/* 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. * */ #ifndef ENGINES_GAME_H #define ENGINES_GAME_H #include "common/array.h" #include "common/hash-str.h" #include "common/str.h" #include "common/str-array.h" #include "common/language.h" #include "common/platform.h" /** * A simple structure used to map gameids (like "monkey", "sword1", ...) to * nice human readable and descriptive game titles (like "The Secret of Monkey Island"). * This is a plain struct to make it possible to declare NULL-terminated C arrays * consisting of PlainGameDescriptors. */ struct PlainGameDescriptor { const char *gameId; const char *description; static PlainGameDescriptor empty(); static PlainGameDescriptor of(const char *gameId, const char *description); }; /** * Given a list of PlainGameDescriptors, returns the first PlainGameDescriptor * matching the given gameid. If not match is found return 0. * The end of the list must be marked by an entry with gameid 0. */ const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list); class PlainGameList : public Common::Array { public: PlainGameList() {} PlainGameList(const PlainGameList &list) : Common::Array(list) {} PlainGameList(const PlainGameDescriptor *g) { while (g->gameId) { push_back(*g); g++; } } }; /** * The description of a game supported by an engine */ struct QualifiedGameDescriptor { Common::String engineId; Common::String gameId; Common::String description; QualifiedGameDescriptor() {} QualifiedGameDescriptor(const char *engine, const PlainGameDescriptor &pgd); }; typedef Common::Array QualifiedGameList; /** * Ths is an enum to describe how done a game is. This also indicates what level of support is expected. */ enum GameSupportLevel { kStableGame = 0, // the game is fully supported kTestingGame, // the game is not supposed to end up in releases yet but is ready for public testing kUnstableGame // the game is not even ready for public testing yet }; /** * A record describing the properties of a file. Used on the existing * files while detecting a game. */ struct FileProperties { int32 size; Common::String md5; FileProperties() : size(-1) {} }; /** * A map of all relevant existing files while detecting. */ typedef Common::HashMap FilePropertiesMap; /** * Details about a given game. * * While PlainGameDescriptor refers to a game supported by an engine, this refers to a game copy * that has been detected by an engine's detector. * It contains all the necessary data to add the game to the configuration manager and / or to launch it. */ struct DetectedGame { DetectedGame(); DetectedGame(const Common::String &engine, const PlainGameDescriptor &pgd); DetectedGame(const Common::String &engine, const Common::String &id, const Common::String &description, Common::Language language = Common::UNK_LANG, Common::Platform platform = Common::kPlatformUnknown, const Common::String &extra = Common::String()); void setGUIOptions(const Common::String &options); void appendGUIOptions(const Common::String &str); Common::String getGUIOptions() const { return _guiOptions; } Common::String engineId; /** * A game was detected, but some files were not recognized * * This can happen when the md5 or size of the detected files did not match the engine's detection tables. * When this is true, the list of matched files below contains detail about the unknown files. * * @see matchedFiles */ bool hasUnknownFiles; /** * An optional list of the files that were used to match the game with the engine's detection tables */ FilePropertiesMap matchedFiles; /** * This detection entry contains enough data to add the game to the configuration manager and launch it * * @see matchedGame */ bool canBeAdded; Common::String gameId; Common::String preferredTarget; Common::String description; Common::Language language; Common::Platform platform; Common::String path; Common::String shortPath; Common::String extra; /** * What level of support is expected of this game */ GameSupportLevel gameSupportLevel; /** * A list of extra keys to write to the configuration file */ Common::StringMap _extraConfigEntries; /** * Allows adding of extra entries to be saved as part of the detection entry * in the configuration file. * @remarks Any entry added using this should not be relied on being present * in the configuration file, since starting games directly from the * command line bypasses the game detection code */ void addExtraEntry(const Common::String &key, const Common::String &value) { _extraConfigEntries[key] = value; } private: /** * Update the description string by appending (EXTRA/PLATFORM/LANG) to it. * Values that are missing are omitted, so e.g. (EXTRA/LANG) would be * added if no platform has been specified but a language and an extra string. */ Common::String updateDesc() const; Common::String _guiOptions; }; /** List of games. */ typedef Common::Array DetectedGames; /** * Contains a list of games found by the engines' detectors. * * Each detected game can either: * - be fully recognized (e.g. an exact match was found in the detection tables of an engine) * - be an unknown variant (e.g. a game using files with the same name was found in the detection tables) * - be recognized with unknown files (e.g. the game was exactly not found in the detection tables, * but the detector was able to gather enough data to allow launching the game) * * Practically, this means a detected game can be in both the recognized game list and in the unknown game * report handled by this class. */ class DetectionResults { public: explicit DetectionResults(const DetectedGames &detectedGames); /** * List all the games that were recognized by the engines * * Recognized games can be added to the configuration manager and then launched. */ DetectedGames listRecognizedGames() const; /** * List all the games that were detected * * That includes entries that don't have enough information to be added to the * configuration manager. */ DetectedGames listDetectedGames() const; /** * Were unknown game variants found by the engines? * * When unknown game variants are found, an unknown game report can be generated. */ bool foundUnknownGames() const; /** * Generate a report that we found an unknown game variant. * * @see ::generateUnknownGameReport */ Common::String generateUnknownGameReport(bool translate, uint32 wordwrapAt = 0) const; private: DetectedGames _detectedGames; }; /** * Generate a report that we found an unknown game variant, together with the file * names, sizes and MD5 sums. * * @param translate translate the report to the currently active GUI language * @param fullPath include the full path where the files are located, otherwise only the name * of last component of the path is included * @param wordwrapAt word wrap the text part of the report after a number of characters */ Common::String generateUnknownGameReport(const DetectedGames &detectedGames, bool translate, bool fullPath, uint32 wordwrapAt = 0); Common::String generateUnknownGameReport(const DetectedGame &detectedGame, bool translate, bool fullPath, uint32 wordwrapAt = 0); #endif