/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef ENGINES_ADVANCED_DETECTOR_H #define ENGINES_ADVANCED_DETECTOR_H #include "engines/metaengine.h" #include "engines/engine.h" #include "common/hash-str.h" #include "common/gui_options.h" // FIXME: Temporary hack? namespace Common { class Error; class FSList; } /** * @defgroup engines_advdetector Advanced Detector * @ingroup engines * * @brief The Advanced Detector (AD) provides a standard framework for filename and MD5-based game detection. * * @{ */ /** * A record describing a file to be matched for detecting a specific game * variant. A list of such records is used inside every ADGameDescription to * enable detection. */ struct ADGameFileDescription { const char *fileName; ///< Name of the described file. uint16 fileType; ///< Optional. Not used during detection, only by engines. const char *md5; ///< MD5 of (the beginning of) the described file. Optional. Set to NULL to ignore. int32 fileSize; ///< Size of the described file. Set to -1 to ignore. }; /** * A shortcut to produce an empty ADGameFileDescription record. Used to mark * the end of a list of these. */ #define AD_LISTEND {NULL, 0, NULL, 0} /** * A shortcut to produce a list of ADGameFileDescription records with only one * record that contains just a filename with an MD5, and no file size. */ #define AD_ENTRY1(f, x) {{ f, 0, x, -1}, AD_LISTEND} /** * A shortcut to produce a list of ADGameFileDescription records with only one * record that contains just a filename with an MD5, plus a file size. */ #define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, AD_LISTEND} /** * A shortcut to produce a list of ADGameFileDescription records with only two * records that contain just a filename with an MD5, plus a file size. */ #define AD_ENTRY2s(f1, x1, s1, f2, x2, s2) {{f1, 0, x1, s1}, {f2, 0, x2, s2}, AD_LISTEND} /** * Flags used in the game description. */ enum ADGameFlags { ADGF_NO_FLAGS = 0, ///< No flags. ADGF_REMASTERED = (1 << 17), ///< Add "-remastered' to gameid. ADGF_AUTOGENTARGET = (1 << 18), ///< Automatically generate gameid from @ref ADGameDescription::extra. ADGF_UNSTABLE = (1 << 19), ///< Flag to designate not yet officially supported games that are not fit for public testing. ADGF_TESTING = (1 << 20), ///< Flag to designate not yet officially supported games that are fit for public testing. ADGF_PIRATED = (1 << 21), ///< Flag to designate well-known pirated versions with cracks. ADGF_UNSUPPORTED = (1 << 22), /*!< Flag to mark certain versions (like badly protected full games as demos) not to be run for various reasons. A custom message can be provided in the @ref ADGameDescription::extra field. */ ADGF_WARNING = (1 << 23), /*!< Flag to mark certain versions to show confirmation warning before proceeding. A custom message should be provided in the @ref ADGameDescription::extra field. */ ADGF_ADDENGLISH = (1 << 24), ///< Always add English as a language option. ADGF_MACRESFORK = (1 << 25), ///< Calculate the MD5 for this entry from the resource fork. ADGF_USEEXTRAASTITLE = (1 << 26), ///< Use @ref ADGameDescription::extra as the main game title, not gameid. ADGF_DROPLANGUAGE = (1 << 27), ///< Do not add language to gameid. ADGF_DROPPLATFORM = (1 << 28), ///< Do not add platform to gameid. ADGF_CD = (1 << 29), ///< Add "-cd" to gameid. ADGF_DEMO = (1 << 30) ///< Add "-demo" to gameid. }; /** * Data table describing a game variant. */ struct ADGameDescription { /** * The gameid that identifies the game. * * Mainly used for taking the game description from the @ref PlainGameDescriptor table. */ const char *gameId; /** * Field that is used to distinguish between different variants of a game. * * The content of this field is inserted in the generated description for the config file game entry. * If the @ref kADFlagUseExtraAsHint ADFlag is set, the contents of this field are stored * in the config file, and are used to additionally distinguish between game variants. * Also, if the ADGF_USEEXTRAASTITLE game flag is set, the contents of this field * will be used as a description instead the one extracted from the @ref PlainGameDescriptor table. */ const char *extra; /** * A list of individual file entries used for detection. * * 13 files (last is zero-terminated) is the maximum number of files currently used in ScummVM. * A hardcoded number is used here due to a C++ limitation for defining const arrays. */ ADGameFileDescription filesDescriptions[14]; /** * Language of the game variant. */ Common::Language language; /** * Platform of the game variant. */ Common::Platform platform; /** * A bitmask of extra flags. * * The top 16 bits are reserved for generic flags defined in @ref ADGameFlags. * This leaves 16 bits to be used by the client code. */ uint32 flags; /** * Game features that are user-controllable. * * This list reflects which features of the GUI should be turned on or off in order to minimize user confusion. * For instance, there is no point in changing game language in single-language games * or have MIDI controls in a game that only supports digital music. */ const char *guiOptions; }; /** * A game installation matching an AD game description. */ struct ADDetectedGame { bool hasUnknownFiles; /*!< Whether the game has unknown files. */ FilePropertiesMap matchedFiles; /*!< List of the files that were used to match the game. */ const ADGameDescription *desc; /*!< Human-readable game title. */ ADDetectedGame() : desc(nullptr), hasUnknownFiles(false) {} /** * Construct an ADDetectedGame object. */ explicit ADDetectedGame(const ADGameDescription *d) : desc(d), hasUnknownFiles(false) {} }; /** A list of games detected by the AD. */ typedef Common::Array ADDetectedGames; /** * End marker for a table of @ref ADGameDescription structures. Use this to * terminate a list to be passed to the Advanced Detector API. */ #define AD_TABLE_END_MARKER \ { NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS, GUIO0() } struct ADFileBasedFallback { /** * Pointer to an @ref ADGameDescription or its subclass that will be * returned if there is a detection match. */ const ADGameDescription *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 { /** * Store the value of the @ref ADGameDescription::extra field * in the config file, and use it as a hint on subsequent runs. * * This can be used when there is no way to autodetect the game * (when more than one game are located in same directory), and the user picks * up a variant manually. * In addition, this is useful if two variants of a game sharing the same * gameid are contained in a single directory. */ kADFlagUseExtraAsHint = (1 << 0) }; /** * Map entry for mapping GUIO_GAMEOPTIONS* to their @ref ExtraGuiOption * description. */ struct ADExtraGuiOptionsMap { const char *guioFlag; /*!< GUIO_GAMEOPTION* string. */ ExtraGuiOption option; /*!< The associated option. */ }; #define AD_EXTRA_GUI_OPTIONS_TERMINATOR { 0, { 0, 0, 0, 0 } } /** * A @ref MetaEngineDetection implementation based on the Advanced Detector code. */ class AdvancedMetaEngineDetection : public MetaEngineDetection { protected: /** * 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 @ref AD_TABLE_END_MARKER). */ const byte *_gameDescriptors; /** * The size of a single entry of the above descriptions array. * * Always must be >= sizeof(ADGameDescription). */ const uint _descItemSize; /** * A list of all gameids (and their corresponding descriptions) supported * by this engine. */ const PlainGameDescriptor *_gameIds; /** * A map containing all the extra game GUI options the engine supports. */ const ADExtraGuiOptionsMap * const _extraGuiOptions; /** * The number of bytes to compute the MD5 checksum for. * * The Advanced Detector 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 kilobytes, * but arbitrary non-zero values are possible. The default is 5000. */ uint _md5Bytes; /** * A bitmask of flags which can be used to configure the behavior * of the Advanced Detector. * * See @ref ADFlags for a list of flags that can be ORed together and passed here. */ uint32 _flags; /** * A list of game GUI options which will be added to each * entry in addition to per-game options. * * Refer to @ref GameGUIOption enum for the list. */ Common::String _guiOptions; /** * Maximum depth of directories to look up. * * If set to 0, the depth is 1 level. */ uint32 _maxScanDepth; /** * Case-insensitive list of directory globs that can be used for * going deeper into the directory structure. * * See @ref String::matchString() method for format description. * * @note The last item must be 0. */ const char * const *_directoryGlobs; /** * If true, filenames will be matched against the entire path, relative to * the root detection directory. * * For example: "foo/bar.000" for a file at "/foo/bar.000"). * Otherwise, filenames only match the base name (e.g. "bar.000" for the same file). * * @note @c _maxScanDepth and @c _directoryGlobs must still be configured to allow * the detector to find files inside subdirectories. */ bool _matchFullPaths; /** * If ADGF_AUTOGENTARGET is used, then this specifies the max length * of the autogenerated name. * The default is 15. */ int _maxAutogenLength; public: /** * Initialize game detection using AdvancedMetaEngineDetection. */ AdvancedMetaEngineDetection(const void *descs, uint descItemSize, const PlainGameDescriptor *gameIds, const ADExtraGuiOptionsMap *extraGuiOptions = 0); /** * Return a list of targets supported by the engine. * * Distinguishes engines with a single ID. */ PlainGameList getSupportedGames() const override; /** Query the engine for a @ref PlainGameDescriptor for the specified gameid, if any. */ PlainGameDescriptor findGame(const char *gameId) const override; /** * Run the engine's game detector on the given list of files, and return a * (possibly empty) list of games supported by the engine that were * found among the given files. */ DetectedGames detectGames(const Common::FSList &fslist) const override; /** * A generic createInstance. * * For instantiating engine objects, this method is called first, * and then the subclass implemented createInstance is called from within. */ Common::Error createInstance(OSystem *syst, Engine **engine) const; /** * Return a list of extra GUI options for the specified target. * * If no target is specified, all of the available custom GUI options are * returned for the plugin (used to set default values). * * Currently, this only supports options with checkboxes. * * The default implementation returns an empty list. * * @param target Name of a config manager target. * * @return A list of extra GUI options for an engine plugin and target. */ virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const override; protected: /** * A hashmap of files and their MD5 checksums. */ typedef Common::HashMap FileMap; /** * An (optional) generic fallback detection function that is invoked * if the regular MD5-based detection failed to detect anything. */ virtual ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const { return ADDetectedGame(); } private: void initSubSystems(const ADGameDescription *gameDesc) const; protected: /** * Detect games in the specified directory. * * Parameters @p language and @p platform are used to pass the values * specified by the user. This is used to restrict search scope. * * @param parent Parent node of this file node. * @param allFiles List of all present files, as computed by the @ref composeFileHashMap. * @param language Restrict results to the specified language. * @param platform Restrict results to the specified platform. * @param extra Restrict results to the specified @c extra string (only if @ref kADFlagUseExtraAsHint is set). * * @return A list of @ref ADGameDescription pointers corresponding to the matched games. */ virtual ADDetectedGames detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra) const; /** * @return True if variant of a game with unknown files can be played with the engine and false otherwise. * By default this is false. */ virtual bool canPlayUnknownVariants() const { return false; } /** * Iterate over all @ref ADFileBasedFallback records inside @p fileBasedFallback * and return the record (or rather, the ADGameDescription * contained in it) for which all files described by it are present, and * among those the one with the maximal number of matching files. * * In case of a tie, the entry coming first in the list is chosen. * * @param allFiles Map describing all present files * @param fileBasedFallback List of ADFileBasedFallback records, zero-terminated. */ ADDetectedGame detectGameFilebased(const FileMap &allFiles, const ADFileBasedFallback *fileBasedFallback) const; /** * Compose a hashmap of all files in @p fslist. * * Removes trailing dots and ignores case in the process. */ void composeFileHashMap(FileMap &allFiles, const Common::FSList &fslist, int depth, const Common::String &parentName = Common::String()) const; /** Get the properties (size and MD5) of this file. */ bool getFileProperties(const FileMap &allFiles, const ADGameDescription &game, const Common::String fname, FileProperties &fileProps) const; /** Convert an AD game description into the shared game description format. */ virtual DetectedGame toDetectedGame(const ADDetectedGame &adGame) const; /** Check for pirated games in the given detected games */ bool cleanupPirated(ADDetectedGames &matched) const; friend class FileMapArchive; }; /** * A MetaEngine implementation of AdvancedMetaEngine. */ class AdvancedMetaEngine : public MetaEngine { public: /** * Base createInstance for AdvancedMetaEngine. * * The AdvancedMetaEngine provides a default createInstance that is called first, * so this should be invoked first. * By the time this is called, it is assumed that there is only one * plugin engine loaded in memory. */ virtual Common::Error createInstance(OSystem *syst, Engine **engine) const override; /** * A createInstance implementation for subclasses. To be called after the base * createInstance function above is called. */ virtual Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0; /** * Return the name of the engine plugin based on the engineID. * * The the engineID must match the one from MetaEngine. * * @see MetaEngine::getName(). */ virtual const char *getName() const override = 0; public: /** * A hashmap of files and their MD5 checksums. */ typedef Common::HashMap FileMap; /** * An (optional) generic fallback detection function that is invoked * if the regular MD5-based detection failed to detect anything. * @note This is only meant to be used if fallback detection heavily depends on engine resources. * * To use this, implement the intended fallbackDetectExtern inside the relevant MetaEngine class. * Then, override the method "fallbackDetect" inside your MetaEngine class. * Finally, provide a "hook" to fetch the relevant MetaEngine class and then use the original detection * method. * * An example of how this is implemented can be found in the Wintermute Engine. */ virtual ADDetectedGame fallbackDetectExtern(uint md5Bytes, const FileMap &allFiles, const Common::FSList &fslist) const { return ADDetectedGame(); } /** * Get the properties (size and MD5) of this file. * * Based on @ref MetaEngine::getFileProperties. */ bool getFilePropertiesExtern(uint md5Bytes, const FileMap &allFiles, const ADGameDescription &game, const Common::String fname, FileProperties &fileProps) const; }; /** @} */ #endif