mirror of
https://github.com/libretro/scummvm.git
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190 lines
5.5 KiB
C++
190 lines
5.5 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/detection.h"
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#include "ags/game_scanner.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/shared/core/asset_manager.h"
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#include "ags/shared/util/multi_file_lib.h"
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#include "ags/shared/util/string.h"
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#include "ags/engine/main/game_file.h"
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#include "ags/globals.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/hashmap.h"
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#include "common/md5.h"
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/**
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* When detection is compiled dynamically, detection tables end up in detection plugin and
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* engine cannot link to them so duplicate them in the engine in this case
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*/
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#ifndef DETECTION_STATIC
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#include "ags/detection_tables.h"
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#endif
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namespace AGS3 {
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extern bool define_gamedata_location(const AGS::Shared::String &exe_path);
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extern bool engine_try_init_gamedata(AGS::Shared::String gamepak_path);
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void GameScanner::scan(const Common::String &startFolder) {
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detectClashes();
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Common::FSNode folder(startFolder);
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scanFolder(folder);
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if (!_oldGames.empty()) {
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debug("// Pre 2.5 games that aren't supported");
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for (EntryArray::iterator it = _oldGames.begin(); it != _oldGames.end(); ++it) {
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debug("UNSUPPORTED_GAME_ENTRY(\"\", \"%s\", \"%s\", %u),",
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it->_filename.c_str(), it->_md5.c_str(), (uint32)it->_filesize);
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}
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debugN("\n");
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}
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debug("// 2.5+ games that should be supported");
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Common::HashMap<Common::String, bool> gameDescs;
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for (EntryArray::iterator it = _games.begin(); it != _games.end(); ++it) {
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if (!gameDescs.contains(it->_id))
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debug("{ \"%s\", \"%s\" },", it->_id.c_str(), it->_gameName.c_str());
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gameDescs[it->_id] = true;
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}
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debugN("\n");
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for (EntryArray::iterator it = _games.begin(); it != _games.end(); ++it) {
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debug("GAME_ENTRY(\"%s\", \"%s\", \"%s\", %u),",
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it->_id.c_str(), it->_filename.c_str(),
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it->_md5.c_str(), (uint32)it->_filesize);
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}
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debugN("\n");
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}
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void GameScanner::scanFolder(const Common::FSNode &folder) {
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Common::FSList fslist;
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folder.getChildren(fslist, Common::FSNode::kListAll);
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for (uint idx = 0; idx < fslist.size(); ++idx) {
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Common::FSNode node = fslist[idx];
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Common::String filename = node.getName();
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if (node.isDirectory()) {
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scanFolder(node);
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} else if (filename.hasSuffixIgnoreCase(".exe") ||
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filename.hasSuffixIgnoreCase(".ags") ||
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filename.equalsIgnoreCase("ac2game.dat")) {
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Common::String path = node.getPath();
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scanFile(path);
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}
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}
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}
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void GameScanner::scanFile(const Common::String &filename) {
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#ifdef TODO
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Common::File f;
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Common::FSNode fsNode(filename);
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if (!f.open(fsNode))
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return;
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int32 size = f.size();
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Common::String md5 = Common::computeStreamMD5AsString(f, 5000);
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// Check if it's an already known game
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const ::AGS::AGSGameDescription *gameP = ::AGS::GAME_DESCRIPTIONS;
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for (; gameP->desc.gameId; ++gameP) {
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if (size == gameP->desc.filesDescriptions[0].fileSize &&
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md5 == gameP->desc.filesDescriptions[0].md5)
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// Known game, so skip
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return;
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}
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// Check the game file
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AGS::Shared::AssetLibInfo lib;
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AGS::Shared::StreamScummVMFile *stream = new AGS::Shared::StreamScummVMFile(&f);
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if (AGS::Shared::AssetManager::ReadDataFileTOC(stream, lib) != AGS::Shared::kAssetNoError)
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return;
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f.close();
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AGS::Shared::AssetManager::DestroyInstance();
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AGS::Shared::AssetManager::CreateInstance();
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AGS::Shared::AssetManager::SetDataFile(filename);
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if (!engine_try_init_gamedata(filename))
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return;
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AGS::Shared::HError err = preload_game_data();
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if (!err) {
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if (err->Code() == AGS::Shared::kMGFErr_FormatVersionTooOld) {
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Entry e;
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e._filename = fsNode.getName();
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e._filename.toLowercase();
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e._filesize = size;
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e._md5 = md5;
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_oldGames.push_back(e);
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}
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} else {
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// Add an entry for the found game
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Entry e;
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e._filename = fsNode.getName();
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e._filename.toLowercase();
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e._filesize = size;
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e._gameName = _GP(game).gamename;
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e._id = convertGameNameToId(e._gameName);
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e._md5 = md5;
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_games.push_back(e);
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}
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#else
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error("TODO: GameScanner::scanFile");
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#endif
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}
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Common::String GameScanner::convertGameNameToId(const Common::String &name) {
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Common::String result;
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for (uint idx = 0; idx < name.size(); ++idx) {
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char c = name[idx];
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if (Common::isDigit(c) || (tolower(c) >= 'a' && tolower(c) <= 'z'))
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result += tolower(c);
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}
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return result;
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}
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void GameScanner::detectClashes() {
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Common::HashMap<Common::String, bool> gameIds;
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Common::HashMap<Common::String, bool> gameNames;
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const PlainGameDescriptor *nameP = ::AGS::GAME_NAMES;
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for (; nameP->gameId; ++nameP) {
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if (gameIds.contains(nameP->gameId))
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debug("Duplicate game Id: %s", nameP->gameId);
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gameIds[nameP->gameId] = true;
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if (gameNames.contains(nameP->description))
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debug("Duplicate game name: %s", nameP->description);
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gameNames[nameP->description] = true;
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}
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}
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} // namespace AGS3
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