/* 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. * * $URL$ * $Id$ * */ #ifndef COMMON_ADVANCED_DETECTOR_H #define COMMON_ADVANCED_DETECTOR_H #include "common/fs.h" #include "base/game.h" // For PlainGameDescriptor and GameList #include "base/plugins.h" // For PluginError namespace Common { struct ADGameFileDescription { const char *fileName; uint16 fileType; // Optional. Not used during detection, only by engines. const char *md5; // Optional. May be NULL. int32 fileSize; // Optional. Set to -1 to ignore. }; #define AD_ENTRY1(f, x) {{ f, 0, x, -1}, {NULL, 0, NULL, 0}} #define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, {NULL, 0, NULL, 0}} enum ADGameFlags { ADGF_NO_FLAGS = 0, ADGF_DEMO = (1 << 30) }; struct ADGameDescription { const char *gameid; const char *extra; ADGameFileDescription filesDescriptions[14]; Language language; Platform platform; /** * A bitmask of extra flags. The top 8 bits are reserved for generic flags * defined in the ADGameFlags. This leaves 24 flags to be used by client * code. */ uint32 flags; }; /** * Encapsulates ADGameDescription and makes gameid and extra strings dynamic. * Used in fallback detection when dynamically creating string content. */ struct EncapsulatedADGameDesc { Common::String gameid; Common::String extra; const ADGameDescription *realDesc; // Constructor for the EncapsulatedADGameDesc EncapsulatedADGameDesc() : realDesc(0) {} EncapsulatedADGameDesc(const ADGameDescription *paramRealDesc, Common::String paramGameID = Common::String(""), Common::String paramExtra = Common::String("")) : realDesc(paramRealDesc), gameid(paramGameID), extra(paramExtra) { assert(paramRealDesc != NULL); } // Functions for getting the correct gameid and extra values from the struct const char *getGameID() const { return (gameid.empty() && realDesc != 0) ? realDesc->gameid : gameid.c_str(); } const char *getExtra() const { return (extra.empty() && realDesc != 0) ? realDesc->extra : extra.c_str(); } }; /** * A list of pointers to ADGameDescription structs (or subclasses thereof). */ typedef Array ADGameDescList; /** * End marker for a table of ADGameDescription structs. Use this to * terminate a list to be passed to the AdvancedDetector API. */ #define AD_TABLE_END_MARKER \ { NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, Common::ADGF_NO_FLAGS } struct ADObsoleteGameID { const char *from; const char *to; Common::Platform platform; }; struct ADFileBasedFallback { /** * Pointer to an ADGameDescription or subclass thereof which will get * returned if there's a detection match. */ const void *desc; /** * A zero-terminated list of filenames used for matching. All files in * the list must be present to get a detection match. */ const char *filenames[10]; }; enum ADFlags { /** * Generate/augment preferred target with information on the language (if * not equal to english) and platform (if not equal to PC). */ kADFlagAugmentPreferredTarget = (1 << 0), kADFlagPrintWarningOnFileBasedFallback = (1 << 1) }; /** * A structure containing all parameters for the AdvancedDetector. * Typically, an engine will have a single instance of this which is * then passed to the various AdvancedDetector functions. */ struct ADParams { /** * Pointer to an array of objects which are either ADGameDescription * or superset structures (i.e. start with an ADGameDescription member. * The list is terminated by an entry with a gameid equal to 0 * (see AD_TABLE_END_MARKER). */ const byte *descs; /** * The size of a single entry of the above descs array. Always * must be >= sizeof(ADGameDescription). */ uint descItemSize; /** * The number of bytes to compute MD5 sum for. The AdvancedDetector * is primarily based on computing and matching MD5 checksums of files. * Since doing that for large files can be slow, it can be restricted * to a subset of all files. * Typically this will be set to something between 5 and 50 kilobyte, * but arbitrary non-zero values are possible. */ uint md5Bytes; /** * A list of all gameids (and their corresponding descriptions) supported * by this engine. */ const PlainGameDescriptor *list; /** * Structure for autoupgrading obsolete targets (optional). * * @todo Properly explain this. */ const Common::ADObsoleteGameID *obsoleteList; /** * Name of single gameid (optional). * * @todo Properly explain this -- what does it do? */ const char *singleid; /** * List of files for file-based fallback detection (optional). * This is used if the regular MD5 based detection failed to * detect anything. * As usual this list is terminated by an all-zero entry. * * @todo Properly explain this */ const ADFileBasedFallback *fileBasedFallback; /** * A callback pointing to an (optional) generic fallback detect * function. If present, this callback is invoked if both the regular * MD5 based detection as well as the file based fallback failed * to detect anything. * * @note The fslist parameter may be 0 -- in that case, it is assumed * that the callback searchs the current directory. * * @todo */ EncapsulatedADGameDesc (*fallbackDetectFunc)(const FSList *fslist); /** * A bitmask of flags which can be used to configure the behavior * of the AdvancedDetector. Refer to ADFlags for a list of flags * that can be ORed together and passed here. */ uint32 flags; }; namespace AdvancedDetector { /** * Returns list of targets supported by the engine. * Distinguishes engines with single ID */ GameList gameIDList(const Common::ADParams ¶ms); /** * Scan through the game descriptors specified in params and search for * 'gameid' in there. If a match is found, returns a GameDescriptor * with gameid and description set. */ GameDescriptor findGameID(const char *gameid, const Common::ADParams ¶ms); // FIXME/TODO: Rename this function to something more sensible. GameList detectAllGames(const FSList &fslist, const Common::ADParams ¶ms); // FIXME/TODO: Rename this function to something more sensible. EncapsulatedADGameDesc detectBestMatchingGame(const Common::ADParams ¶ms); // FIXME/TODO: Rename this function to something more sensible. // Only used by ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC PluginError detectGameForEngineCreation(const Common::ADParams ¶ms); // FIXME: It would probably be good to merge detectBestMatchingGame // and detectGameForEngineCreation into a single function. Right now, the // detection code called priort to creating an engine instance // (i.e. detectGameForEngineCreation) differs from the detection code the // engines call internally (i.e. detectBestMatchingGame). This could lead // to hard to debug and odd errors. } // End of namespace AdvancedDetector #define ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,factoryFunc,params) \ GameList Engine_##engine##_gameIDList() { \ return Common::AdvancedDetector::gameIDList(params); \ } \ GameDescriptor Engine_##engine##_findGameID(const char *gameid) { \ return Common::AdvancedDetector::findGameID(gameid, params); \ } \ GameList Engine_##engine##_detectGames(const FSList &fslist) { \ return Common::AdvancedDetector::detectAllGames(fslist, params); \ } \ PluginError Engine_##engine##_create(OSystem *syst, Engine **engine) { \ assert(syst); \ assert(engine); \ PluginError err = Common::AdvancedDetector::detectGameForEngineCreation(params); \ if (err == kNoError) \ *engine = factoryFunc(syst); \ return err; \ } \ void dummyFuncToAllowTrailingSemicolon() #define ADVANCED_DETECTOR_DEFINE_PLUGIN(engine,className,params) \ static Engine *engine##_createInstance(OSystem *syst) { \ return new className(syst); \ } \ ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,engine##_createInstance,params); \ void dummyFuncToAllowTrailingSemicolon() } // End of namespace Common #endif