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521 lines
17 KiB
C++
521 lines
17 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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// FIXME: Avoid using printf
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#define FORBIDDEN_SYMBOL_EXCEPTION_printf
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#include "base/plugins.h"
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#include "engines/advancedDetector.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/md5.h"
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#include "common/savefile.h"
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#include "common/textconsole.h"
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#include "graphics/thumbnail.h"
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#include "graphics/surface.h"
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#include "agi/agi.h"
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#include "agi/preagi.h"
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#include "agi/preagi_mickey.h"
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#include "agi/preagi_troll.h"
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#include "agi/preagi_winnie.h"
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#include "agi/wagparser.h"
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namespace Agi {
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struct AGIGameDescription {
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ADGameDescription desc;
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int gameID;
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int gameType;
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uint32 features;
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uint16 version;
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};
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uint32 AgiBase::getGameID() const {
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return _gameDescription->gameID;
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}
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uint32 AgiBase::getFeatures() const {
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return _gameFeatures;
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}
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Common::Platform AgiBase::getPlatform() const {
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return _gameDescription->desc.platform;
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}
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Common::Language AgiBase::getLanguage() const {
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return _gameDescription->desc.language;
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}
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uint16 AgiBase::getVersion() const {
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return _gameVersion;
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}
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uint16 AgiBase::getGameType() const {
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return _gameDescription->gameType;
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}
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const char *AgiBase::getGameMD5() const {
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return _gameDescription->desc.filesDescriptions[0].md5;
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}
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void AgiBase::initFeatures() {
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_gameFeatures = _gameDescription->features;
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}
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void AgiBase::setFeature(uint32 feature) {
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_gameFeatures |= feature;
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}
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void AgiBase::setVersion(uint16 version) {
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_gameVersion = version;
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}
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void AgiBase::initVersion() {
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_gameVersion = _gameDescription->version;
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}
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const char *AgiBase::getDiskName(uint16 id) {
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for (int i = 0; _gameDescription->desc.filesDescriptions[i].fileName != NULL; i++)
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if (_gameDescription->desc.filesDescriptions[i].fileType == id)
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return _gameDescription->desc.filesDescriptions[i].fileName;
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return "";
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}
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}
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static const PlainGameDescriptor agiGames[] = {
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{"agi", "Sierra AGI game"},
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{"agi-fanmade", "Fanmade AGI game"},
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{"agidemo", "AGI Demo"},
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{"bc", "The Black Cauldron"},
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{"caitlyn", "Caitlyn's Destiny"},
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{"ddp", "Donald Duck's Playground"},
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{"goldrush", "Gold Rush!"},
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{"kq1", "King's Quest I: Quest for the Crown"},
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{"kq2", "King's Quest II: Romancing the Throne"},
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{"kq3", "King's Quest III: To Heir Is Human"},
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{"kq4", "King's Quest IV: The Perils of Rosella"},
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{"lsl1", "Leisure Suit Larry in the Land of the Lounge Lizards"},
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{"mickey", "Mickey\'s Space Adventure"},
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{"mixedup", "Mixed-Up Mother Goose"},
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{"mh1", "Manhunter 1: New York"},
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{"mh2", "Manhunter 2: San Francisco"},
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{"pq1", "Police Quest I: In Pursuit of the Death Angel"},
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{"serguei1", "Serguei's Destiny 1"},
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{"serguei2", "Serguei's Destiny 2"},
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{"sq0", "Space Quest 0: Replicated"},
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{"sq1", "Space Quest I: The Sarien Encounter"},
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{"sq2", "Space Quest II: Vohaul's Revenge"},
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{"sqx", "Space Quest X: The Lost Chapter"},
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{"tetris", "AGI Tetris"},
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{"troll", "Troll\'s Tale"},
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{"winnie", "Winnie the Pooh in the Hundred Acre Wood"},
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{"xmascard", "Xmas Card"},
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{0, 0}
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};
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#include "agi/detection_tables.h"
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using namespace Agi;
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class AgiMetaEngine : public AdvancedMetaEngine {
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mutable Common::String _gameid;
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mutable Common::String _extra;
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public:
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AgiMetaEngine() : AdvancedMetaEngine(Agi::gameDescriptions, sizeof(Agi::AGIGameDescription), agiGames) {
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_singleid = "agi";
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_guioptions = GUIO1(GUIO_NOSPEECH);
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}
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virtual const char *getName() const {
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return "AGI preAGI + v2 + v3";
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}
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virtual const char *getOriginalCopyright() const {
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return "Sierra AGI Engine (C) Sierra On-Line Software";
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}
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virtual bool hasFeature(MetaEngineFeature f) const;
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virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;
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virtual SaveStateList listSaves(const char *target) const;
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virtual int getMaximumSaveSlot() const;
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virtual void removeSaveState(const char *target, int slot) const;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
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const ADGameDescription *fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const;
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};
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bool AgiMetaEngine::hasFeature(MetaEngineFeature f) const {
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return
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(f == kSupportsListSaves) ||
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(f == kSupportsLoadingDuringStartup) ||
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(f == kSupportsDeleteSave) ||
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(f == kSavesSupportMetaInfo) ||
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(f == kSavesSupportThumbnail) ||
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(f == kSavesSupportCreationDate);
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}
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bool AgiBase::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsRTL) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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bool AgiMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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const Agi::AGIGameDescription *gd = (const Agi::AGIGameDescription *)desc;
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bool res = true;
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switch (gd->gameType) {
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case Agi::GType_PreAGI:
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switch (gd->gameID) {
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case GID_MICKEY:
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*engine = new Agi::MickeyEngine(syst, gd);
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break;
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case GID_TROLL:
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*engine = new Agi::TrollEngine(syst, gd);
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break;
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case GID_WINNIE:
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*engine = new Agi::WinnieEngine(syst, gd);
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break;
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}
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break;
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case Agi::GType_V1:
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case Agi::GType_V2:
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case Agi::GType_V3:
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*engine = new Agi::AgiEngine(syst, gd);
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break;
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default:
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res = false;
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error("AGI engine: unknown gameType");
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}
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return res;
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}
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SaveStateList AgiMetaEngine::listSaves(const char *target) const {
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const uint32 AGIflag = MKTAG('A','G','I',':');
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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Common::StringArray filenames;
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char saveDesc[31];
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Common::String pattern = target;
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pattern += ".???";
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filenames = saveFileMan->listSavefiles(pattern);
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sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)
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SaveStateList saveList;
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for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
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// Obtain the last 3 digits of the filename, since they correspond to the save slot
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int slotNum = atoi(file->c_str() + file->size() - 3);
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if (slotNum >= 0 && slotNum <= 999) {
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Common::InSaveFile *in = saveFileMan->openForLoading(*file);
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if (in) {
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uint32 type = in->readUint32BE();
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if (type == AGIflag)
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in->read(saveDesc, 31);
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saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
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delete in;
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}
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}
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}
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return saveList;
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}
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int AgiMetaEngine::getMaximumSaveSlot() const { return 999; }
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void AgiMetaEngine::removeSaveState(const char *target, int slot) const {
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char fileName[MAXPATHLEN];
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sprintf(fileName, "%s.%03d", target, slot);
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g_system->getSavefileManager()->removeSavefile(fileName);
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}
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SaveStateDescriptor AgiMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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const uint32 AGIflag = MKTAG('A','G','I',':');
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char fileName[MAXPATHLEN];
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sprintf(fileName, "%s.%03d", target, slot);
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);
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if (in) {
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if (in->readUint32BE() != AGIflag) {
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delete in;
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return SaveStateDescriptor();
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}
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char name[32];
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in->read(name, 31);
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SaveStateDescriptor desc(slot, name);
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// Do not allow save slot 0 (used for auto-saving) to be deleted or
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// overwritten.
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desc.setDeletableFlag(slot != 0);
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desc.setWriteProtectedFlag(slot == 0);
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char saveVersion = in->readByte();
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if (saveVersion >= 4) {
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Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*in);
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desc.setThumbnail(thumbnail);
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uint32 saveDate = in->readUint32BE();
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uint16 saveTime = in->readUint16BE();
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int day = (saveDate >> 24) & 0xFF;
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int month = (saveDate >> 16) & 0xFF;
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int year = saveDate & 0xFFFF;
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desc.setSaveDate(year, month, day);
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int hour = (saveTime >> 8) & 0xFF;
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int minutes = saveTime & 0xFF;
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desc.setSaveTime(hour, minutes);
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// TODO: played time
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}
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delete in;
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return desc;
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} else {
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SaveStateDescriptor emptySave;
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// Do not allow save slot 0 (used for auto-saving) to be overwritten.
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emptySave.setWriteProtectedFlag(slot == 0);
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return emptySave;
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}
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}
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const ADGameDescription *AgiMetaEngine::fallbackDetect(const FileMap &allFilesXXX, const Common::FSList &fslist) const {
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typedef Common::HashMap<Common::String, int32> IntMap;
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IntMap allFiles;
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bool matchedUsingFilenames = false;
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bool matchedUsingWag = false;
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int wagFileCount = 0;
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WagFileParser wagFileParser;
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Common::FSNode wagFileNode;
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Common::String description;
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// // Set the defaults for gameid and extra
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_gameid = "agi-fanmade";
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_extra.clear();
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// Set the default values for the fallback descriptor's ADGameDescription part.
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g_fallbackDesc.desc.language = Common::UNK_LANG;
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g_fallbackDesc.desc.platform = Common::kPlatformPC;
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g_fallbackDesc.desc.flags = ADGF_NO_FLAGS;
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// Set default values for the fallback descriptor's AGIGameDescription part.
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g_fallbackDesc.gameID = GID_FANMADE;
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g_fallbackDesc.features = GF_FANMADE;
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g_fallbackDesc.version = 0x2917;
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// First grab all filenames and at the same time count the number of *.wag files
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for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (file->isDirectory()) continue;
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Common::String filename = file->getName();
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filename.toLowercase();
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allFiles[filename] = true; // Save the filename in a hash table
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if (filename.hasSuffix(".wag")) {
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// Save latest found *.wag file's path (Can be used to open the file, the name can't)
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wagFileNode = *file;
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wagFileCount++; // Count found *.wag files
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}
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}
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if (allFiles.contains("logdir") && allFiles.contains("object") &&
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allFiles.contains("picdir") && allFiles.contains("snddir") &&
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allFiles.contains("viewdir") && allFiles.contains("vol.0") &&
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allFiles.contains("words.tok")) { // Check for v2
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// The default AGI interpreter version 0x2917 is okay for v2 games
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// so we don't have to change it here.
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matchedUsingFilenames = true;
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// Check for AGIPAL by checking for existence of any of the files "pal.100" - "pal.109"
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bool agipal = false;
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char agipalFile[] = "pal.xxx";
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for (uint i = 100; i <= 109; i++) {
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sprintf(agipalFile, "pal.%d", i);
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if (allFiles.contains(agipalFile)) {
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agipal = true; // We found a file "pal.x" where 100 <= x <= 109 so it's AGIPAL
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break;
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}
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}
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if (agipal) { // Check if it is AGIPAL
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description = "Unknown v2 AGIPAL Game";
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g_fallbackDesc.features |= GF_AGIPAL; // Add AGIPAL feature flag
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} else { // Not AGIPAL so just plain v2
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description = "Unknown v2 Game";
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}
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} else { // Try v3
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char name[8];
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for (IntMap::const_iterator f = allFiles.begin(); f != allFiles.end(); ++f) {
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if (f->_key.hasSuffix("vol.0")) {
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memset(name, 0, 8);
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strncpy(name, f->_key.c_str(), MIN((uint)8, f->_key.size() > 5 ? f->_key.size() - 5 : f->_key.size()));
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if (allFiles.contains("object") && allFiles.contains("words.tok") &&
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allFiles.contains(Common::String(name) + "dir")) {
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matchedUsingFilenames = true;
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description = "Unknown v3 Game";
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g_fallbackDesc.version = 0x3149; // Set the default AGI version for an AGI v3 game
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break;
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}
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}
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}
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}
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// WinAGI produces *.wag file with interpreter version, game name and other parameters.
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// If there's exactly one *.wag file and it parses successfully then we'll use its information.
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if (wagFileCount == 1 && wagFileParser.parse(wagFileNode)) {
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matchedUsingWag = true;
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const WagProperty *wagAgiVer = wagFileParser.getProperty(WagProperty::PC_INTVERSION);
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const WagProperty *wagGameID = wagFileParser.getProperty(WagProperty::PC_GAMEID);
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const WagProperty *wagGameDesc = wagFileParser.getProperty(WagProperty::PC_GAMEDESC);
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const WagProperty *wagGameVer = wagFileParser.getProperty(WagProperty::PC_GAMEVERSION);
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const WagProperty *wagGameLastEdit = wagFileParser.getProperty(WagProperty::PC_GAMELAST);
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// If there is an AGI version number in the *.wag file then let's use it
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if (wagAgiVer != NULL && wagFileParser.checkAgiVersionProperty(*wagAgiVer)) {
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// TODO/FIXME: Check that version number is something we support before trying to use it.
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// If the version number is unsupported then it'll get switched to 0x2917 later.
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// But there's the possibility that file based detection has detected something else
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// than a v2 AGI game. So there's a possibility for conflicting information.
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g_fallbackDesc.version = wagFileParser.convertToAgiVersionNumber(*wagAgiVer);
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}
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// Set gameid according to *.wag file information if it's present and it doesn't contain whitespace.
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if (wagGameID != NULL && !Common::String(wagGameID->getData()).contains(" ")) {
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_gameid = wagGameID->getData();
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debug(3, "Agi::fallbackDetector: Using game id (%s) from WAG file", _gameid.c_str());
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}
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// Set game description and extra according to *.wag file information if they're present
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if (wagGameDesc != NULL) {
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description = wagGameDesc->getData();
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debug(3, "Agi::fallbackDetector: Game description (%s) from WAG file", wagGameDesc->getData());
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// If there's game version in the *.wag file, set extra to it
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if (wagGameVer != NULL) {
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_extra = wagGameVer->getData();
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debug(3, "Agi::fallbackDetector: Game version (%s) from WAG file", wagGameVer->getData());
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}
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// If there's game last edit date in the *.wag file, add it to extra
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if (wagGameLastEdit != NULL) {
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if (!_extra.empty())
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_extra += " ";
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_extra += wagGameLastEdit->getData();
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debug(3, "Agi::fallbackDetector: Game's last edit date (%s) from WAG file", wagGameLastEdit->getData());
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}
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}
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} else if (wagFileCount > 1) { // More than one *.wag file, confusing! So let's not use them.
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warning("More than one (%d) *.wag files found. WAG files ignored", wagFileCount);
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}
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// Check that the AGI interpreter version is a supported one
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if (!(g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x4000)) {
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warning("Unsupported AGI interpreter version 0x%x in AGI's fallback detection. Using default 0x2917", g_fallbackDesc.version);
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g_fallbackDesc.version = 0x2917;
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}
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// Set game type (v2 or v3) according to the AGI interpreter version number
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if (g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x3000)
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g_fallbackDesc.gameType = GType_V2;
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else if (g_fallbackDesc.version >= 0x3000 && g_fallbackDesc.version < 0x4000)
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g_fallbackDesc.gameType = GType_V3;
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// Check if we found a match with any of the fallback methods
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if (matchedUsingWag || matchedUsingFilenames) {
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_extra = description + (!_extra.empty() ? " " : "") + _extra; // Let's combine the description and extra
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// Override the gameid & extra values in g_fallbackDesc.desc. This only works
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// until the fallback detector is called again, and while the MetaEngine instance
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// is alive (as else the string storage is modified/deleted).
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g_fallbackDesc.desc.gameid = _gameid.c_str();
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g_fallbackDesc.desc.extra = _extra.c_str();
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printf("Your game version has been detected using fallback matching as a\n");
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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() <= 0x2001) {
|
|
_loader = new AgiLoader_v1(this);
|
|
} else if (getVersion() <= 0x2999) {
|
|
_loader = new AgiLoader_v2(this);
|
|
} else {
|
|
_loader = new AgiLoader_v3(this);
|
|
}
|
|
ec = _loader->detectGame();
|
|
|
|
return ec;
|
|
}
|
|
|
|
} // End of namespace Agi
|