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255 lines
7.4 KiB
C++
255 lines
7.4 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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#ifndef ENGINES_ADVANCED_DETECTOR_H
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#define ENGINES_ADVANCED_DETECTOR_H
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#include "engines/metaengine.h"
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namespace Common {
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class Error;
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class FSList;
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}
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struct ADGameFileDescription {
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const char *fileName;
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uint16 fileType; // Optional. Not used during detection, only by engines.
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const char *md5; // Optional. May be NULL.
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int32 fileSize; // Optional. Set to -1 to ignore.
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};
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#define AD_LISTEND {NULL, 0, NULL, 0}
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#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, AD_LISTEND}
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#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, AD_LISTEND}
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enum ADGameFlags {
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ADGF_NO_FLAGS = 0,
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ADGF_PIRATED = (1 << 23), // flag to designate well known pirated versions with cracks
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ADGF_ADDENGLISH = (1 << 24), // always add English as language option
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ADGF_MACRESFORK = (1 << 25), // the md5 for this entry will be calculated from the resource fork
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ADGF_USEEXTRAASTITLE = (1 << 26), // Extra field value will be used as main game title, not gameid
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ADGF_DROPLANGUAGE = (1 << 28), // don't add language to gameid
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ADGF_CD = (1 << 29), // add "-cd" to gameid
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ADGF_DEMO = (1 << 30) // add "-demo" to gameid
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};
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struct ADGameDescription {
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const char *gameid;
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const char *extra;
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ADGameFileDescription filesDescriptions[14];
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Common::Language language;
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Common::Platform platform;
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/**
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* A bitmask of extra flags. The top 16 bits are reserved for generic flags
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* defined in the ADGameFlags. This leaves 16 bits to be used by client
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* code.
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*/
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uint32 flags;
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uint32 guioptions;
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};
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/**
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* End marker for a table of ADGameDescription structs. Use this to
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* terminate a list to be passed to the AdvancedDetector API.
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*/
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#define AD_TABLE_END_MARKER \
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{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, ADGF_NO_FLAGS, Common::GUIO_NONE }
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struct ADObsoleteGameID {
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const char *from;
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const char *to;
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Common::Platform platform;
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};
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struct ADFileBasedFallback {
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/**
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* Pointer to an ADGameDescription or subclass thereof which will get
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* returned if there's a detection match.
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*/
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const void *desc;
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/**
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* A zero-terminated list of filenames used for matching. All files in
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* the list must be present to get a detection match.
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*/
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const char *filenames[10];
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};
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enum ADFlags {
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/**
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* Generate/augment preferred target with information on the language (if
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* not equal to english) and platform (if not equal to PC).
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*/
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kADFlagDontAugmentPreferredTarget = (1 << 0),
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/**
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* Warn user about new variant if his version was detected with fallback
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*/
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kADFlagPrintWarningOnFileBasedFallback = (1 << 1),
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/**
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* Store value of extra field in config file, and use it as a hint
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* on subsequent runs. Could be used when there is no way to autodetect
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* game (when more than one game sits in same directory), and user picks
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* up a variant manually.
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*/
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kADFlagUseExtraAsHint = (1 << 2)
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};
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/**
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* A structure containing all parameters for the AdvancedDetector.
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* Typically, an engine will have a single instance of this which is
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* used by its AdvancedMetaEngine subclass as a parameter to the
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* primary AdvancedMetaEngine constructor.
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*/
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struct ADParams {
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/**
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* Pointer to an array of objects which are either ADGameDescription
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* or superset structures (i.e. start with an ADGameDescription member.
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* The list is terminated by an entry with a gameid equal to 0
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* (see AD_TABLE_END_MARKER).
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*/
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const byte *descs;
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/**
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* The size of a single entry of the above descs array. Always
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* must be >= sizeof(ADGameDescription).
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*/
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uint descItemSize;
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/**
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* The number of bytes to compute MD5 sum for. The AdvancedDetector
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* is primarily based on computing and matching MD5 checksums of files.
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* Since doing that for large files can be slow, it can be restricted
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* to a subset of all files.
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* Typically this will be set to something between 5 and 50 kilobyte,
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* but arbitrary non-zero values are possible.
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*/
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uint md5Bytes;
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/**
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* A list of all gameids (and their corresponding descriptions) supported
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* by this engine.
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*/
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const PlainGameDescriptor *list;
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/**
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* Structure for autoupgrading obsolete targets (optional).
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*
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* @todo Properly explain this.
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*/
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const ADObsoleteGameID *obsoleteList;
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/**
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* Name of single gameid (optional).
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*
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* @todo Properly explain this -- what does it do?
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*/
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const char *singleid;
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/**
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* List of files for file-based fallback detection (optional).
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* This is used if the regular MD5 based detection failed to
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* detect anything.
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* As usual this list is terminated by an all-zero entry.
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*
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* @todo Properly explain this
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*/
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const ADFileBasedFallback *fileBasedFallback;
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/**
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* A bitmask of flags which can be used to configure the behavior
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* of the AdvancedDetector. Refer to ADFlags for a list of flags
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* that can be ORed together and passed here.
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*/
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uint32 flags;
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/**
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* A bitmask of game GUI options which will be added to each
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* entry in addition to per-game options. Refer to GameGUIOption
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* enum for the list.
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*/
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uint32 guioptions;
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/**
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* Maximum depth of directories to look up
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* If set to 0, the depth is 1 level
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*/
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uint32 depth;
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/**
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* Case-insensitive list of directory globs which could be used for
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* going deeper int directory structure.
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* @see String::matchString() method for format description.
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*
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* @note Last item must be 0
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*/
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const char * const *directoryGlobs;
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};
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namespace AdvancedDetector {
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/**
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* Scan through the game descriptors specified in params and search for
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* 'gameid' in there. If a match is found, returns a GameDescriptor
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* with gameid and description set.
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*/
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GameDescriptor findGameID(
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const char *gameid,
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const PlainGameDescriptor *list,
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const ADObsoleteGameID *obsoleteList = 0
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);
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} // End of namespace AdvancedDetector
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/**
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* A MetaEngine implementation based around the advanced detector code.
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*/
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class AdvancedMetaEngine : public MetaEngine {
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const ADParams ¶ms;
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public:
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AdvancedMetaEngine(const ADParams &dp) : params(dp) {}
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virtual GameList getSupportedGames() const;
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virtual GameDescriptor findGame(const char *gameid) const;
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virtual GameList detectGames(const Common::FSList &fslist) const;
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virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
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// To be provided by subclasses
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virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
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/**
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* An (optional) generic fallback detect function which is invoked
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* if both the regular MD5 based detection as well as the file
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* based fallback failed to detect anything.
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*/
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virtual const ADGameDescription *fallbackDetect(const Common::FSList &fslist) const {
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return 0;
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}
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};
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#endif
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