mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
410a4a974e
svn-id: r30011
910 lines
28 KiB
C++
910 lines
28 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*
|
|
*/
|
|
|
|
#include "base/plugins.h"
|
|
|
|
#include "common/config-manager.h"
|
|
#include "common/fs.h"
|
|
#include "common/list.h"
|
|
#include "common/md5.h"
|
|
|
|
#include "scumm/detection.h"
|
|
#include "scumm/detection_tables.h"
|
|
#include "scumm/scumm.h"
|
|
#include "scumm/intern.h"
|
|
#include "scumm/he/intern_he.h"
|
|
|
|
namespace Scumm {
|
|
|
|
enum {
|
|
// We only compute the MD5 of the first megabyte of our data files.
|
|
kMD5FileSizeLimit = 1024 * 1024
|
|
};
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Miscellaneous ---
|
|
#pragma mark -
|
|
|
|
static int compareMD5Table(const void *a, const void *b) {
|
|
const char *key = (const char *)a;
|
|
const MD5Table *elem = (const MD5Table *)b;
|
|
return strcmp(key, elem->md5);
|
|
}
|
|
|
|
static const MD5Table *findInMD5Table(const char *md5) {
|
|
uint32 arraySize = ARRAYSIZE(md5table) - 1;
|
|
return (const MD5Table *)bsearch(md5, md5table, arraySize, sizeof(MD5Table), compareMD5Table);
|
|
}
|
|
|
|
Common::String ScummEngine::generateFilename(const int room) const {
|
|
const int diskNumber = (room > 0) ? _res->roomno[rtRoom][room] : 0;
|
|
char buf[128];
|
|
|
|
if (_game.version == 4) {
|
|
if (room == 0 || room >= 900) {
|
|
snprintf(buf, sizeof(buf), "%03d.lfl", room);
|
|
} else {
|
|
snprintf(buf, sizeof(buf), "disk%02d.lec", diskNumber);
|
|
}
|
|
} else {
|
|
char id = 0;
|
|
|
|
switch (_filenamePattern.genMethod) {
|
|
case kGenDiskNum:
|
|
snprintf(buf, sizeof(buf), _filenamePattern.pattern, diskNumber);
|
|
break;
|
|
|
|
case kGenRoomNum:
|
|
snprintf(buf, sizeof(buf), _filenamePattern.pattern, room);
|
|
break;
|
|
|
|
case kGenHEMac:
|
|
case kGenHEMacNoParens:
|
|
case kGenHEPC:
|
|
if (room < 0) {
|
|
id = '0' - room;
|
|
} else if (_game.heversion >= 98) {
|
|
int disk = 0;
|
|
if (_heV7DiskOffsets)
|
|
disk = _heV7DiskOffsets[room];
|
|
|
|
switch (disk) {
|
|
case 2:
|
|
id = 'b';
|
|
snprintf(buf, sizeof(buf), "%s.(b)", _filenamePattern.pattern);
|
|
break;
|
|
case 1:
|
|
id = 'a';
|
|
snprintf(buf, sizeof(buf), "%s.(a)", _filenamePattern.pattern);
|
|
break;
|
|
default:
|
|
id = '0';
|
|
snprintf(buf, sizeof(buf), "%s.he0", _filenamePattern.pattern);
|
|
}
|
|
} else if (_game.heversion >= 70) {
|
|
id = (room == 0) ? '0' : '1';
|
|
} else {
|
|
id = diskNumber + '0';
|
|
}
|
|
|
|
if (_filenamePattern.genMethod == kGenHEPC) {
|
|
// For HE >= 98, we already called snprintf above.
|
|
if (_game.heversion < 98 || room < 0)
|
|
snprintf(buf, sizeof(buf), "%s.he%c", _filenamePattern.pattern, id);
|
|
} else {
|
|
if (id == '3') { // special case for cursors
|
|
// For mac they're stored in game binary
|
|
strncpy(buf, _filenamePattern.pattern, sizeof(buf));
|
|
} else {
|
|
if (_filenamePattern.genMethod == kGenHEMac)
|
|
snprintf(buf, sizeof(buf), "%s (%c)", _filenamePattern.pattern, id);
|
|
else
|
|
snprintf(buf, sizeof(buf), "%s %c", _filenamePattern.pattern, id);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case kGenUnchanged:
|
|
strncpy(buf, _filenamePattern.pattern, sizeof(buf));
|
|
break;
|
|
|
|
default:
|
|
error("generateFilename: Unsupported genMethod");
|
|
}
|
|
}
|
|
|
|
return buf;
|
|
}
|
|
|
|
static Common::String generateFilenameForDetection(const char *pattern, FilenameGenMethod genMethod) {
|
|
char buf[128];
|
|
|
|
switch (genMethod) {
|
|
case kGenDiskNum:
|
|
case kGenRoomNum:
|
|
snprintf(buf, sizeof(buf), pattern, 0);
|
|
break;
|
|
|
|
case kGenHEPC:
|
|
snprintf(buf, sizeof(buf), "%s.he0", pattern);
|
|
break;
|
|
|
|
case kGenHEMac:
|
|
snprintf(buf, sizeof(buf), "%s (0)", pattern);
|
|
break;
|
|
|
|
case kGenHEMacNoParens:
|
|
snprintf(buf, sizeof(buf), "%s 0", pattern);
|
|
break;
|
|
|
|
case kGenUnchanged:
|
|
strncpy(buf, pattern, sizeof(buf));
|
|
break;
|
|
|
|
default:
|
|
error("generateFilenameForDetection: Unsupported genMethod");
|
|
}
|
|
|
|
return buf;
|
|
}
|
|
|
|
struct DetectorDesc {
|
|
FilesystemNode node;
|
|
Common::String md5;
|
|
const MD5Table *md5Entry; // Entry of the md5 table corresponding to this file, if any.
|
|
};
|
|
|
|
typedef Common::HashMap<Common::String, DetectorDesc, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> DescMap;
|
|
|
|
static bool testGame(const GameSettings *g, const DescMap &fileMD5Map, const Common::String &file);
|
|
|
|
|
|
// Search for a node with the given "name", inside fslist. Ignores case
|
|
// when performing the matching. The first match is returned, so if you
|
|
// search for "resource" and two nodes "RESOURE and "resource" are present,
|
|
// the first match is used.
|
|
static bool searchFSNode(const FSList &fslist, const Common::String &name, FilesystemNode &result) {
|
|
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
|
|
if (!scumm_stricmp(file->getName().c_str(), name.c_str())) {
|
|
result = *file;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// The following function tries to detect the language for COMI and DIG
|
|
static Common::Language detectLanguage(const FSList &fslist, byte id) {
|
|
assert(id == GID_CMI || id == GID_DIG);
|
|
|
|
// Check for LANGUAGE.BND (Dig) resp. LANGUAGE.TAB (CMI).
|
|
// These are usually inside the "RESOURCE" subdirectory.
|
|
// If found, we match based on the file size (should we
|
|
// ever determine that this is insufficient, we can still
|
|
// switch to MD5 based detection).
|
|
const char *filename = (id == GID_CMI) ? "LANGUAGE.TAB" : "LANGUAGE.BND";
|
|
Common::File tmp;
|
|
FilesystemNode langFile;
|
|
if (!searchFSNode(fslist, filename, langFile) || !tmp.open(langFile)) {
|
|
// try loading in RESOURCE sub dir...
|
|
FilesystemNode resDir;
|
|
FSList tmpList;
|
|
if (searchFSNode(fslist, "RESOURCE", resDir)
|
|
&& resDir.isDirectory()
|
|
&& resDir.getChildren(tmpList, FilesystemNode::kListFilesOnly)
|
|
&& searchFSNode(tmpList, filename, langFile)) {
|
|
tmp.open(langFile);
|
|
}
|
|
}
|
|
if (tmp.isOpen()) {
|
|
uint size = tmp.size();
|
|
if (id == GID_CMI) {
|
|
switch (size) {
|
|
case 439080: // 2daf3db71d23d99d19fc9a544fcf6431
|
|
return Common::EN_ANY;
|
|
case 322602: // caba99f4f5a0b69963e5a4d69e6f90af
|
|
return Common::ZH_TWN;
|
|
case 493252: // 5d59594b24f3f1332e7d7e17455ed533
|
|
return Common::DE_DEU;
|
|
case 461746: // 35bbe0e4d573b318b7b2092c331fd1fa
|
|
return Common::FR_FRA;
|
|
case 443439: // 4689d013f67aabd7c35f4fd7c4b4ad69
|
|
return Common::IT_ITA;
|
|
case 398613: // d1f5750d142d34c4c8f1f330a1278709
|
|
return Common::KO_KOR;
|
|
case 440586: // 5a1d0f4fa00917bdbfe035a72a6bba9d
|
|
return Common::PT_BRA;
|
|
case 454457: // 0e5f450ec474a30254c0e36291fb4ebd
|
|
case 394083: // ad684ca14c2b4bf4c21a81c1dbed49bc
|
|
return Common::RU_RUS;
|
|
case 449787: // 64f3fe479d45b52902cf88145c41d172
|
|
return Common::ES_ESP;
|
|
}
|
|
} else {
|
|
switch (size) {
|
|
case 248627: // 1fd585ac849d57305878c77b2f6c74ff
|
|
return Common::DE_DEU;
|
|
case 257460: // 04cf6a6ba6f57e517bc40eb81862cfb0
|
|
return Common::FR_FRA;
|
|
case 231402: // 93d13fcede954c78e65435592182a4db
|
|
return Common::IT_ITA;
|
|
case 228772: // 5d9ad90d3a88ea012d25d61791895ebe
|
|
return Common::PT_BRA;
|
|
case 229884: // d890074bc15c6135868403e73c5f4f36
|
|
return Common::ES_ESP;
|
|
}
|
|
}
|
|
}
|
|
|
|
return Common::UNK_LANG;
|
|
}
|
|
|
|
|
|
static void computeGameSettingsFromMD5(const FSList &fslist, const GameFilenamePattern *gfp, const MD5Table *md5Entry, DetectorResult &dr) {
|
|
dr.language = md5Entry->language;
|
|
dr.extra = md5Entry->extra;
|
|
|
|
// Compute the precise game settings using gameVariantsTable.
|
|
for (const GameSettings *g = gameVariantsTable; g->gameid; ++g) {
|
|
if (g->gameid[0] == 0 || !scumm_stricmp(md5Entry->gameid, g->gameid)) {
|
|
// The gameid either matches, or is empty. The latter indicates
|
|
// a generic entry, currently used for some generic HE settings.
|
|
if (g->variant == 0 || !scumm_stricmp(md5Entry->variant, g->variant)) {
|
|
// Perfect match found, use it and stop the loop
|
|
dr.game = *g;
|
|
dr.game.gameid = md5Entry->gameid;
|
|
|
|
// Set the platform value. The value from the MD5 record has
|
|
// highest priority; if missing (i.e. set to unknown) we try
|
|
// to use that from the filename pattern record instead.
|
|
if (md5Entry->platform != Common::kPlatformUnknown) {
|
|
dr.game.platform = md5Entry->platform;
|
|
} else if (gfp->platform != Common::kPlatformUnknown) {
|
|
dr.game.platform = gfp->platform;
|
|
}
|
|
|
|
// HACK: Special case to distinguish the V1 demo from the full version
|
|
// (since they have identical MD5):
|
|
if (dr.game.id == GID_MANIAC && !strcmp(gfp->pattern, "%02d.MAN")) {
|
|
dr.extra = "V1 Demo";
|
|
}
|
|
|
|
// HACK: If 'Demo' occurs in the extra string, set the GF_DEMO flag,
|
|
// required by some game demos (e.g. Dig, FT and COMI).
|
|
if (dr.extra && strstr(dr.extra, "Demo")) {
|
|
dr.game.features |= GF_DEMO;
|
|
}
|
|
|
|
// HACK: Detect COMI & Dig languages
|
|
if (dr.language == UNK_LANG && (dr.game.id == GID_CMI || dr.game.id == GID_DIG)) {
|
|
dr.language = detectLanguage(fslist, dr.game.id);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void detectGames(const FSList &fslist, Common::List<DetectorResult> &results, const char *gameid) {
|
|
DescMap fileMD5Map;
|
|
DetectorResult dr;
|
|
char md5str[32+1];
|
|
|
|
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
|
|
if (!file->isDirectory()) {
|
|
DetectorDesc d;
|
|
d.node = *file;
|
|
d.md5Entry = 0;
|
|
fileMD5Map[file->getName()] = d;
|
|
}
|
|
}
|
|
|
|
// Iterate over all filename patterns.
|
|
for (const GameFilenamePattern *gfp = gameFilenamesTable; gfp->gameid; ++gfp) {
|
|
// If a gameid was specified, we only try to detect that specific game,
|
|
// so we can just skip over everything with a differing gameid.
|
|
if (gameid && scumm_stricmp(gameid, gfp->gameid))
|
|
continue;
|
|
|
|
// Generate the detectname corresponding to the gfp. If the file doesn't
|
|
// exist in the directory we are looking at, we can skip to the next
|
|
// one immediately.
|
|
Common::String file(generateFilenameForDetection(gfp->pattern, gfp->genMethod));
|
|
if (!fileMD5Map.contains(file))
|
|
continue;
|
|
|
|
// Reset the DetectorResult variable
|
|
dr.fp.pattern = gfp->pattern;
|
|
dr.fp.genMethod = gfp->genMethod;
|
|
dr.game.gameid = 0;
|
|
dr.language = gfp->language;
|
|
dr.md5.clear();
|
|
dr.extra = 0;
|
|
|
|
// ____ _ _
|
|
// | _ \ __ _ _ __| |_ / |
|
|
// | |_) / _` | '__| __| | |
|
|
// | __/ (_| | | | |_ | |
|
|
// |_| \__,_|_| \__| |_|
|
|
//
|
|
// PART 1: Trying to find an exact match using MD5.
|
|
//
|
|
//
|
|
// Background: We found a valid detection file. Check if its MD5
|
|
// checksum occurs in our MD5 table. If it does, try to use that
|
|
// to find an exact match.
|
|
//
|
|
// We only do that if the MD5 hadn't already been computed (since
|
|
// we may look at some detection files multiple times).
|
|
//
|
|
DetectorDesc &d = fileMD5Map[file];
|
|
if (d.md5.empty()) {
|
|
if (Common::md5_file_string(d.node, md5str, kMD5FileSizeLimit)) {
|
|
|
|
d.md5 = md5str;
|
|
d.md5Entry = findInMD5Table(md5str);
|
|
|
|
dr.md5 = d.md5;
|
|
|
|
if (d.md5Entry) {
|
|
// Exact match found. Compute the precise game settings.
|
|
computeGameSettingsFromMD5(fslist, gfp, d.md5Entry, dr);
|
|
|
|
// Sanity check: We *should* have found a matching gameid / variant at this point.
|
|
// If not, then there's a bug in our data tables...
|
|
assert(dr.game.gameid != 0);
|
|
|
|
// Add it to the list of detected games
|
|
results.push_back(dr);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If an exact match for this file has already been found, don't bother
|
|
// looking at it anymore.
|
|
if (d.md5Entry)
|
|
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;
|
|
}
|
|
|
|
|
|
// 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 have it.
|
|
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
|
|
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
|
|
if (g->id == GID_LOOM && fileMD5Map.contains("98.LFL"))
|
|
return false;
|
|
|
|
|
|
} else {
|
|
// TODO: Unknown file header, deal with it. Maybe an unencrypted
|
|
// variant...
|
|
// Anyway, we don't know 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 differs 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;
|
|
|
|
// So 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.
|
|
// Note 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
|
|
|
|
#pragma mark -
|
|
#pragma mark --- Plugin code ---
|
|
#pragma mark -
|
|
|
|
|
|
using namespace Scumm;
|
|
|
|
GameList Engine_SCUMM_gameIDList() {
|
|
return GameList(gameDescriptions);
|
|
}
|
|
|
|
GameDescriptor Engine_SCUMM_findGameID(const char *gameid) {
|
|
return Common::AdvancedDetector::findGameID(gameid, gameDescriptions, obsoleteGameIDsTable);
|
|
}
|
|
|
|
|
|
GameList Engine_SCUMM_detectGames(const FSList &fslist) {
|
|
GameList detectedGames;
|
|
Common::List<DetectorResult> results;
|
|
|
|
detectGames(fslist, results, 0);
|
|
|
|
// TODO: We still don't handle the FM-TOWNS demos (like zakloom) very well.
|
|
// In particular, they are detected as ZakTowns, which is bad.
|
|
|
|
for (Common::List<DetectorResult>::iterator
|
|
x = results.begin(); x != results.end(); ++x) {
|
|
const PlainGameDescriptor *g = findPlainGameDescriptor(x->game.gameid, gameDescriptions);
|
|
assert(g);
|
|
GameDescriptor dg(x->game.gameid, g->description, x->language, x->game.platform);
|
|
dg.updateDesc(x->extra); // Append additional information, if set, to the description.
|
|
|
|
// Compute and set the preferred target name for this game.
|
|
// Based on generateComplexID() in advancedDetector.cpp.
|
|
Common::String res(x->game.gameid);
|
|
|
|
if (x->game.preferredTag) {
|
|
res = res + "-" + x->game.preferredTag;
|
|
}
|
|
|
|
if (x->game.features & GF_DEMO) {
|
|
res = res + "-demo";
|
|
}
|
|
|
|
// Append the platform, if a non-standard one has been specified.
|
|
if (x->game.platform != Common::kPlatformPC && x->game.platform != Common::kPlatformUnknown) {
|
|
// HACK: For CoMI, it's pointless to encode the fact that it's for Windows
|
|
if (x->game.id != GID_CMI)
|
|
res = res + "-" + Common::getPlatformAbbrev(x->game.platform);
|
|
}
|
|
|
|
// Append the language, if a non-standard one has been specified
|
|
if (x->language != Common::EN_ANY && x->language != Common::UNK_LANG) {
|
|
res = res + "-" + Common::getLanguageCode(x->language);
|
|
}
|
|
|
|
dg["preferredtarget"] = res;
|
|
|
|
detectedGames.push_back(dg);
|
|
}
|
|
|
|
return detectedGames;
|
|
}
|
|
|
|
/**
|
|
* Create a ScummEngine instance, based on the given detector data.
|
|
*
|
|
* This is heavily based on our MD5 detection scheme.
|
|
*/
|
|
PluginError Engine_SCUMM_create(OSystem *syst, Engine **engine) {
|
|
assert(syst);
|
|
assert(engine);
|
|
const char *gameid = ConfMan.get("gameid").c_str();
|
|
|
|
// We start by checking whether the specified game ID is obsolete.
|
|
// If that is the case, we automatically upgrade the target to use
|
|
// the correct new game ID (and platform, if specified).
|
|
for (const Common::ADObsoleteGameID *o = obsoleteGameIDsTable; o->from; ++o) {
|
|
if (!scumm_stricmp(gameid, o->from)) {
|
|
// Match found, perform upgrade
|
|
gameid = o->to;
|
|
ConfMan.set("gameid", o->to);
|
|
|
|
if (o->platform != Common::kPlatformUnknown)
|
|
ConfMan.set("platform", Common::getPlatformCode(o->platform));
|
|
|
|
warning("Target upgraded from game ID %s to %s", o->from, o->to);
|
|
ConfMan.flushToDisk();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Fetch the list of files in the current directory
|
|
FSList fslist;
|
|
FilesystemNode dir(ConfMan.get("path"));
|
|
if (!dir.getChildren(fslist, FilesystemNode::kListFilesOnly)) {
|
|
return kInvalidPathError;
|
|
}
|
|
|
|
// Invoke the detector, but fixed to the specified gameid.
|
|
Common::List<DetectorResult> results;
|
|
detectGames(fslist, results, gameid);
|
|
|
|
// Unable to locate game data
|
|
if (results.empty()) {
|
|
return kNoGameDataFoundError;
|
|
}
|
|
|
|
// No unique match found. If a platform override is present, try to
|
|
// narrow down the list a bit more.
|
|
if (results.size() > 1 && ConfMan.hasKey("platform")) {
|
|
Common::Platform platform = Common::parsePlatform(ConfMan.get("platform"));
|
|
Common::List<DetectorResult> tmp;
|
|
|
|
// Copy only those candidates which match the platform setting
|
|
for (Common::List<DetectorResult>::iterator
|
|
x = results.begin(); x != results.end(); ++x) {
|
|
if (x->game.platform == platform) {
|
|
tmp.push_back(*x);
|
|
}
|
|
}
|
|
|
|
// If we narrowed it down too much, print a warning, else use the list
|
|
// we just computed as new candidates list.
|
|
if (tmp.empty()) {
|
|
warning("Engine_SCUMM_create: Game data inconsistent with platform override");
|
|
} else {
|
|
results = tmp;
|
|
}
|
|
}
|
|
|
|
// Still no unique match found -> print a warning
|
|
if (results.size() > 1) {
|
|
warning("Engine_SCUMM_create: No unique game candidate found, using first one");
|
|
}
|
|
|
|
// Simply use the first match
|
|
DetectorResult res(*(results.begin()));
|
|
debug(1, "Using gameid %s, variant %s, extra %s", res.game.gameid, res.game.variant, res.extra);
|
|
|
|
// Print the MD5 of the game; either verbose using printf, in case of an
|
|
// unknown MD5, or with a medium debug level in case of a known MD5 (for
|
|
// debugging purposes).
|
|
if (!findInMD5Table(res.md5.c_str())) {
|
|
printf("Your game version appears to be unknown. Please, report the following\n");
|
|
printf("data to the ScummVM team along with name of the game you tried to add\n");
|
|
printf("and its version/language/etc.:\n");
|
|
|
|
printf(" SCUMM gameid '%s', file '%s', MD5 '%s'\n\n",
|
|
res.game.gameid,
|
|
generateFilenameForDetection(res.fp.pattern, res.fp.genMethod).c_str(),
|
|
res.md5.c_str());
|
|
} else {
|
|
debug(1, "Using MD5 '%s'", res.md5.c_str());
|
|
}
|
|
|
|
// Check for a user override of the platform. We allow the user to override
|
|
// the platform, to make it possible to add games which are not yet in
|
|
// our MD5 database but require a specific platform setting.
|
|
// TODO: Do we really still need / want the platform override ?
|
|
if (ConfMan.hasKey("platform"))
|
|
res.game.platform = Common::parsePlatform(ConfMan.get("platform"));
|
|
|
|
// Language override
|
|
if (ConfMan.hasKey("language"))
|
|
res.language = Common::parseLanguage(ConfMan.get("language"));
|
|
|
|
// V3 FM-TOWNS games *always* should use the corresponding music driver,
|
|
// anything else makes no sense for them.
|
|
// TODO: Maybe allow the null driver, too?
|
|
if (res.game.platform == Common::kPlatformFMTowns && res.game.version == 3)
|
|
res.game.midi = MDT_TOWNS;
|
|
|
|
// Finally, we have massaged the GameDescriptor to our satisfaction, and can
|
|
// instantiate the appropriate game engine. Hooray!
|
|
switch (res.game.version) {
|
|
case 0:
|
|
*engine = new ScummEngine_v0(syst, res);
|
|
break;
|
|
case 1:
|
|
case 2:
|
|
*engine = new ScummEngine_v2(syst, res);
|
|
break;
|
|
case 3:
|
|
if ((res.game.features & GF_OLD256) || res.game.platform == Common::kPlatformPCEngine)
|
|
*engine = new ScummEngine_v3(syst, res);
|
|
else
|
|
*engine = new ScummEngine_v3old(syst, res);
|
|
break;
|
|
case 4:
|
|
*engine = new ScummEngine_v4(syst, res);
|
|
break;
|
|
case 5:
|
|
*engine = new ScummEngine_v5(syst, res);
|
|
break;
|
|
case 6:
|
|
switch (res.game.heversion) {
|
|
#ifndef DISABLE_HE
|
|
case 200:
|
|
*engine = new ScummEngine_vCUPhe(syst, res);
|
|
break;
|
|
case 100:
|
|
*engine = new ScummEngine_v100he(syst, res);
|
|
break;
|
|
case 99:
|
|
*engine = new ScummEngine_v99he(syst, res);
|
|
break;
|
|
case 98:
|
|
case 95:
|
|
case 90:
|
|
*engine = new ScummEngine_v90he(syst, res);
|
|
break;
|
|
case 85:
|
|
case 80:
|
|
*engine = new ScummEngine_v80he(syst, res);
|
|
break;
|
|
case 73:
|
|
case 72:
|
|
*engine = new ScummEngine_v72he(syst, res);
|
|
break;
|
|
case 71:
|
|
*engine = new ScummEngine_v71he(syst, res);
|
|
break;
|
|
#endif
|
|
case 70:
|
|
*engine = new ScummEngine_v70he(syst, res);
|
|
break;
|
|
case 61:
|
|
*engine = new ScummEngine_v60he(syst, res);
|
|
break;
|
|
default:
|
|
*engine = new ScummEngine_v6(syst, res);
|
|
}
|
|
break;
|
|
#ifndef DISABLE_SCUMM_7_8
|
|
case 7:
|
|
*engine = new ScummEngine_v7(syst, res);
|
|
break;
|
|
case 8:
|
|
*engine = new ScummEngine_v8(syst, res);
|
|
break;
|
|
#endif
|
|
default:
|
|
error("Engine_SCUMM_create(): Unknown version of game engine");
|
|
}
|
|
|
|
return kNoError;
|
|
}
|
|
|
|
REGISTER_PLUGIN(SCUMM, "Scumm Engine",
|
|
"LucasArts SCUMM Games (C) LucasArts\n"
|
|
"Humongous SCUMM Games (C) Humongous" );
|