform());
}
if (hasCustomLanguage) {
if (hasExtraDesc || hasCustomPlatform)
descr += "/";
descr += Common::getLanguageDescription(language());
}
descr += ")";
setVal("description", descr);
}
}
bool SaveStateDescriptor::getBool(const Common::String &key) const {
if (contains(key)) {
Common::String value = getVal(key);
if (value.equalsIgnoreCase("true") ||
value.equalsIgnoreCase("yes") ||
value.equals("1"))
return true;
if (value.equalsIgnoreCase("false") ||
value.equalsIgnoreCase("no") ||
value.equals("0"))
return false;
error("SaveStateDescriptor: %s '%s' has unknown value '%s' for boolean '%s'",
save_slot().c_str(), description().c_str(), value.c_str(), key.c_str());
}
return false;
}
void SaveStateDescriptor::setDeletableFlag(bool state) {
setVal("is_deletable", state ? "true" : "false");
}
void SaveStateDescriptor::setWriteProtectedFlag(bool state) {
setVal("is_write_protected", state ? "true" : "false");
}
void SaveStateDescriptor::setSaveDate(int year, int month, int day) {
char buffer[32];
snprintf(buffer, 32, "%.2d.%.2d.%.4d", day, month, year);
setVal("save_date", buffer);
}
void SaveStateDescriptor::setSaveTime(int hour, int min) {
char buffer[32];
snprintf(buffer, 32, "%.2d:%.2d", hour, min);
setVal("save_time", buffer);
}
void SaveStateDescriptor::setPlayTime(int hours, int minutes) {
char buffer[32];
snprintf(buffer, 32, "%.2d:%.2d", hours, minutes);
setVal("play_time", buffer);
}

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef ENGINES_GAME_H
#define ENGINES_GAME_H
#include "common/str.h"
#include "common/array.h"
#include "common/hash-str.h"
#include "common/ptr.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;
};
/**
* Given a list of PlainGameDescriptors, returns the first PlainGameDescriptor
* matching the given gameid. If not match is found return 0.
* The end of the list must marked by a PlainGameDescriptor with gameid equal to 0.
*/
const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list);
/**
* A hashmap describing details about a given game. In a sense this is a refined
* version of PlainGameDescriptor, as it also contains a gameid and a description string.
* But in addition, platform and language settings, as well as arbitrary other settings,
* can be contained in a GameDescriptor.
* This is an essential part of the glue between the game engines and the launcher code.
*/
class GameDescriptor : public Common::StringMap {
public:
GameDescriptor();
GameDescriptor(const PlainGameDescriptor &pgd);
GameDescriptor(const Common::String &gameid,
const Common::String &description,
Common::Language language = Common::UNK_LANG,
Common::Platform platform = Common::kPlatformUnknown);
/**
* Update the description string by appending (LANG/PLATFORM/EXTRA) to it.
*/
void updateDesc(const char *extra = 0);
Common::String &gameid() { return getVal("gameid"); }
Common::String &description() { return getVal("description"); }
const Common::String &gameid() const { return getVal("gameid"); }
const Common::String &description() const { return getVal("description"); }
Common::Language language() const { return contains("language") ? Common::parseLanguage(getVal("language")) : Common::UNK_LANG; }
Common::Platform platform() const { return contains("platform") ? Common::parsePlatform(getVal("platform")) : Common::kPlatformUnknown; }
const Common::String &preferredtarget() const {
return contains("preferredtarget") ? getVal("preferredtarget") : getVal("gameid");
}
};
/** List of games. */
class GameList : public Common::Array<GameDescriptor> {
public:
GameList() {}
GameList(const GameList &list) : Common::Array<GameDescriptor>(list) {}
GameList(const PlainGameDescriptor *g) {
while (g->gameid) {
push_back(GameDescriptor(g->gameid, g->description));
g++;
}
}
};
/**
* A hashmap describing details about a given save state.
* TODO
* Guaranteed to contain save_slot and description values.
* Additional ideas: Playtime, creation date, thumbnail, ...
*/
class SaveStateDescriptor : public Common::StringMap {
protected:
public:
SaveStateDescriptor() {
setVal("save_slot", "-1"); // FIXME: default to 0 (first slot) or to -1 (invalid slot) ?
setVal("description", "");
}
SaveStateDescriptor(int s, const Common::String &d) {
char buf[16];
sprintf(buf, "%d", s);
setVal("save_slot", buf);
setVal("description", d);
}
SaveStateDescriptor(const Common::String &s, const Common::String &d) {
setVal("save_slot", s);
setVal("description", d);
}
/** The saveslot id, as it would be passed to the "-x" command line switch. */
Common::String &save_slot() { return getVal("save_slot"); }
/** The saveslot id, as it would be passed to the "-x" command line switch (read-only variant). */
const Common::String &save_slot() const { return getVal("save_slot"); }
/** A human readable description of the save state. */
Common::String &description() { return getVal("description"); }
/** A human readable description of the save state (read-only variant). */
const Common::String &description() const { return getVal("description"); }
/** Optional entries only included when querying via MetaEngine::querySaveMetaInfo */
/**
* Returns the value of a given key as boolean.
* It accepts 'true', 'yes' and '1' for true and
* 'false', 'no' and '0' for false.
* (FIXME:) On unknown value it errors out ScummVM.
* On unknown key it returns false as default.
*/
bool getBool(const Common::String &key) const;
/**
* Sets the 'is_deletable' key, which indicates if the
* given savestate is safe for deletion.
*/
void setDeletableFlag(bool state);
/**
* Sets the 'is_write_protected' key, which indicates if the
* given savestate can be overwritten or not
*/
void setWriteProtectedFlag(bool state);
/**
* Sets the 'save_date' key properly, based on the given values.
*/
void setSaveDate(int year, int month, int day);
/**
* Sets the 'save_time' key properly, based on the given values.
*/
void setSaveTime(int hour, int min);
/**
* Sets the 'play_time' key properly, based on the given values.
*/
void setPlayTime(int hours, int minutes);
};
/** List of savestates. */
typedef Common::Array<SaveStateDescriptor> SaveStateList;
#endif

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/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
* $URL$
* $Id$
*/
#ifndef ENGINES_METAENGINE_H
#define ENGINES_METAENGINE_H
#include "common/sys.h"
#include "common/error.h"
#include "engines/game.h"
#include "base/plugins.h"
class Engine;
class OSystem;
namespace Common {
class FSList;
class String;
}
/**
* A meta engine is essentially a factory for Engine instances with the
* added ability of listing and detecting supported games.
* Every engine "plugin" provides a hook to get an instance of a MetaEngine
* subclass for that "engine plugin". E.g. SCUMM povides ScummMetaEngine.
* This is then in turn used by the frontend code to detect games,
* and instantiate actual Engine objects.
*/
class MetaEngine : public PluginObject {
public:
virtual ~MetaEngine() {}
/** Returns some copyright information about the original engine. */
virtual const char *getOriginalCopyright() const = 0;
/** Returns a list of games supported by this engine. */
virtual GameList getSupportedGames() const = 0;
/** Query the engine for a GameDescriptor for the specified gameid, if any. */
virtual GameDescriptor findGame(const char *gameid) const = 0;
/**
* Runs the engine's game detector on the given list of files, and returns a
* (possibly empty) list of games supported by the engine which it was able
* to detect amongst the given files.
*/
virtual GameList detectGames(const Common::FSList &fslist) const = 0;
/**
* Tries to instantiate an engine instance based on the settings of
* the currently active ConfMan target. That is, the MetaEngine should
* query the ConfMan singleton for the target, gameid, path etc. data.
*
* @param syst Pointer to the global OSystem object
* @param engine Pointer to a pointer which the MetaEngine sets to
* the newly create Engine, or 0 in case of an error
* @return a Common::Error describing the error which occurred, or kNoError
*/
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const = 0;
/**
* Return a list of all save states associated with the given target.
*
* The caller has to ensure that this (Meta)Engine is responsible
* for the specified target (by using findGame on it respectively
* on the associated gameid from the relevant ConfMan entry, if present).
*
* The default implementation returns an empty list.
*
* @note MetaEngines must indicate that this function has been implemented
* via the kSupportsListSaves feature flag.
*
* @param target name of a config manager target
* @return a list of save state descriptors
*/
virtual SaveStateList listSaves(const char *target) const {
return SaveStateList();
}
/**
* Return the maximum save slot that the engine supports.
*
* @note MetaEngines must indicate that this function has been implemented
* via the kSupportsListSaves feature flag.
*
* The default implementation limits the save slots to zero (0).
*
* @return maximum save slot number supported
*/
virtual int getMaximumSaveSlot() const {
return 0;
}
/**
* Remove the specified save state.
*
* For most engines this just amounts to calling _saveFileMan->removeSaveFile().
* Engines which keep an index file will also update it accordingly.
*
* @note MetaEngines must indicate that this function has been implemented
* via the kSupportsDeleteSave feature flag.
*
* @param target name of a config manager target
* @param slot slot number of the save state to be removed
*/
virtual void removeSaveState(const char *target, int slot) const {};
/**
* Returns meta infos from the specified save state.
*
* Depending on the MetaEngineFeatures set this can include
* thumbnails, save date / time, play time.
*
* @param target name of a config manager target
* @param slot slot number of the save state
*/
virtual SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const {
return SaveStateDescriptor();
}
/** @name MetaEngineFeature flags */
//@{
/**
* A feature in this context means an ability of the engine which can be
* either available or not.
*/
enum MetaEngineFeature {
/**
* Listing all Save States for a given target is supported, i.e.,
* the listSaves() and getMaximumSaveSlot methods are implemented.
* Used for --list-saves support, as well as the GMM load dialog.
*/
kSupportsListSaves,
/**
* Loading from the Launcher / command line (-x)
*/
kSupportsLoadingDuringStartup,
/**
* Deleting Saves from the Launcher (i.e. implements the
* removeSaveState() method)
*/
kSupportsDeleteSave,
/**
* Features meta infos for savestates (i.e. implements the
* querySaveMetaInfos method properly).
*
* Engines implementing meta infos always have to provide
* the following entries in the save state descriptor queried
* by querySaveMetaInfos:
* - 'is_deletable', which indicates if a given save is
* safe for deletion
* - 'is_write_protected', which indicates if a given save
* can be overwritten by the user.
* (note: of course you do not have to
* set this, since it defaults to 'false')
*/
kSavesSupportMetaInfo,
/**
* Features a thumbnail in savegames (i.e. includes a thumbnail
* in savestates returned via querySaveMetaInfo).
* This flag may only be set when 'kSavesSupportMetaInfo' is set.
*/
kSavesSupportThumbnail,
/**
* Features 'save_date' and 'save_time' entries in the
* savestate returned by querySaveMetaInfo. Those values
* indicate the date/time the savegame was created.
* This flag may only be set when 'kSavesSupportMetaInfo' is set.
*/
kSavesSupportCreationDate,
/**
* Features 'play_time' entry in the savestate returned by
* querySaveMetaInfo. It indicates how long the user played
* the game till the save.
* This flag may only be set when 'kSavesSupportMetaInfo' is set.
*/
kSavesSupportPlayTime
};
/**
* Determine whether the engine supports the specified MetaEngine feature.
* Used by e.g. the launcher to determine whether to enable the "Load" button.
*/
virtual bool hasFeature(MetaEngineFeature f) const {
return false;
}
//@}
};
// Engine plugins
typedef PluginSubclass<MetaEngine> EnginePlugin;
/**
* Singleton class which manages all Engine plugins.
*/
class EngineManager : public Common::Singleton<EngineManager> {
private:
friend class Common::Singleton<SingletonBaseType>;
public:
GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
GameList detectGames(const Common::FSList &fslist) const;
const EnginePlugin::List &getPlugins() const;
};
/** Convenience shortcut for accessing the engine manager. */
#define EngineMan EngineManager::instance()
#endif

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MODULE := engines
MODULE_OBJS := \
advancedDetector.o \
engine.o \
game.o
# Include common rules
include $(srcdir)/rules.mk