/* 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. * */ // FIXME: Avoid using printf #define FORBIDDEN_SYMBOL_EXCEPTION_printf #include "base/plugins.h" #include "engines/advancedDetector.h" #include "common/config-manager.h" #include "common/file.h" #include "common/savefile.h" #include "common/textconsole.h" #include "graphics/thumbnail.h" #include "graphics/surface.h" #include "agi/agi.h" #include "agi/preagi.h" #include "agi/wagparser.h" namespace Agi { struct AGIGameDescription { ADGameDescription desc; int gameID; int gameType; uint32 features; uint16 version; }; uint32 AgiBase::getGameID() const { return _gameDescription->gameID; } uint32 AgiBase::getFeatures() const { return _gameFeatures; } Common::Platform AgiBase::getPlatform() const { return _gameDescription->desc.platform; } Common::Language AgiBase::getLanguage() const { return _gameDescription->desc.language; } uint16 AgiBase::getVersion() const { return _gameVersion; } uint16 AgiBase::getGameType() const { return _gameDescription->gameType; } const char *AgiBase::getGameMD5() const { return _gameDescription->desc.filesDescriptions[0].md5; } void AgiBase::initFeatures() { _gameFeatures = _gameDescription->features; } void AgiBase::setFeature(uint32 feature) { _gameFeatures |= feature; } void AgiBase::setVersion(uint16 version) { _gameVersion = version; } void AgiBase::initVersion() { _gameVersion = _gameDescription->version; } } static const PlainGameDescriptor agiGames[] = { {"agi", "Sierra AGI game"}, {"agi-fanmade", "Fanmade AGI game"}, {"agidemo", "AGI Demo"}, {"bc", "The Black Cauldron"}, {"caitlyn", "Caitlyn's Destiny"}, {"ddp", "Donald Duck's Playground"}, {"goldrush", "Gold Rush!"}, {"kq1", "King's Quest I: Quest for the Crown"}, {"kq2", "King's Quest II: Romancing the Throne"}, {"kq3", "King's Quest III: To Heir Is Human"}, {"kq4", "King's Quest IV: The Perils of Rosella"}, {"lsl1", "Leisure Suit Larry in the Land of the Lounge Lizards"}, {"mickey", "Mickey\'s Space Adventure"}, {"mixedup", "Mixed-Up Mother Goose"}, {"mh1", "Manhunter 1: New York"}, {"mh2", "Manhunter 2: San Francisco"}, {"pq1", "Police Quest I: In Pursuit of the Death Angel"}, {"serguei1", "Serguei's Destiny 1"}, {"serguei2", "Serguei's Destiny 2"}, {"sq0", "Space Quest 0: Replicated"}, {"sq1", "Space Quest I: The Sarien Encounter"}, {"sq2", "Space Quest II: Vohaul's Revenge"}, {"sqx", "Space Quest X: The Lost Chapter"}, {"tetris", "AGI Tetris"}, {"troll", "Troll\'s Tale"}, {"winnie", "Winnie the Pooh in the Hundred Acre Wood"}, {"xmascard", "Xmas Card"}, {0, 0} }; #include "agi/detection_tables.h" using namespace Agi; class AgiMetaEngine : public AdvancedMetaEngine { mutable Common::String _gameid; mutable Common::String _extra; public: AgiMetaEngine() : AdvancedMetaEngine(Agi::gameDescriptions, sizeof(Agi::AGIGameDescription), agiGames) { _singleid = "agi"; _guioptions = Common::GUIO_NOSPEECH; } virtual const char *getName() const { return "AGI preAGI + v2 + v3"; } virtual const char *getOriginalCopyright() const { return "Sierra AGI Engine (C) Sierra On-Line Software"; } virtual bool hasFeature(MetaEngineFeature f) const; virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const; virtual SaveStateList listSaves(const char *target) const; virtual int getMaximumSaveSlot() const; virtual void removeSaveState(const char *target, int slot) const; SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const; const ADGameDescription *fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const; }; bool AgiMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup) || (f == kSupportsDeleteSave) || (f == kSavesSupportMetaInfo) || (f == kSavesSupportThumbnail) || (f == kSavesSupportCreationDate); } bool AgiBase::hasFeature(EngineFeature f) const { return (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } bool AgiMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { const Agi::AGIGameDescription *gd = (const Agi::AGIGameDescription *)desc; bool res = true; switch (gd->gameType) { case Agi::GType_PreAGI: *engine = new Agi::PreAgiEngine(syst, gd); break; case Agi::GType_V2: case Agi::GType_V3: *engine = new Agi::AgiEngine(syst, gd); break; default: res = false; error("AGI engine: unknown gameType"); } return res; } SaveStateList AgiMetaEngine::listSaves(const char *target) const { const uint32 AGIflag = MKTAG('A','G','I',':'); Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::StringArray filenames; char saveDesc[31]; Common::String pattern = target; pattern += ".???"; filenames = saveFileMan->listSavefiles(pattern); sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..) SaveStateList saveList; for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) { // Obtain the last 3 digits of the filename, since they correspond to the save slot int slotNum = atoi(file->c_str() + file->size() - 3); if (slotNum >= 0 && slotNum <= 999) { Common::InSaveFile *in = saveFileMan->openForLoading(*file); if (in) { uint32 type = in->readUint32BE(); if (type == AGIflag) in->read(saveDesc, 31); saveList.push_back(SaveStateDescriptor(slotNum, saveDesc)); delete in; } } } return saveList; } int AgiMetaEngine::getMaximumSaveSlot() const { return 999; } void AgiMetaEngine::removeSaveState(const char *target, int slot) const { char fileName[MAXPATHLEN]; sprintf(fileName, "%s.%03d", target, slot); g_system->getSavefileManager()->removeSavefile(fileName); } SaveStateDescriptor AgiMetaEngine::querySaveMetaInfos(const char *target, int slot) const { const uint32 AGIflag = MKTAG('A','G','I',':'); char fileName[MAXPATHLEN]; sprintf(fileName, "%s.%03d", target, slot); Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName); if (in) { if (in->readUint32BE() != AGIflag) { delete in; return SaveStateDescriptor(); } char name[32]; in->read(name, 31); SaveStateDescriptor desc(slot, name); desc.setDeletableFlag(slot != 0); desc.setWriteProtectedFlag(slot == 0); char saveVersion = in->readByte(); if (saveVersion >= 4) { Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*in); desc.setThumbnail(thumbnail); uint32 saveDate = in->readUint32BE(); uint16 saveTime = in->readUint16BE(); int day = (saveDate >> 24) & 0xFF; int month = (saveDate >> 16) & 0xFF; int year = saveDate & 0xFFFF; desc.setSaveDate(year, month, day); int hour = (saveTime >> 8) & 0xFF; int minutes = saveTime & 0xFF; desc.setSaveTime(hour, minutes); // TODO: played time } delete in; return desc; } return SaveStateDescriptor(); } const ADGameDescription *AgiMetaEngine::fallbackDetect(const FileMap &allFilesXXX, const Common::FSList &fslist) const { typedef Common::HashMap IntMap; IntMap allFiles; bool matchedUsingFilenames = false; bool matchedUsingWag = false; int wagFileCount = 0; WagFileParser wagFileParser; Common::FSNode wagFileNode; Common::String description; // // Set the defaults for gameid and extra _gameid = "agi-fanmade"; _extra.clear(); // Set the default values for the fallback descriptor's ADGameDescription part. g_fallbackDesc.desc.language = Common::UNK_LANG; g_fallbackDesc.desc.platform = Common::kPlatformPC; g_fallbackDesc.desc.flags = ADGF_NO_FLAGS; // Set default values for the fallback descriptor's AGIGameDescription part. g_fallbackDesc.gameID = GID_FANMADE; g_fallbackDesc.features = GF_FANMADE; g_fallbackDesc.version = 0x2917; // First grab all filenames and at the same time count the number of *.wag files for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { if (file->isDirectory()) continue; Common::String filename = file->getName(); filename.toLowercase(); allFiles[filename] = true; // Save the filename in a hash table if (filename.hasSuffix(".wag")) { // Save latest found *.wag file's path (Can be used to open the file, the name can't) wagFileNode = *file; wagFileCount++; // Count found *.wag files } } if (allFiles.contains("logdir") && allFiles.contains("object") && allFiles.contains("picdir") && allFiles.contains("snddir") && allFiles.contains("viewdir") && allFiles.contains("vol.0") && allFiles.contains("words.tok")) { // Check for v2 // The default AGI interpreter version 0x2917 is okay for v2 games // so we don't have to change it here. matchedUsingFilenames = true; // Check for AGIPAL by checking for existence of any of the files "pal.100" - "pal.109" bool agipal = false; char agipalFile[] = "pal.xxx"; for (uint i = 100; i <= 109; i++) { sprintf(agipalFile, "pal.%d", i); if (allFiles.contains(agipalFile)) { agipal = true; // We found a file "pal.x" where 100 <= x <= 109 so it's AGIPAL break; } } if (agipal) { // Check if it is AGIPAL description = "Unknown v2 AGIPAL Game"; g_fallbackDesc.features |= GF_AGIPAL; // Add AGIPAL feature flag } else { // Not AGIPAL so just plain v2 description = "Unknown v2 Game"; } } else { // Try v3 char name[8]; for (IntMap::const_iterator f = allFiles.begin(); f != allFiles.end(); ++f) { if (f->_key.hasSuffix("vol.0")) { memset(name, 0, 8); strncpy(name, f->_key.c_str(), MIN((uint)8, f->_key.size() > 5 ? f->_key.size() - 5 : f->_key.size())); if (allFiles.contains("object") && allFiles.contains("words.tok") && allFiles.contains(Common::String(name) + "dir")) { matchedUsingFilenames = true; description = "Unknown v3 Game"; g_fallbackDesc.version = 0x3149; // Set the default AGI version for an AGI v3 game break; } } } } // WinAGI produces *.wag file with interpreter version, game name and other parameters. // If there's exactly one *.wag file and it parses successfully then we'll use its information. if (wagFileCount == 1 && wagFileParser.parse(wagFileNode)) { matchedUsingWag = true; const WagProperty *wagAgiVer = wagFileParser.getProperty(WagProperty::PC_INTVERSION); const WagProperty *wagGameID = wagFileParser.getProperty(WagProperty::PC_GAMEID); const WagProperty *wagGameDesc = wagFileParser.getProperty(WagProperty::PC_GAMEDESC); const WagProperty *wagGameVer = wagFileParser.getProperty(WagProperty::PC_GAMEVERSION); const WagProperty *wagGameLastEdit = wagFileParser.getProperty(WagProperty::PC_GAMELAST); // If there is an AGI version number in the *.wag file then let's use it if (wagAgiVer != NULL && wagFileParser.checkAgiVersionProperty(*wagAgiVer)) { // TODO/FIXME: Check that version number is something we support before trying to use it. // If the version number is unsupported then it'll get switched to 0x2917 later. // But there's the possibility that file based detection has detected something else // than a v2 AGI game. So there's a possibility for conflicting information. g_fallbackDesc.version = wagFileParser.convertToAgiVersionNumber(*wagAgiVer); } // Set gameid according to *.wag file information if it's present and it doesn't contain whitespace. if (wagGameID != NULL && !Common::String(wagGameID->getData()).contains(" ")) { _gameid = wagGameID->getData(); debug(3, "Agi::fallbackDetector: Using game id (%s) from WAG file", _gameid.c_str()); } // Set game description and extra according to *.wag file information if they're present if (wagGameDesc != NULL) { description = wagGameDesc->getData(); debug(3, "Agi::fallbackDetector: Game description (%s) from WAG file", wagGameDesc->getData()); // If there's game version in the *.wag file, set extra to it if (wagGameVer != NULL) { _extra = wagGameVer->getData(); debug(3, "Agi::fallbackDetector: Game version (%s) from WAG file", wagGameVer->getData()); } // If there's game last edit date in the *.wag file, add it to extra if (wagGameLastEdit != NULL) { if (!_extra.empty()) _extra += " "; _extra += wagGameLastEdit->getData(); debug(3, "Agi::fallbackDetector: Game's last edit date (%s) from WAG file", wagGameLastEdit->getData()); } } } else if (wagFileCount > 1) { // More than one *.wag file, confusing! So let's not use them. warning("More than one (%d) *.wag files found. WAG files ignored", wagFileCount); } // Check that the AGI interpreter version is a supported one if (!(g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x4000)) { warning("Unsupported AGI interpreter version 0x%x in AGI's fallback detection. Using default 0x2917", g_fallbackDesc.version); g_fallbackDesc.version = 0x2917; } // Set game type (v2 or v3) according to the AGI interpreter version number if (g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x3000) g_fallbackDesc.gameType = GType_V2; else if (g_fallbackDesc.version >= 0x3000 && g_fallbackDesc.version < 0x4000) g_fallbackDesc.gameType = GType_V3; // Check if we found a match with any of the fallback methods if (matchedUsingWag || matchedUsingFilenames) { _extra = description + (!_extra.empty() ? " " : "") + _extra; // Let's combine the description and extra // Override the gameid & extra values in g_fallbackDesc.desc. This only works // until the fallback detector is called again, and while the MetaEngine instance // is alive (as else the string storage is modified/deleted). g_fallbackDesc.desc.gameid = _gameid.c_str(); g_fallbackDesc.desc.extra = _extra.c_str(); printf("Your game version has been detected using fallback matching as a\n"); printf("variant of %s (%s).\n", g_fallbackDesc.desc.gameid, g_fallbackDesc.desc.extra); printf("If this is an original and unmodified version or new made Fanmade game,\n"); printf("please report any, information previously printed by ScummVM to the team.\n"); return (const ADGameDescription *)&g_fallbackDesc; } return 0; } #if PLUGIN_ENABLED_DYNAMIC(AGI) REGISTER_PLUGIN_DYNAMIC(AGI, PLUGIN_TYPE_ENGINE, AgiMetaEngine); #else REGISTER_PLUGIN_STATIC(AGI, PLUGIN_TYPE_ENGINE, AgiMetaEngine); #endif namespace Agi { bool AgiBase::canLoadGameStateCurrently() { return (!(getGameType() == GType_PreAGI) && getflag(fMenusWork) && !_noSaveLoadAllowed); } bool AgiBase::canSaveGameStateCurrently() { if (getGameID() == GID_BC) // Technically in Black Cauldron we may save anytime return true; return (!(getGameType() == GType_PreAGI) && getflag(fMenusWork) && !_noSaveLoadAllowed && _game.inputEnabled); } int AgiEngine::agiDetectGame() { int ec = errOK; assert(_gameDescription != NULL); if (getVersion() <= 0x2999) { _loader = new AgiLoader_v2(this); } else { _loader = new AgiLoader_v3(this); } ec = _loader->detectGame(); return ec; } } // End of namespace Agi