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268 lines
8.9 KiB
C++
268 lines
8.9 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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/**
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* A record describing a file to be matched for detecting a specific game
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* variant. A list of such records is used inside every ADGameDescription to
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* enable detection.
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*/
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struct ADGameFileDescription {
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const char *fileName; ///< Name of described file.
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uint16 fileType; ///< Optional. Not used during detection, only by engines.
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const char *md5; ///< MD5 of (the beginning of) the described file. Optional. Set to NULL to ignore.
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int32 fileSize; ///< Size of the described file. Set to -1 to ignore.
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};
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/**
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* A shortcut to produce an empty ADGameFileDescription record. Used to mark
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* the end of a list of these.
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*/
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#define AD_LISTEND {NULL, 0, NULL, 0}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only one
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* record that contains just a filename with an MD5, and no file size.
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*/
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#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, AD_LISTEND}
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/**
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* A shortcut to produce a list of ADGameFileDescription records with only one
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* record that contains just a filename with an MD5, plus a file size.
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*/
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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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* A list of pointers to ADGameDescription structs (or subclasses thereof).
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*/
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typedef Common::Array<const ADGameDescription *> ADGameDescList;
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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 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 ADGameDescription *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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* 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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* In addition, this is useful if two variants of a game sharing the same
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* gameid are contained in a single directory.
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*/
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kADFlagUseExtraAsHint = (1 << 0)
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};
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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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protected:
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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 *_gameDescriptors;
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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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const uint _descItemSize;
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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 *_gameids;
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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. The default is 5000.
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*/
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uint _md5Bytes;
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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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* 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 _maxScanDepth;
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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 into the 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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public:
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AdvancedMetaEngine(const void *descs, uint descItemSize, const PlainGameDescriptor *gameids);
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/**
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* Returns list of targets supported by the engine.
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* Distinguishes engines with single ID
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*/
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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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protected:
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// To be implemented by subclasses
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virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
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typedef Common::HashMap<Common::String, Common::FSNode, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FileMap;
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/**
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* An (optional) generic fallback detect function which is invoked
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* if the regular MD5 based detection failed to detect anything.
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*/
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virtual const ADGameDescription *fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const {
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return 0;
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}
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protected:
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/**
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* Detect games in specified directory.
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* Parameters language and platform are used to pass on values
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* specified by the user. This is used to restrict search scope.
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*
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* @param allFiles list of all present files, as computed by composeFileHashMap
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* @param language restrict results to specified language
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* @param platform restrict results to specified platform
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* @param extra restrict results to specified extra string (only if kADFlagUseExtraAsHint is set)
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* @return list of ADGameDescription pointers corresponding to matched games
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*/
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ADGameDescList detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra) const;
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/**
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* Iterates over all ADFileBasedFallback records inside fileBasedFallback.
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* This then returns the record (or rather, the ADGameDescription
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* contained in it) for which all files described by it are present, and
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* among those the one with the maximal number of matching files.
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* In case of a tie, the entry coming first in the list is chosen.
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*
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* @param allFiles a map describing all present files
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* @param fileBasedFallback a list of ADFileBasedFallback records, zero-terminated
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*/
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const ADGameDescription *detectGameFilebased(const FileMap &allFiles, const ADFileBasedFallback *fileBasedFallback) const;
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// TODO
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void updateGameDescriptor(GameDescriptor &desc, const ADGameDescription *realDesc) const;
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/**
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* Compose a hashmap of all files in fslist.
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* Includes nifty stuff like removing trailing dots and ignoring case.
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*/
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void composeFileHashMap(FileMap &allFiles, const Common::FSList &fslist, int depth) const;
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};
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#endif
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