scummvm/engines/agi/detection.cpp
Thierry Crozat 3c59e37035 ENGINES: Unify engine names
This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
2011-05-16 00:11:32 +01:00

518 lines
16 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.
*
*/
// FIXME: Avoid using printf
#define FORBIDDEN_SYMBOL_EXCEPTION_printf
#include "base/plugins.h"
#include "engines/advancedDetector.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/savefile.h"
#include "common/textconsole.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "agi/agi.h"
#include "agi/preagi.h"
#include "agi/wagparser.h"
namespace Agi {
struct AGIGameDescription {
ADGameDescription desc;
int gameID;
int gameType;
uint32 features;
uint16 version;
};
uint32 AgiBase::getGameID() const {
return _gameDescription->gameID;
}
uint32 AgiBase::getFeatures() const {
return _gameFeatures;
}
Common::Platform AgiBase::getPlatform() const {
return _gameDescription->desc.platform;
}
Common::Language AgiBase::getLanguage() const {
return _gameDescription->desc.language;
}
uint16 AgiBase::getVersion() const {
return _gameVersion;
}
uint16 AgiBase::getGameType() const {
return _gameDescription->gameType;
}
const char *AgiBase::getGameMD5() const {
return _gameDescription->desc.filesDescriptions[0].md5;
}
void AgiBase::initFeatures() {
_gameFeatures = _gameDescription->features;
}
void AgiBase::setFeature(uint32 feature) {
_gameFeatures |= feature;
}
void AgiBase::setVersion(uint16 version) {
_gameVersion = version;
}
void AgiBase::initVersion() {
_gameVersion = _gameDescription->version;
}
}
static const PlainGameDescriptor agiGames[] = {
{"agi", "Sierra AGI game"},
{"agi-fanmade", "Fanmade AGI game"},
{"agidemo", "AGI Demo"},
{"bc", "The Black Cauldron"},
{"caitlyn", "Caitlyn's Destiny"},
{"ddp", "Donald Duck's Playground"},
{"goldrush", "Gold Rush!"},
{"kq1", "King's Quest I: Quest for the Crown"},
{"kq2", "King's Quest II: Romancing the Throne"},
{"kq3", "King's Quest III: To Heir Is Human"},
{"kq4", "King's Quest IV: The Perils of Rosella"},
{"lsl1", "Leisure Suit Larry in the Land of the Lounge Lizards"},
{"mickey", "Mickey\'s Space Adventure"},
{"mixedup", "Mixed-Up Mother Goose"},
{"mh1", "Manhunter 1: New York"},
{"mh2", "Manhunter 2: San Francisco"},
{"pq1", "Police Quest I: In Pursuit of the Death Angel"},
{"serguei1", "Serguei's Destiny 1"},
{"serguei2", "Serguei's Destiny 2"},
{"sq0", "Space Quest 0: Replicated"},
{"sq1", "Space Quest I: The Sarien Encounter"},
{"sq2", "Space Quest II: Vohaul's Revenge"},
{"sqx", "Space Quest X: The Lost Chapter"},
{"tetris", "AGI Tetris"},
{"troll", "Troll\'s Tale"},
{"winnie", "Winnie the Pooh in the Hundred Acre Wood"},
{"xmascard", "Xmas Card"},
{0, 0}
};
#include "agi/detection_tables.h"
static const ADParams detectionParams = {
// Pointer to ADGameDescription or its superset structure
(const byte *)Agi::gameDescriptions,
// Size of that superset structure
sizeof(Agi::AGIGameDescription),
// Number of bytes to compute MD5 sum for
5000,
// List of all engine targets
agiGames,
// Structure for autoupgrading obsolete targets
0,
// Name of single gameid (optional)
"agi",
// List of files for file-based fallback detection (optional)
0,
// Flags
0,
// Additional GUI options (for every game}
Common::GUIO_NOSPEECH,
// Maximum directory depth
1,
// List of directory globs
0
};
using namespace Agi;
class AgiMetaEngine : public AdvancedMetaEngine {
mutable Common::String _gameid;
mutable Common::String _extra;
public:
AgiMetaEngine() : AdvancedMetaEngine(detectionParams) {}
virtual const char *getName() const {
return "AGI preAGI + v2 + v3";
}
virtual const char *getOriginalCopyright() const {
return "Sierra AGI Engine (C) Sierra On-Line Software";
}
virtual bool hasFeature(MetaEngineFeature f) const;
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual void removeSaveState(const char *target, int slot) const;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
const ADGameDescription *fallbackDetect(const Common::FSList &fslist) const;
};
bool AgiMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportCreationDate);
}
bool AgiBase::hasFeature(EngineFeature f) const {
return
(f == kSupportsRTL) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool AgiMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
const Agi::AGIGameDescription *gd = (const Agi::AGIGameDescription *)desc;
bool res = true;
switch (gd->gameType) {
case Agi::GType_PreAGI:
*engine = new Agi::PreAgiEngine(syst, gd);
break;
case Agi::GType_V2:
case Agi::GType_V3:
*engine = new Agi::AgiEngine(syst, gd);
break;
default:
res = false;
error("AGI engine: unknown gameType");
}
return res;
}
SaveStateList AgiMetaEngine::listSaves(const char *target) const {
const uint32 AGIflag = MKTAG('A','G','I',':');
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
char saveDesc[31];
Common::String pattern = target;
pattern += ".???";
filenames = saveFileMan->listSavefiles(pattern);
sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 3);
if (slotNum >= 0 && slotNum <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
uint32 type = in->readUint32BE();
if (type == AGIflag)
in->read(saveDesc, 31);
saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
delete in;
}
}
}
return saveList;
}
int AgiMetaEngine::getMaximumSaveSlot() const { return 999; }
void AgiMetaEngine::removeSaveState(const char *target, int slot) const {
char fileName[MAXPATHLEN];
sprintf(fileName, "%s.%03d", target, slot);
g_system->getSavefileManager()->removeSavefile(fileName);
}
SaveStateDescriptor AgiMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
const uint32 AGIflag = MKTAG('A','G','I',':');
char fileName[MAXPATHLEN];
sprintf(fileName, "%s.%03d", target, slot);
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
if (in) {
if (in->readUint32BE() != AGIflag) {
delete in;
return SaveStateDescriptor();
}
char name[32];
in->read(name, 31);
SaveStateDescriptor desc(slot, name);
desc.setDeletableFlag(slot != 0);
desc.setWriteProtectedFlag(slot == 0);
char saveVersion = in->readByte();
if (saveVersion >= 4) {
Graphics::Surface *thumbnail = new Graphics::Surface();
assert(thumbnail);
if (!Graphics::loadThumbnail(*in, *thumbnail)) {
delete thumbnail;
thumbnail = 0;
}
desc.setThumbnail(thumbnail);
uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
desc.setSaveDate(year, month, day);
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
desc.setSaveTime(hour, minutes);
// TODO: played time
}
delete in;
return desc;
}
return SaveStateDescriptor();
}
const ADGameDescription *AgiMetaEngine::fallbackDetect(const Common::FSList &fslist) const {
typedef Common::HashMap<Common::String, int32> IntMap;
IntMap allFiles;
bool matchedUsingFilenames = false;
bool matchedUsingWag = false;
int wagFileCount = 0;
WagFileParser wagFileParser;
Common::FSNode wagFileNode;
Common::String description;
// // Set the defaults for gameid and extra
_gameid = "agi-fanmade";
_extra.clear();
// Set the default values for the fallback descriptor's ADGameDescription part.
g_fallbackDesc.desc.language = Common::UNK_LANG;
g_fallbackDesc.desc.platform = Common::kPlatformPC;
g_fallbackDesc.desc.flags = ADGF_NO_FLAGS;
// Set default values for the fallback descriptor's AGIGameDescription part.
g_fallbackDesc.gameID = GID_FANMADE;
g_fallbackDesc.features = GF_FANMADE;
g_fallbackDesc.version = 0x2917;
// First grab all filenames and at the same time count the number of *.wag files
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory()) continue;
Common::String filename = file->getName();
filename.toLowercase();
allFiles[filename] = true; // Save the filename in a hash table
if (filename.hasSuffix(".wag")) {
// Save latest found *.wag file's path (Can be used to open the file, the name can't)
wagFileNode = *file;
wagFileCount++; // Count found *.wag files
}
}
if (allFiles.contains("logdir") && allFiles.contains("object") &&
allFiles.contains("picdir") && allFiles.contains("snddir") &&
allFiles.contains("viewdir") && allFiles.contains("vol.0") &&
allFiles.contains("words.tok")) { // Check for v2
// The default AGI interpreter version 0x2917 is okay for v2 games
// so we don't have to change it here.
matchedUsingFilenames = true;
// Check for AGIPAL by checking for existence of any of the files "pal.100" - "pal.109"
bool agipal = false;
char agipalFile[] = "pal.xxx";
for (uint i = 100; i <= 109; i++) {
sprintf(agipalFile, "pal.%d", i);
if (allFiles.contains(agipalFile)) {
agipal = true; // We found a file "pal.x" where 100 <= x <= 109 so it's AGIPAL
break;
}
}
if (agipal) { // Check if it is AGIPAL
description = "Unknown v2 AGIPAL Game";
g_fallbackDesc.features |= GF_AGIPAL; // Add AGIPAL feature flag
} else { // Not AGIPAL so just plain v2
description = "Unknown v2 Game";
}
} else { // Try v3
char name[8];
for (IntMap::const_iterator f = allFiles.begin(); f != allFiles.end(); ++f) {
if (f->_key.hasSuffix("vol.0")) {
memset(name, 0, 8);
strncpy(name, f->_key.c_str(), MIN((uint)8, f->_key.size() > 5 ? f->_key.size() - 5 : f->_key.size()));
if (allFiles.contains("object") && allFiles.contains("words.tok") &&
allFiles.contains(Common::String(name) + "dir")) {
matchedUsingFilenames = true;
description = "Unknown v3 Game";
g_fallbackDesc.version = 0x3149; // Set the default AGI version for an AGI v3 game
break;
}
}
}
}
// WinAGI produces *.wag file with interpreter version, game name and other parameters.
// If there's exactly one *.wag file and it parses successfully then we'll use its information.
if (wagFileCount == 1 && wagFileParser.parse(wagFileNode)) {
matchedUsingWag = true;
const WagProperty *wagAgiVer = wagFileParser.getProperty(WagProperty::PC_INTVERSION);
const WagProperty *wagGameID = wagFileParser.getProperty(WagProperty::PC_GAMEID);
const WagProperty *wagGameDesc = wagFileParser.getProperty(WagProperty::PC_GAMEDESC);
const WagProperty *wagGameVer = wagFileParser.getProperty(WagProperty::PC_GAMEVERSION);
const WagProperty *wagGameLastEdit = wagFileParser.getProperty(WagProperty::PC_GAMELAST);
// If there is an AGI version number in the *.wag file then let's use it
if (wagAgiVer != NULL && wagFileParser.checkAgiVersionProperty(*wagAgiVer)) {
// TODO/FIXME: Check that version number is something we support before trying to use it.
// If the version number is unsupported then it'll get switched to 0x2917 later.
// But there's the possibility that file based detection has detected something else
// than a v2 AGI game. So there's a possibility for conflicting information.
g_fallbackDesc.version = wagFileParser.convertToAgiVersionNumber(*wagAgiVer);
}
// Set gameid according to *.wag file information if it's present and it doesn't contain whitespace.
if (wagGameID != NULL && !Common::String(wagGameID->getData()).contains(" ")) {
_gameid = wagGameID->getData();
debug(3, "Agi::fallbackDetector: Using game id (%s) from WAG file", _gameid.c_str());
}
// Set game description and extra according to *.wag file information if they're present
if (wagGameDesc != NULL) {
description = wagGameDesc->getData();
debug(3, "Agi::fallbackDetector: Game description (%s) from WAG file", wagGameDesc->getData());
// If there's game version in the *.wag file, set extra to it
if (wagGameVer != NULL) {
_extra = wagGameVer->getData();
debug(3, "Agi::fallbackDetector: Game version (%s) from WAG file", wagGameVer->getData());
}
// If there's game last edit date in the *.wag file, add it to extra
if (wagGameLastEdit != NULL) {
if (!_extra.empty())
_extra += " ";
_extra += wagGameLastEdit->getData();
debug(3, "Agi::fallbackDetector: Game's last edit date (%s) from WAG file", wagGameLastEdit->getData());
}
}
} else if (wagFileCount > 1) { // More than one *.wag file, confusing! So let's not use them.
warning("More than one (%d) *.wag files found. WAG files ignored", wagFileCount);
}
// Check that the AGI interpreter version is a supported one
if (!(g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x4000)) {
warning("Unsupported AGI interpreter version 0x%x in AGI's fallback detection. Using default 0x2917", g_fallbackDesc.version);
g_fallbackDesc.version = 0x2917;
}
// Set game type (v2 or v3) according to the AGI interpreter version number
if (g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x3000)
g_fallbackDesc.gameType = GType_V2;
else if (g_fallbackDesc.version >= 0x3000 && g_fallbackDesc.version < 0x4000)
g_fallbackDesc.gameType = GType_V3;
// Check if we found a match with any of the fallback methods
if (matchedUsingWag || matchedUsingFilenames) {
_extra = description + (!_extra.empty() ? " " : "") + _extra; // Let's combine the description and extra
// Override the gameid & extra values in g_fallbackDesc.desc. This only works
// until the fallback detector is called again, and while the MetaEngine instance
// is alive (as else the string storage is modified/deleted).
g_fallbackDesc.desc.gameid = _gameid.c_str();
g_fallbackDesc.desc.extra = _extra.c_str();
printf("Your game version has been detected using fallback matching as a\n");
printf("variant of %s (%s).\n", g_fallbackDesc.desc.gameid, g_fallbackDesc.desc.extra);
printf("If this is an original and unmodified version or new made Fanmade game,\n");
printf("please report any, information previously printed by ScummVM to the team.\n");
return (const ADGameDescription *)&g_fallbackDesc;
}
return 0;
}
#if PLUGIN_ENABLED_DYNAMIC(AGI)
REGISTER_PLUGIN_DYNAMIC(AGI, PLUGIN_TYPE_ENGINE, AgiMetaEngine);
#else
REGISTER_PLUGIN_STATIC(AGI, PLUGIN_TYPE_ENGINE, AgiMetaEngine);
#endif
namespace Agi {
bool AgiBase::canLoadGameStateCurrently() {
return (!(getGameType() == GType_PreAGI) && getflag(fMenusWork) && !_noSaveLoadAllowed);
}
bool AgiBase::canSaveGameStateCurrently() {
if (getGameID() == GID_BC) // Technically in Black Cauldron we may save anytime
return true;
return (!(getGameType() == GType_PreAGI) && getflag(fMenusWork) && !_noSaveLoadAllowed && _game.inputEnabled);
}
int AgiEngine::agiDetectGame() {
int ec = errOK;
assert(_gameDescription != NULL);
if (getVersion() <= 0x2999) {
_loader = new AgiLoader_v2(this);
} else {
_loader = new AgiLoader_v3(this);
}
ec = _loader->detectGame();
return ec;
}
} // End of namespace Agi