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https://github.com/libretro/scummvm.git
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29ceb07959
- DETECT_OBJS are present and added inside an engine's modules.mk file.
772 lines
24 KiB
C++
772 lines
24 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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*
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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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*
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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 SCUMM_DETECTION_INTERNAL_H
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#define SCUMM_DETECTION_INTERNAL_H
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// Includes some shared functionalities, which is required by multiple TU's.
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// Mark it as static in the header, so visibility for function is limited by the TU, and we can use it whereever required.
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// This is being done, because it's necessary in detection, creating an instance, as well as in initiliasing the ScummEngine.
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#include "scumm/detection_steam.h"
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namespace Scumm {
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enum {
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// We only compute the MD5 of the first megabyte of our data files.
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kMD5FileSizeLimit = 1024 * 1024
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};
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static int compareMD5Table(const void *a, const void *b) {
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const char *key = (const char *)a;
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const MD5Table *elem = (const MD5Table *)b;
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return strcmp(key, elem->md5);
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}
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static const MD5Table *findInMD5Table(const char *md5) {
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uint32 arraySize = ARRAYSIZE(md5table) - 1;
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return (const MD5Table *)bsearch(md5, md5table, arraySize, sizeof(MD5Table), compareMD5Table);
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}
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static Common::String generateFilenameForDetection(const char *pattern, FilenameGenMethod genMethod, Common::Platform platform) {
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Common::String result;
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switch (genMethod) {
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case kGenDiskNum:
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case kGenRoomNum:
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result = Common::String::format(pattern, 0);
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break;
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case kGenDiskNumSteam:
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case kGenRoomNumSteam: {
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const SteamIndexFile *indexFile = lookUpSteamIndexFile(pattern, platform);
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if (!indexFile) {
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error("Unable to find Steam executable from detection pattern");
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} else {
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result = indexFile->executableName;
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}
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} break;
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case kGenHEPC:
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case kGenHEIOS:
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result = Common::String::format("%s.he0", pattern);
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break;
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case kGenHEMac:
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result = Common::String::format("%s (0)", pattern);
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break;
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case kGenHEMacNoParens:
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result = Common::String::format("%s 0", pattern);
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break;
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case kGenUnchanged:
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result = pattern;
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break;
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default:
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error("generateFilenameForDetection: Unsupported genMethod");
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}
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return result;
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}
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struct DetectorDesc {
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Common::FSNode node;
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Common::String md5;
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const MD5Table *md5Entry; // Entry of the md5 table corresponding to this file, if any.
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};
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typedef Common::HashMap<Common::String, DetectorDesc, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> DescMap;
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static bool testGame(const GameSettings *g, const DescMap &fileMD5Map, const Common::String &file);
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// Search for a node with the given "name", inside fslist. Ignores case
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// when performing the matching. The first match is returned, so if you
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// search for "resource" and two nodes "RESOURE and "resource" are present,
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// the first match is used.
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static bool searchFSNode(const Common::FSList &fslist, const Common::String &name, Common::FSNode &result) {
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for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (!scumm_stricmp(file->getName().c_str(), name.c_str())) {
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result = *file;
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return true;
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}
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}
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return false;
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}
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static BaseScummFile *openDiskImage(const Common::FSNode &node, const GameFilenamePattern *gfp) {
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Common::String disk1 = node.getName();
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BaseScummFile *diskImg;
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SearchMan.addDirectory("tmpDiskImgDir", node.getParent());
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if (disk1.hasSuffix(".prg")) { // NES
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diskImg = new ScummNESFile();
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} else { // C64 or Apple //gs
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// setup necessary game settings for disk image reader
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GameSettings gs;
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memset(&gs, 0, sizeof(GameSettings));
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gs.gameid = gfp->gameid;
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gs.id = (Common::String(gfp->gameid) == "maniac" ? GID_MANIAC : GID_ZAK);
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gs.platform = gfp->platform;
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if (strcmp(gfp->pattern, "maniacdemo.d64") == 0)
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gs.features |= GF_DEMO;
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// Determine second disk file name.
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Common::String disk2(disk1);
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for (Common::String::iterator it = disk2.begin(); it != disk2.end(); ++it) {
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// replace "xyz1.(d64|dsk)" by "xyz2.(d64|dsk)"
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if (*it == '1') {
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*it = '2';
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break;
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}
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}
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// Open image.
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diskImg = new ScummDiskImage(disk1.c_str(), disk2.c_str(), gs);
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}
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if (diskImg->open(disk1.c_str()) && diskImg->openSubFile("00.LFL")) {
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debug(0, "Success");
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return diskImg;
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}
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delete diskImg;
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return 0;
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}
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static void closeDiskImage(ScummDiskImage *img) {
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if (img)
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img->close();
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SearchMan.remove("tmpDiskImgDir");
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}
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/*
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* This function tries to detect if a speech file exists.
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* False doesn't necessarily mean there are no speech files.
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*/
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static bool detectSpeech(const Common::FSList &fslist, const GameSettings *gs) {
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if (gs->id == GID_MONKEY || gs->id == GID_MONKEY2) {
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// FM-TOWNS monkey and monkey2 games don't have speech but may have .sou files.
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if (gs->platform == Common::kPlatformFMTowns)
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return false;
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const char *const basenames[] = { gs->gameid, "monster", 0 };
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static const char *const extensions[] = { "sou",
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#ifdef USE_FLAC
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"sof",
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#endif
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#ifdef USE_VORBIS
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"sog",
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#endif
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#ifdef USE_MAD
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"so3",
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#endif
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0 };
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for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (file->isDirectory())
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continue;
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for (int i = 0; basenames[i]; ++i) {
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Common::String basename = Common::String(basenames[i]) + ".";
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for (int j = 0; extensions[j]; ++j) {
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if ((basename + extensions[j]).equalsIgnoreCase(file->getName()))
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return true;
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}
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}
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}
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}
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return false;
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}
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// The following function tries to detect the language for COMI and DIG.
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static Common::Language detectLanguage(const Common::FSList &fslist, byte id) {
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// First try to detect Chinese translation.
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Common::FSNode fontFile;
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if (searchFSNode(fslist, "chinese_gb16x12.fnt", fontFile)) {
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debug(0, "Chinese detected");
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return Common::ZH_CNA;
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}
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// Now try to detect COMI and Dig by language files.
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if (id != GID_CMI && id != GID_DIG)
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return Common::UNK_LANG;
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// Check for LANGUAGE.BND (Dig) resp. LANGUAGE.TAB (CMI).
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// These are usually inside the "RESOURCE" subdirectory.
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// If found, we match based on the file size (should we
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// ever determine that this is insufficient, we can still
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// switch to MD5 based detection).
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const char *filename = (id == GID_CMI) ? "LANGUAGE.TAB" : "LANGUAGE.BND";
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Common::File tmp;
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Common::FSNode langFile;
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if (searchFSNode(fslist, filename, langFile))
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tmp.open(langFile);
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if (!tmp.isOpen()) {
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// Try loading in RESOURCE sub dir.
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Common::FSNode resDir;
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Common::FSList tmpList;
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if (searchFSNode(fslist, "RESOURCE", resDir)
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&& resDir.isDirectory()
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&& resDir.getChildren(tmpList, Common::FSNode::kListFilesOnly)
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&& searchFSNode(tmpList, filename, langFile)) {
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tmp.open(langFile);
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}
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// The Steam version of Dig has the LANGUAGE.BND in the DIG sub dir.
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if (!tmp.isOpen()
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&& id == GID_DIG
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&& searchFSNode(fslist, "DIG", resDir)
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&& resDir.isDirectory()
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&& resDir.getChildren(tmpList, Common::FSNode::kListFilesOnly)
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&& searchFSNode(tmpList, filename, langFile)) {
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tmp.open(langFile);
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}
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// The Chinese version of Dig has the LANGUAGE.BND in the VIDEO sub dir.
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if (!tmp.isOpen()
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&& id == GID_DIG
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&& searchFSNode(fslist, "VIDEO", resDir)
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&& resDir.isDirectory()
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&& resDir.getChildren(tmpList, Common::FSNode::kListFilesOnly)
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&& searchFSNode(tmpList, filename, langFile)) {
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tmp.open(langFile);
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}
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}
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if (tmp.isOpen()) {
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uint size = tmp.size();
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if (id == GID_CMI) {
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switch (size) {
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case 439080: // 2daf3db71d23d99d19fc9a544fcf6431
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return Common::EN_ANY;
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case 322602: // caba99f4f5a0b69963e5a4d69e6f90af
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return Common::ZH_TWN;
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case 493252: // 5d59594b24f3f1332e7d7e17455ed533
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return Common::DE_DEU;
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case 461746: // 35bbe0e4d573b318b7b2092c331fd1fa
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return Common::FR_FRA;
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case 443439: // 4689d013f67aabd7c35f4fd7c4b4ad69
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return Common::IT_ITA;
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case 398613: // d1f5750d142d34c4c8f1f330a1278709
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return Common::KO_KOR;
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case 440586: // 5a1d0f4fa00917bdbfe035a72a6bba9d
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return Common::PT_BRA;
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case 454457: // 0e5f450ec474a30254c0e36291fb4ebd
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case 394083: // ad684ca14c2b4bf4c21a81c1dbed49bc
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return Common::RU_RUS;
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case 449787: // 64f3fe479d45b52902cf88145c41d172
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return Common::ES_ESP;
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default:
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break;
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}
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} else { // The DIG
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switch (size) {
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case 248627: // 1fd585ac849d57305878c77b2f6c74ff
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return Common::DE_DEU;
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case 257460: // 04cf6a6ba6f57e517bc40eb81862cfb0
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return Common::FR_FRA;
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case 231402: // 93d13fcede954c78e65435592182a4db
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return Common::IT_ITA;
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case 228772: // 5d9ad90d3a88ea012d25d61791895ebe
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return Common::PT_BRA;
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case 229884: // d890074bc15c6135868403e73c5f4f36
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return Common::ES_ESP;
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case 223107: // 64f3fe479d45b52902cf88145c41d172
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return Common::JA_JPN;
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case 180730: // 424fdd60822722cdc75356d921dad9bf
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return Common::ZH_TWN;
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default:
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break;
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}
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}
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}
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return Common::UNK_LANG;
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}
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static void computeGameSettingsFromMD5(const Common::FSList &fslist, const GameFilenamePattern *gfp, const MD5Table *md5Entry, DetectorResult &dr) {
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dr.language = md5Entry->language;
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dr.extra = md5Entry->extra;
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// Compute the precise game settings using gameVariantsTable.
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for (const GameSettings *g = gameVariantsTable; g->gameid; ++g) {
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if (g->gameid[0] == 0 || !scumm_stricmp(md5Entry->gameid, g->gameid)) {
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// The gameid either matches, or is empty. The latter indicates
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// a generic entry, currently used for some generic HE settings.
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if (g->variant == 0 || !scumm_stricmp(md5Entry->variant, g->variant)) {
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// Perfect match found, use it and stop the loop.
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dr.game = *g;
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dr.game.gameid = md5Entry->gameid;
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// Set the platform value. The value from the MD5 record has
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// highest priority; if missing (i.e. set to unknown) we try
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// to use that from the filename pattern record instead.
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if (md5Entry->platform != Common::kPlatformUnknown) {
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dr.game.platform = md5Entry->platform;
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} else if (gfp->platform != Common::kPlatformUnknown) {
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dr.game.platform = gfp->platform;
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}
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// HACK: Special case to distinguish the V1 demo from the full version
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// (since they have identical MD5).
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if (dr.game.id == GID_MANIAC && !strcmp(gfp->pattern, "%02d.MAN")) {
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dr.extra = "V1 Demo";
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dr.game.features = GF_DEMO;
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}
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// HACK: Try to detect languages for translated games.
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if (dr.language == UNK_LANG) {
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dr.language = detectLanguage(fslist, dr.game.id);
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}
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// HACK: Detect between 68k and PPC versions.
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if (dr.game.platform == Common::kPlatformMacintosh && dr.game.version >= 5 && dr.game.heversion == 0 && strstr(gfp->pattern, "Data"))
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dr.game.features |= GF_MAC_CONTAINER;
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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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static void composeFileHashMap(DescMap &fileMD5Map, const Common::FSList &fslist, int depth, const char *const *globs) {
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if (depth <= 0)
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return;
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if (fslist.empty())
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return;
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for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (!file->isDirectory()) {
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DetectorDesc d;
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d.node = *file;
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d.md5Entry = 0;
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fileMD5Map[file->getName()] = d;
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} else {
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if (!globs)
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continue;
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bool matched = false;
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for (const char *const *glob = globs; *glob; glob++)
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if (file->getName().matchString(*glob, true)) {
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matched = true;
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break;
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}
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if (!matched)
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continue;
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Common::FSList files;
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if (file->getChildren(files, Common::FSNode::kListAll)) {
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composeFileHashMap(fileMD5Map, files, depth - 1, globs);
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}
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}
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}
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}
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static void detectGames(const Common::FSList &fslist, Common::List<DetectorResult> &results, const char *gameid) {
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DescMap fileMD5Map;
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DetectorResult dr;
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// Dive one level down since mac indy3/loom have their files split into directories. See Bug #1438631.
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// Dive two levels down for Mac Steam games.
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composeFileHashMap(fileMD5Map, fslist, 3, directoryGlobs);
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// Iterate over all filename patterns.
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for (const GameFilenamePattern *gfp = gameFilenamesTable; gfp->gameid; ++gfp) {
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// If a gameid was specified, we only try to detect that specific game,
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// so we can just skip over everything with a differing gameid.
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if (gameid && scumm_stricmp(gameid, gfp->gameid))
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continue;
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// Generate the detectname corresponding to the gfp. If the file doesn't
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// exist in the directory we are looking at, we can skip to the next
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// one immediately.
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Common::String file(generateFilenameForDetection(gfp->pattern, gfp->genMethod, gfp->platform));
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if (!fileMD5Map.contains(file))
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continue;
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// Reset the DetectorResult variable.
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dr.fp.pattern = gfp->pattern;
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dr.fp.genMethod = gfp->genMethod;
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dr.game.gameid = 0;
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dr.language = gfp->language;
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dr.md5.clear();
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dr.extra = 0;
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// ____ _ _
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// | _ \ __ _ _ __| |_ / |
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// | |_) / _` | '__| __| | |
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// | __/ (_| | | | |_ | |
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// |_| \__,_|_| \__| |_|
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//
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// PART 1: Trying to find an exact match using MD5.
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//
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//
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// Background: We found a valid detection file. Check if its MD5
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// checksum occurs in our MD5 table. If it does, try to use that
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// to find an exact match.
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//
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// We only do that if the MD5 hadn't already been computed (since
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// we may look at some detection files multiple times).
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DetectorDesc &d = fileMD5Map[file];
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if (d.md5.empty()) {
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Common::SeekableReadStream *tmp = 0;
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bool isDiskImg = (file.hasSuffix(".d64") || file.hasSuffix(".dsk") || file.hasSuffix(".prg"));
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if (isDiskImg) {
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tmp = openDiskImage(d.node, gfp);
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debug(2, "Falling back to disk-based detection");
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} else {
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tmp = d.node.createReadStream();
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}
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Common::String md5str;
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if (tmp)
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md5str = computeStreamMD5AsString(*tmp, kMD5FileSizeLimit);
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if (!md5str.empty()) {
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d.md5 = md5str;
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d.md5Entry = findInMD5Table(md5str.c_str());
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dr.md5 = d.md5;
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if (d.md5Entry) {
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// Exact match found. Compute the precise game settings.
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computeGameSettingsFromMD5(fslist, gfp, d.md5Entry, dr);
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// Print some debug info.
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int filesize = tmp->size();
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debug(1, "SCUMM detector found matching file '%s' with MD5 %s, size %d\n",
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file.c_str(), md5str.c_str(), filesize);
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// Sanity check: We *should* have found a matching gameid/variant at this point.
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// If not, we may have #ifdef'ed the entry out in our detection_tables.h, because we
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// don't have the required stuff compiled in, or there's a bug in our data tables.
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if (dr.game.gameid != 0)
|
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// Add it to the list of detected games.
|
|
results.push_back(dr);
|
|
}
|
|
}
|
|
|
|
if (isDiskImg)
|
|
closeDiskImage((ScummDiskImage *)tmp);
|
|
delete tmp;
|
|
}
|
|
|
|
// If an exact match for this file has already been found, don't bother
|
|
// looking at it anymore.
|
|
if (d.md5Entry)
|
|
continue;
|
|
|
|
// Prevent executables being detected as Steam variant. If we don't
|
|
// know the md5, then it's just the regular executable. Otherwise we
|
|
// will most likely fail on trying to read the index from the executable.
|
|
// Fixes bug #10290.
|
|
if (gfp->genMethod == kGenRoomNumSteam || gfp->genMethod == kGenDiskNumSteam)
|
|
continue;
|
|
|
|
// ____ _ ____
|
|
// | _ \ __ _ _ __| |_ |___ \ *
|
|
// | |_) / _` | '__| __| __) |
|
|
// | __/ (_| | | | |_ / __/
|
|
// |_| \__,_|_| \__| |_____|
|
|
//
|
|
// PART 2: Fuzzy matching for files with unknown MD5.
|
|
//
|
|
//
|
|
// We loop over the game variants matching the gameid associated to
|
|
// the gfp record. We then try to decide for each whether it could be
|
|
// appropriate or not.
|
|
dr.md5 = d.md5;
|
|
for (const GameSettings *g = gameVariantsTable; g->gameid; ++g) {
|
|
// Skip over entries with a different gameid.
|
|
if (g->gameid[0] == 0 || scumm_stricmp(gfp->gameid, g->gameid))
|
|
continue;
|
|
|
|
dr.game = *g;
|
|
dr.extra = g->variant; // FIXME: We (ab)use 'variant' for the 'extra' description for now.
|
|
|
|
if (gfp->platform != Common::kPlatformUnknown)
|
|
dr.game.platform = gfp->platform;
|
|
|
|
|
|
// If a variant has been specified, use that!
|
|
if (gfp->variant) {
|
|
if (!scumm_stricmp(gfp->variant, g->variant)) {
|
|
// Perfect match found.
|
|
results.push_back(dr);
|
|
break;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// HACK: Perhaps it is some modified translation?
|
|
dr.language = detectLanguage(fslist, g->id);
|
|
|
|
// Detect if there are speech files in this unknown game.
|
|
if (detectSpeech(fslist, g)) {
|
|
if (strchr(dr.game.guioptions, GUIO_NOSPEECH[0]) != NULL) {
|
|
if (g->id == GID_MONKEY || g->id == GID_MONKEY2)
|
|
// TODO: This may need to be updated if something important gets added
|
|
// in the top detection table for these game ids.
|
|
dr.game.guioptions = GUIO0();
|
|
else
|
|
warning("FIXME: fix NOSPEECH fallback");
|
|
}
|
|
}
|
|
|
|
// Add the game/variant to the candidates list if it is consistent
|
|
// with the file(s) we are seeing.
|
|
if (testGame(g, fileMD5Map, file))
|
|
results.push_back(dr);
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool testGame(const GameSettings *g, const DescMap &fileMD5Map, const Common::String &file) {
|
|
const DetectorDesc &d = fileMD5Map[file];
|
|
|
|
// At this point, we know that the gameid matches, but no variant
|
|
// was specified, yet there are multiple ones. So we try our best
|
|
// to distinguish between the variants.
|
|
// To do this, we take a close look at the detection file and
|
|
// try to filter out some cases.
|
|
|
|
Common::File tmp;
|
|
if (!tmp.open(d.node)) {
|
|
warning("SCUMM testGame: failed to open '%s' for read access", d.node.getPath().c_str());
|
|
return false;
|
|
}
|
|
|
|
if (file == "maniac1.d64" || file == "maniac1.dsk" || file == "zak1.d64") {
|
|
// TODO
|
|
} else if (file == "00.LFL") {
|
|
// Used in V1, V2, V3 games.
|
|
if (g->version > 3)
|
|
return false;
|
|
|
|
// Read a few bytes to narrow down the game.
|
|
byte buf[6];
|
|
tmp.read(buf, 6);
|
|
|
|
if (buf[0] == 0xbc && buf[1] == 0xb9) {
|
|
// The NES version of MM.
|
|
if (g->id == GID_MANIAC && g->platform == Common::kPlatformNES) {
|
|
// Perfect match.
|
|
return true;
|
|
}
|
|
} else if ((buf[0] == 0xCE && buf[1] == 0xF5) || // PC
|
|
(buf[0] == 0xCD && buf[1] == 0xFE)) { // Commodore 64
|
|
// Could be V0 or V1.
|
|
// Candidates: maniac classic, zak classic.
|
|
|
|
if (g->version >= 2)
|
|
return false;
|
|
|
|
// Zak has 58.LFL, Maniac doesn't.
|
|
const bool has58LFL = fileMD5Map.contains("58.LFL");
|
|
if (g->id == GID_MANIAC && !has58LFL) {
|
|
} else if (g->id == GID_ZAK && has58LFL) {
|
|
} else
|
|
return false;
|
|
} else if (buf[0] == 0xFF && buf[1] == 0xFE) {
|
|
// GF_OLD_BUNDLE: could be V2 or old V3.
|
|
// Note that GF_OLD_BUNDLE is true if and only if GF_OLD256 is false.
|
|
// Candidates: maniac enhanced, zak enhanced, indy3ega, loom.
|
|
|
|
if ((g->version != 2 && g->version != 3) || (g->features & GF_OLD256))
|
|
return false;
|
|
|
|
/* We distinguish the games by the presence/absence of
|
|
certain files. In the following, '+' means the file
|
|
present, '-' means the file is absent.
|
|
|
|
maniac: -58.LFL, -84.LFL,-86.LFL, -98.LFL
|
|
|
|
zak: +58.LFL, -84.LFL,-86.LFL, -98.LFL
|
|
zakdemo: +58.LFL, -84.LFL,-86.LFL, -98.LFL
|
|
|
|
loom: +58.LFL, -84.LFL,+86.LFL, -98.LFL
|
|
loomdemo: -58.LFL, +84.LFL,-86.LFL, -98.LFL
|
|
|
|
indy3: +58.LFL, +84.LFL,+86.LFL, +98.LFL
|
|
indy3demo: -58.LFL, +84.LFL,-86.LFL, +98.LFL
|
|
*/
|
|
const bool has58LFL = fileMD5Map.contains("58.LFL");
|
|
const bool has84LFL = fileMD5Map.contains("84.LFL");
|
|
const bool has86LFL = fileMD5Map.contains("86.LFL");
|
|
const bool has98LFL = fileMD5Map.contains("98.LFL");
|
|
|
|
if (g->id == GID_INDY3 && has98LFL && has84LFL) {
|
|
} else if (g->id == GID_ZAK && !has98LFL && !has86LFL && !has84LFL && has58LFL) {
|
|
} else if (g->id == GID_MANIAC && !has98LFL && !has86LFL && !has84LFL && !has58LFL) {
|
|
} else if (g->id == GID_LOOM && !has98LFL && (has86LFL != has84LFL)) {
|
|
} else
|
|
return false;
|
|
} else if (buf[4] == '0' && buf[5] == 'R') {
|
|
// Newer V3 game.
|
|
// Candidates: indy3, indy3Towns, zakTowns, loomTowns.
|
|
|
|
if (g->version != 3 || !(g->features & GF_OLD256))
|
|
return false;
|
|
|
|
/*
|
|
Considering that we know about *all* TOWNS versions, and
|
|
know their MD5s, we could simply rely on this and if we find
|
|
something which has an unknown MD5, assume that it is an (so
|
|
far unknown) version of Indy3. However, there are also fan
|
|
translations of the TOWNS versions, so we can't do that.
|
|
|
|
But we could at least look at the resource headers to distinguish
|
|
TOWNS versions from regular games:
|
|
|
|
Indy3:
|
|
_numGlobalObjects 1000
|
|
_numRooms 99
|
|
_numCostumes 129
|
|
_numScripts 139
|
|
_numSounds 84
|
|
|
|
Indy3Towns, ZakTowns, ZakLoom demo:
|
|
_numGlobalObjects 1000
|
|
_numRooms 99
|
|
_numCostumes 199
|
|
_numScripts 199
|
|
_numSounds 199
|
|
|
|
Assuming that all the town variants look like the latter, we can
|
|
do the check like this:
|
|
if (numScripts == 139)
|
|
assume Indy3
|
|
else if (numScripts == 199)
|
|
assume towns game
|
|
else
|
|
unknown, do not accept it
|
|
*/
|
|
|
|
// We now try to exclude various possibilities by the presence of certain
|
|
// LFL files. Note that we only exclude something based on the *presence*
|
|
// of a LFL file here; compared to checking for the absence of files, this
|
|
// has the advantage that we are less likely to accidentally exclude demos
|
|
// (which, after all, are usually missing many LFL files present in the
|
|
// full version of the game).
|
|
|
|
// No version of Indy3 has 05.LFL but MM, Loom and Zak all have it.
|
|
if (g->id == GID_INDY3 && fileMD5Map.contains("05.LFL"))
|
|
return false;
|
|
|
|
// All versions of Indy3 have 93.LFL, but no other game does.
|
|
if (g->id != GID_INDY3 && fileMD5Map.contains("93.LFL"))
|
|
return false;
|
|
|
|
// No version of Loom has 48.LFL.
|
|
if (g->id == GID_LOOM && fileMD5Map.contains("48.LFL"))
|
|
return false;
|
|
|
|
// No version of Zak has 60.LFL, but most (non-demo) versions of Indy3 have it.
|
|
if (g->id == GID_ZAK && fileMD5Map.contains("60.LFL"))
|
|
return false;
|
|
|
|
// All versions of Indy3 and ZakTOWNS have 98.LFL, but no other game does.
|
|
if (g->id == GID_LOOM && g->platform != Common::kPlatformPCEngine && fileMD5Map.contains("98.LFL"))
|
|
return false;
|
|
|
|
|
|
} else {
|
|
// TODO: Unknown file header, deal with it. Maybe an unencrypted
|
|
// variant...
|
|
// Anyway, we don't know how to deal with the file, so we
|
|
// just skip it.
|
|
}
|
|
} else if (file == "000.LFL") {
|
|
// Used in V4.
|
|
// Candidates: monkeyEGA, pass, monkeyVGA, loomcd.
|
|
|
|
if (g->version != 4)
|
|
return false;
|
|
|
|
/*
|
|
For all of them, we have:
|
|
_numGlobalObjects 1000
|
|
_numRooms 99
|
|
_numCostumes 199
|
|
_numScripts 199
|
|
_numSounds 199
|
|
|
|
Any good ideas to distinguish those? Maybe by the presence/absence
|
|
of some files?
|
|
At least PASS and the monkeyEGA demo differ by 903.LFL missing.
|
|
And the count of DISK??.LEC files differ depending on what version
|
|
you have (4 or 8 floppy versions).
|
|
loomcd of course shipped on only one "disc".
|
|
|
|
pass: 000.LFL, 901.LFL, 902.LFL, 904.LFL, disk01.lec
|
|
monkeyEGA: 000.LFL, 901-904.LFL, DISK01-09.LEC
|
|
monkeyEGA DEMO: 000.LFL, 901.LFL, 902.LFL, 904.LFL, disk01.lec
|
|
monkeyVGA: 000.LFL, 901-904.LFL, DISK01-04.LEC
|
|
loomcd: 000.LFL, 901-904.LFL, DISK01.LEC
|
|
*/
|
|
|
|
const bool has903LFL = fileMD5Map.contains("903.LFL");
|
|
const bool hasDisk02 = fileMD5Map.contains("DISK02.LEC");
|
|
|
|
// There is not much we can do based on the presence/absence
|
|
// of files. Only that if 903.LFL is present, it can't be PASS;
|
|
// and if DISK02.LEC is present, it can't be LoomCD.
|
|
if (g->id == GID_PASS && !has903LFL && !hasDisk02) {
|
|
} else if (g->id == GID_LOOM && has903LFL && !hasDisk02) {
|
|
} else if (g->id == GID_MONKEY_VGA) {
|
|
} else if (g->id == GID_MONKEY_EGA) {
|
|
} else
|
|
return false;
|
|
} else {
|
|
// Must be a V5+ game.
|
|
if (g->version < 5)
|
|
return false;
|
|
|
|
// At this point the gameid is determined, but not necessarily
|
|
// the variant!
|
|
|
|
// TODO: Add code that handles this, at least for the non-HE games.
|
|
// Not sure how realistic it is to correctly detect HE game
|
|
// variants, would require me to look at a sufficiently large
|
|
// sample collection of HE games (assuming I had the time :).
|
|
|
|
// TODO: For Mac versions in container file, we can sometimes
|
|
// distinguish the demo from the regular version by looking
|
|
// at the content of the container file and then looking for
|
|
// the *.000 file in there.
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
} // End of namespace Scumm
|
|
|
|
#endif // SCUMM_DETECTION_INTERNAL_H
|