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author | Max Horn | 2006-04-19 20:26:27 +0000 |
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committer | Max Horn | 2006-04-19 20:26:27 +0000 |
commit | b4c330ce07f8aebc794bfd065a78f4d994d2a083 (patch) | |
tree | 674e263b2027fbae30b2acdece1427ac193d9369 /engines/scumm | |
parent | 343dacdcf74bdf8bea69ea2b9c2f60a670386b66 (diff) | |
download | scummvm-rg350-b4c330ce07f8aebc794bfd065a78f4d994d2a083.tar.gz scummvm-rg350-b4c330ce07f8aebc794bfd065a78f4d994d2a083.tar.bz2 scummvm-rg350-b4c330ce07f8aebc794bfd065a78f4d994d2a083.zip |
Some more tweaks to the (still disabled) new detection / filename generation code
svn-id: r22040
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/plugin.cpp | 300 |
1 files changed, 246 insertions, 54 deletions
diff --git a/engines/scumm/plugin.cpp b/engines/scumm/plugin.cpp index c1caf47558..69fcf553ba 100644 --- a/engines/scumm/plugin.cpp +++ b/engines/scumm/plugin.cpp @@ -28,6 +28,7 @@ #include "base/plugins.h" #include "common/config-manager.h" +#include "common/list.h" #include "common/md5.h" #include "common/system.h" // Only needed for g_system @@ -1002,36 +1003,10 @@ const MD5Table *findInMD5Table(const char *md5) { } #if 0 -Common::String generateFilenameForDetection(const GameFilenamePattern &gfp) { - char buf[128]; - - switch (gfp.genMethod) { - case kGenDiskNum: - case kGenRoomNum: - snprintf(buf, sizeof(buf), gfp.pattern, 0); - break; - - case kGenHEPC: - snprintf(buf, sizeof(buf), "%s.he0", gfp.pattern); - break; - - case kGenHEMac: - snprintf(buf, sizeof(buf), "%s (0)", gfp.pattern); - break; - - case kGenHEMacNoParens: - snprintf(buf, sizeof(buf), "%s 0", gfp.pattern); - break; - - default: - error("generateFilenameForDetection: Unhandled genMethod"); - } - - return buf; -} - -#if 0 -Common::String ScummEngine::generateFilename(int room, int diskNumber) { +Common::String ScummEngine::generateFilename(const int room) const { + // HACK to drive test compiles; of course _substEntry would be a member var of ScummEngine + const GameFilenamePattern _substEntry = { "maniac", "%.2d.LFL", kGenRoomNum, UNK_LANG, UNK, 0 }; + const int diskNumber = room ? res.roomno[rtRoom][room] : 0; char buf[128]; if (_game.version == 4) { @@ -1064,15 +1039,15 @@ Common::String ScummEngine::generateFilename(int room, int diskNumber) { switch(disk) { case 2: id = 'b'; - snprintf(buf, sizeof(buf), "%s.(b)", pattern); + snprintf(buf, sizeof(buf), "%s.(b)", _substEntry.pattern); break; case 1: id = 'a'; - snprintf(buf, sizeof(buf), "%s.(a)", pattern); + snprintf(buf, sizeof(buf), "%s.(a)", _substEntry.pattern); break; default: id = '0'; - snprintf(buf, sizeof(buf), "%s.he0", pattern); + snprintf(buf, sizeof(buf), "%s.he0", _substEntry.pattern); } } else if (_game.heversion >= 70) { id = (room == 0) ? '0' : '1'; @@ -1083,13 +1058,13 @@ Common::String ScummEngine::generateFilename(int room, int diskNumber) { if (_substEntry.genMethod == kGenHEPC) { // For HE >= 98, we already called snprintf above. if (_game.heversion < 98) - snprintf(buf, sizeof(buf), "%s.he%c", pattern, id); + snprintf(buf, sizeof(buf), "%s.he%c", _substEntry.pattern, id); } else { if (id == '3') { // special case for cursors // For mac they're stored in game binary - strncpy(buf, _substEntry.pattern, bufsize); + strncpy(buf, _substEntry.pattern, sizeof(buf)); } else { - if (subst.genMethod == kGenMac) + if (_substEntry.genMethod == kGenHEMac) snprintf(buf, sizeof(buf), "%s (%c)", _substEntry.pattern, id); else snprintf(buf, sizeof(buf), "%s %c", _substEntry.pattern, id); @@ -1099,7 +1074,7 @@ Common::String ScummEngine::generateFilename(int room, int diskNumber) { break; default: - error("FOO"); + error("generateFilename: Unsupported genMethod"); } } @@ -1107,16 +1082,51 @@ Common::String ScummEngine::generateFilename(int room, int diskNumber) { } #endif +#if 0 +Common::String generateFilenameForDetection(const GameFilenamePattern &gfp) { + char buf[128]; + + switch (gfp.genMethod) { + case kGenDiskNum: + case kGenRoomNum: + snprintf(buf, sizeof(buf), gfp.pattern, 0); + break; + + case kGenHEPC: + snprintf(buf, sizeof(buf), "%s.he0", gfp.pattern); + break; + + case kGenHEMac: + snprintf(buf, sizeof(buf), "%s (0)", gfp.pattern); + break; + + case kGenHEMacNoParens: + snprintf(buf, sizeof(buf), "%s 0", gfp.pattern); + break; + + default: + error("generateFilenameForDetection: Unsupported genMethod"); + } + + return buf; +} + struct DetectorDesc { Common::String path; Common::String md5; const MD5Table *md5Entry; // Entry of the md5 table corresponding to this file, if any. - //GameSettings game; }; -void detectGames(const FSList &fslist) { + +struct DetectorResult { + const GameFilenamePattern *gfp; + GameSettings game; +}; + +void detectGames(const char *gameid_XXX, const FSList &fslist, Common::List<DetectorResult> &results) { typedef Common::HashMap<Common::String, DetectorDesc> DescMap; DescMap fileMD5Map; + const GameSettings *g; for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { if (!file->isDirectory()) { @@ -1129,7 +1139,14 @@ void detectGames(const FSList &fslist) { // Iterate over all filename patterns. for (const GameFilenamePattern *gfp = gameFilenamesTable; gfp->gameid; ++gfp) { - // Generate the detectname corresponding to the gfp. + // If gameid_XXX was specified, we only try to detect that specific game, + // so we can just skip over everything with a differing gameid. + if (gameid_XXX && scumm_stricmp(gameid_XXX, 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)); if (!fileMD5Map.contains(file)) continue; @@ -1148,9 +1165,43 @@ void detectGames(const FSList &fslist) { d.md5Entry = findInMD5Table(md5str); if (d.md5Entry) { -/* - TODO: Exact match found, handle this -*/ + // Exact match found + + // Sanity check: Make sure the gameids match! + if (scumm_stricmp(d.md5Entry->gameid, gfp->gameid)) { + error("SCUMM detectGames: MD5 %s implies gameid '%s', but gameid '%s' was expected", + md5str, d.md5Entry->gameid, gfp->gameid); + } + + DetectorResult dr; + dr.game.gameid = 0; + dr.gfp = gfp; + + // Compute the precise game settings using gameVariantsTable. + for (g = gameVariantsTable; g->gameid; ++g) { + if (g->gameid[0] == 0 || !scumm_stricmp(d.md5Entry->gameid, g->gameid)) { + // The gameid either matches, or is empty (the latter indicates + // a generic entry, used currently for generic HE specifies. + + if (g->variant == 0 || !scumm_stricmp(d.md5Entry->variant, g->variant)) { + // Perfect match found, use it and stop the loop + dr.game = *g; + dr.game.gameid = gfp->gameid; + if (d.md5Entry->platform != Common::kPlatformUnknown) { + if (dr.game.platform != Common::kPlatformUnknown && dr.game.platform != d.md5Entry->platform) + warning("SCUMM detectGames: Platform values differ for MD5 '%s': %d vs %d (please report to Fingolfin)", + md5str, dr.game.platform, d.md5Entry->platform); + dr.game.platform = d.md5Entry->platform; + } + results.push_back(dr); + break; + } + } + } + + // 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); } } } @@ -1160,17 +1211,158 @@ void detectGames(const FSList &fslist) { if (d.md5Entry != 0) continue; - // At this point, the MD5 sum has been computed but is not known. -/* - TODO: Look at the file (like in Engine_SCUMM_detectGames) to further - narrow down the possibilities... For names that are unique, we don't - have to do much more. For non-unique names, we could at least try - to determine the SCUMM version to somewhat reduce the list of - possible candidates. + // At this point, the MD5 sum has been computed but is not known. We + // still do our best to identify the game & variant correctly. - How to determine whether a detection filename is unique? Well the only - names which are *not* unique are 00.LFL and 000.LFL anyway! -*/ + // First step is to determine the correct gameid. Luckily, in most + // cases the filename alone implies the gameid. Currently the only + // exceptions are 00.LFL and 000.LFL, for which we add special cases + // below. + + // After that, we may take a peek at the file contents to further + // narrow down the list of variants. + + // TODO: Should we do some sort of caching on the data we read? Like, + // keep a copy of the first N bytes ? + + Common::File tmp; + if (!tmp.open(d.path.c_str())) { + warning("SCUMM detectGames: failed to open '%s' for read access", d.path.c_str()); + continue; + } + byte buf[6]; + tmp.read(buf, 6); + + if (file == "00.LFL") { + // Used in V1, V2, V3 games. + + if (buf[0] == 0xbc && buf[1] == 0xb9) { + // The NES version of MM + // TODO + } else if (buf[0] == 0xCE && buf[1] == 0xF5) { + // Looks like V1. + + // Candidates: maniac classic, zak classic + + // TODO: Maybe we can use the filesize to distinguish these two? + // English V1 Zak: 1896 bytes + // English V1 MM: 1972 bytes + + // Since it seems unlikely that there are other (official) + // variants of these two games around, it should be safe to use + // the filesize for detection. In case of an unknown size, + // we just generate a warning and skip the file. + } else if (buf[0] == 0xFF && buf[1] == 0xFE) { + // GF_OLD_BUNDLE: could be V2 or old V3. + // Candidates: maniac enhanced, zak enhanced, indy3ega, loom + /* + TODO: Might be possible to distinguish those by the script count. + Specifically, my versions of these games have this in their headers: + + Loom (en; de; en demo; en MAC): + _numGlobalObjects 1000 + _numRooms 100 + _numCostumes 200 + _numScripts 200 + _numSounds 80 + + Indy3EGA (en PC; en Mac; en demo): + _numGlobalObjects 1000 + _numRooms 99 + _numCostumes 129 + _numScripts 139 + _numSounds 84 + + MM (en; de): + _numGlobalObjects 780 + _numRooms 61 + _numCostumes 40 + _numScripts 179 + _numSounds 120 + + Zak (de; en demo): + _numGlobalObjects 780 + _numRooms 61 + _numCostumes 40 + _numScripts 155 + _numSounds 120 + + So, they all have a different number of scripts. + */ + } else if (buf[4] == '0' && buf[5] == 'R') { + // newer V3 game + // Candidates: indy3, indy3Towns, zakTowns, loomTowns + /* + 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. + + We can combine this with a look at the resource headers: + + 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 + */ + } 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 + /* + 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 + */ + } else { + // So at this point the gameid is determined, but not necessarily + // the variant! + + // TODO: Add code that does 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 :). + + } } } @@ -1772,7 +1964,7 @@ Engine *Engine_SCUMM_create(OSystem *syst) { md5, elem->gameid, gameid); } - // Compute the precise game settings using 'gameVariantsTable'. + // Compute the precise game settings using gameVariantsTable. for (g = gameVariantsTable; g->gameid; ++g) { if (g->gameid[0] == 0 || !scumm_stricmp(elem->gameid, g->gameid)) { // The gameid either matches, or is empty (the latter indicates |