scummvm/engines/advancedDetector.h
Eugene Sandulenko 4d517ed0e9 Extended advancedDetector with depth parameter.
Now AD can search nested directories. By default it is turned off,
but there is new parameter to ADParameters struct. Usually value
of 2 is good enough for all purposes.

svn-id: r49653
2010-06-14 14:50:23 +00:00

245 lines
7.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#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_MACRESFORK = (1 << 25), // the md5 for this entry will be calculated from the resource fork
ADGF_USEEXTRAASTITLE = (1 << 26), // Extra field value will be used as main game title, not gameid
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;
uint32 guioptions;
};
/**
* 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, Common::GUIO_NONE }
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),
/**
* Warn user about new variant if his version was detected with fallback
*/
kADFlagPrintWarningOnFileBasedFallback = (1 << 1),
/**
* Store value of extra field in config file, and use it as a hint
* on subsequent runs. Could be used when there is no way to autodetect
* game (when more than one game sits in same directory), and user picks
* up a variant manually.
*/
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;
/**
* A bitmask of game GUI options which will be added to each
* entry in addition to per-game options. Refer to GameGUIOption
* enum for the list.
*/
uint32 guioptions;
/**
*
* Maximum depth of directories to look up
* If set to 0, the depth is 1 level
*/
uint32 depth;
};
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