From 1902673ece88d54ae5ae6b51ef63da6b07477bba Mon Sep 17 00:00:00 2001 From: Max Horn Date: Wed, 3 May 2006 19:34:53 +0000 Subject: Moved some code from SCUMM's detectGames function into a separate function (in an attempt to somewhat reduce the size of this huuuge function) svn-id: r22314 --- engines/scumm/plugin.cpp | 373 ++++++++++++++++++++++++----------------------- 1 file changed, 192 insertions(+), 181 deletions(-) diff --git a/engines/scumm/plugin.cpp b/engines/scumm/plugin.cpp index a0bb8d4ab0..5d37a8609c 100644 --- a/engines/scumm/plugin.cpp +++ b/engines/scumm/plugin.cpp @@ -755,7 +755,7 @@ static int compareMD5Table(const void *a, const void *b) { return strcmp(key, elem->md5); } -const MD5Table *findInMD5Table(const char *md5) { +static const MD5Table *findInMD5Table(const char *md5) { #ifdef PALMOS_68K uint32 arraySize = MemPtrSize((void *)md5table) / sizeof(MD5Table) - 1; #else @@ -845,7 +845,7 @@ Common::String ScummEngine::generateFilename(const int room) const { return buf; } -Common::String generateFilenameForDetection(const GameFilenamePattern &gfp) { +static Common::String generateFilenameForDetection(const GameFilenamePattern &gfp) { char buf[128]; switch (gfp.genMethod) { @@ -884,8 +884,11 @@ struct DetectorDesc { const MD5Table *md5Entry; // Entry of the md5 table corresponding to this file, if any. }; -void detectGames(const FSList &fslist, Common::List &results, const char *gameid) { - typedef Common::HashMap DescMap; +typedef Common::HashMap DescMap; + +static bool testGame(const GameSettings *g, const DescMap &fileMD5Map, const Common::String &file); + +static void detectGames(const FSList &fslist, Common::List &results, const char *gameid) { DescMap fileMD5Map; const GameSettings *g; DetectorResult dr; @@ -994,7 +997,6 @@ void detectGames(const FSList &fslist, Common::List &results, co continue; - // ____ _ ____ // | _ \ __ _ _ __| |_ |___ \ * // | |_) / _` | '__| __| __) | @@ -1031,191 +1033,200 @@ void detectGames(const FSList &fslist, Common::List &results, co continue; } - // 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.path.c_str())) { - warning("SCUMM detectGames: failed to open '%s' for read access", d.path.c_str()); - 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.path.c_str())) { + warning("SCUMM detectGames: failed to open '%s' for read access", d.path.c_str()); + return false; + } + + 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) { + // Looks like V1. + // Candidates: maniac classic, zak classic - if (file == "00.LFL") { - // Used in V1, V2, V3 games. - if (g->version > 3) - continue; - - // 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 - results.push_back(dr); - break; - } - } else if (buf[0] == 0xCE && buf[1] == 0xF5) { - // Looks like V1. - // Candidates: maniac classic, zak classic - - if (g->version != 1) - continue; - - // 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 - continue; - } else if (buf[0] == 0xFF && buf[1] == 0xFE) { - // GF_OLD_BUNDLE: could be V2 or old V3. - // Candidates: maniac enhanced, zak enhanced, indy3ega, loom - - if (g->version != 2 && g->version != 3 || !(g->features & GF_OLD_BUNDLE)) - continue; - - /* 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 - continue; - } else if (buf[4] == '0' && buf[5] == 'R') { - // newer V3 game - // Candidates: indy3, indy3Towns, zakTowns, loomTowns - - if (g->version != 3 || (g->features & GF_OLD_BUNDLE)) - continue; - - /* - 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. + if (g->version != 1) + 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. + // Candidates: maniac enhanced, zak enhanced, indy3ega, loom + + if (g->version != 2 && g->version != 3 || !(g->features & GF_OLD_BUNDLE)) + 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_OLD_BUNDLE)) + 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. + + 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 + + if (g->version != 4) + return false; + + /* + For all of them, we have: + _numGlobalObjects 1000 + _numRooms 99 + _numCostumes 199 + _numScripts 199 + _numSounds 199 - We can combine this with a look at the resource headers: + 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". - Indy3: - _numGlobalObjects 1000 - _numRooms 99 - _numCostumes 129 - _numScripts 139 - _numSounds 84 + 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"); - Indy3Towns, ZakTowns, ZakLoom demo: - _numGlobalObjects 1000 - _numRooms 99 - _numCostumes 199 - _numScripts 199 - _numSounds 199 + // 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! - 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 - - if (g->version != 4) - continue; - - /* - 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 - continue; - } else { - // Must be a V5+ game - if (g->version < 5) - continue; - - // 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. - } - - // Add the file to the candidate list - results.push_back(dr); - } + // 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 - -- cgit v1.2.3