/* 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. * * $URL$ * $Id$ * */ #include "engines/advancedDetector.h" #include "base/plugins.h" #include "sci/sci.h" #include "sci/engine/kernel.h" #include "sci/engine/seg_manager.h" #include "sci/engine/vm.h" // for convertSierraGameId namespace Sci { #define GF_FOR_SCI0_BEFORE_629 GF_SCI0_OLDGETTIME // Titles of the games static const PlainGameDescriptor SciGameTitles[] = { {"sci", "Sierra SCI Game"}, {"sci-fanmade", "Fanmade SCI Game"}, {"astrochicken", "Astro Chicken"}, {"christmas1988", "Christmas Card 1988"}, {"christmas1990", "Christmas Card 1990: The Seasoned Professional"}, {"christmas1992", "Christmas Card 1992"}, {"castlebrain", "Castle of Dr. Brain"}, {"iceman", "Codename: Iceman"}, {"camelot", "Conquests of Camelot: King Arthur, Quest for the Grail"}, {"longbow", "Conquests of the Longbow: The Adventures of Robin Hood"}, {"cnick-lsl", "Crazy Nick's Software Picks: Leisure Suit Larry's Casino"}, {"cnick-kq", "Crazy Nick's Software Picks: King Graham's Board Game Challenge"}, {"cnick-laurabow", "Crazy Nick's Software Picks: Parlor Games with Laura Bow"}, {"cnick-longbow", "Crazy Nick's Software Picks: Robin Hood's Game of Skill and Chance"}, {"cnick-sq", "Crazy Nick's Software Picks: Roger Wilco's Spaced Out Game Pack"}, {"ecoquest", "EcoQuest: The Search for Cetus"}, {"ecoquest2", "EcoQuest II: Lost Secret of the Rainforest"}, {"freddypharkas", "Freddy Pharkas: Frontier Pharmacist"}, {"funseeker", "Fun Seeker's Guide"}, {"hoyle1", "Hoyle Official Book of Games: Volume 1"}, {"hoyle2", "Hoyle Official Book of Games: Volume 2"}, {"hoyle3", "Hoyle Official Book of Games: Volume 3"}, {"hoyle4", "Hoyle Classic Card Games"}, {"jones", "Jones in the Fast Lane"}, {"kq1sci", "King's Quest I: Quest for the Crown, SCI Remake"}, {"kq4sci", "King's Quest IV: The Perils of Rosella, SCI Remake"}, {"kq5", "King's Quest V: Absence Makes the Heart Go Yonder"}, {"kq6", "King's Quest VI: Heir Today, Gone Tomorrow"}, {"laurabow", "Laura Bow: The Colonel's Bequest"}, {"laurabow2", "Laura Bow 2: The Dagger of Amon Ra"}, {"lsl1sci", "Leisure Suit Larry in the Land of the Lounge Lizards"}, {"lsl2", "Leisure Suit Larry 2: Goes Looking for Love (in Several Wrong Places)"}, {"lsl3", "Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectorals"}, {"lsl5", "Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work"}, {"lsl6", "Leisure Suit Larry 6: Shape Up or Slip Out!"}, {"fairytales", "Mixed-up Fairy Tales"}, {"mothergoose", "Mixed-Up Mother Goose"}, {"msastrochicken", "Ms. Astro Chicken"}, {"pepper", "Pepper's Adventure in Time"}, {"pq1sci", "Police Quest: In Pursuit of the Death Angel"}, {"pq2", "Police Quest II: The Vengeance"}, {"pq3", "Police Quest III: The Kindred"}, {"qfg1", "Quest for Glory I: So You Want to Be a Hero"}, {"qfg2", "Quest for Glory II: Trial by Fire"}, {"qfg3", "Quest for Glory III: Wages of War"}, {"slater", "Slater & Charlie Go Camping"}, {"sq1sci", "Space Quest I: The Sarien Encounter"}, {"sq3", "Space Quest III: The Pirates of Pestulon"}, {"sq4", "Space Quest IV: Roger Wilco and the Time Rippers"}, {"sq5", "Space Quest V: The Next Mutation"}, {"islandbrain", "The Island of Dr. Brain"}, // SCI32 games {"gk1", "Gabriel Knight: Sins of the Fathers"}, // demo is SCI11, full version SCI32 {"gk2", "The Beast Within: A Gabriel Knight Mystery"}, {"kq7", "King's Quest VII: The Princeless Bride"}, {"lsl7", "Leisure Suit Larry 7: Love for Sail!"}, {"lighthouse", "Lighthouse: The Dark Being"}, {"phantasmagoria", "Phantasmagoria"}, {"phantasmagoria2", "Phantasmagoria II: A Puzzle of Flesh"}, {"pq4", "Police Quest IV: Open Season"}, {"pqswat", "Police Quest: SWAT"}, {"qfg4", "Quest for Glory IV: Shadows of Darkness"}, {"rama", "RAMA"}, {"shivers", "Shivers"}, {"shivers2", "Shivers II: Harvest of Souls"}, {"sq6", "Space Quest 6: The Spinal Frontier"}, {"torin", "Torin's Passage"}, {0, 0} }; #include "sci/detection_tables.h" /** * The fallback game descriptor used by the SCI engine's fallbackDetector. * Contents of this struct are to be overwritten by the fallbackDetector. */ static SciGameDescription s_fallbackDesc = { { "", "", AD_ENTRY1(0, 0), // This should always be AD_ENTRY1(0, 0) in the fallback descriptor Common::UNK_LANG, Common::kPlatformPC, ADGF_NO_FLAGS, Common::GUIO_NONE }, 0 }; static const ADParams detectionParams = { // Pointer to ADGameDescription or its superset structure (const byte *)Sci::SciGameDescriptions, // Size of that superset structure sizeof(SciGameDescription), // Number of bytes to compute MD5 sum for 5000, // List of all engine targets SciGameTitles, // Structure for autoupgrading obsolete targets 0, // Name of single gameid (optional) "sci", // List of files for file-based fallback detection (optional) 0, // Flags 0, // Additional GUI options (for every game} Common::GUIO_NONE }; class SciMetaEngine : public AdvancedMetaEngine { public: SciMetaEngine() : AdvancedMetaEngine(detectionParams) {} virtual const char *getName() const { return "SCI Engine [SCI0, SCI01, SCI10, SCI11" #ifdef ENABLE_SCI32 ", SCI32" #endif "]"; } virtual const char *getOriginalCopyright() const { return "Sierra's Creative Interpreter (C) Sierra Online"; } virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const; const ADGameDescription *fallbackDetect(const Common::FSList &fslist) const; }; Common::Language charToScummVMLanguage(const char c) { switch (c) { case 'F': return Common::FR_FRA; case 'S': return Common::ES_ESP; case 'I': return Common::IT_ITA; case 'G': return Common::DE_DEU; case 'J': case 'j': return Common::JA_JPN; case 'P': return Common::PT_BRA; default: return Common::UNK_LANG; } } const ADGameDescription *SciMetaEngine::fallbackDetect(const Common::FSList &fslist) const { bool foundResMap = false; bool foundRes000 = false; // This flag is used to determine if the size of resource.000 is less than 1MB, to distinguish // between full and demo versions bool smallResource000Size = false; // Set some defaults s_fallbackDesc.desc.extra = ""; s_fallbackDesc.desc.language = Common::EN_ANY; s_fallbackDesc.desc.flags = ADGF_NO_FLAGS; s_fallbackDesc.desc.platform = Common::kPlatformPC; // default to PC platform s_fallbackDesc.desc.gameid = "sci"; // First grab all filenames for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { if (file->isDirectory()) continue; Common::String filename = file->getName(); filename.toLowercase(); if (filename.contains("resource.map") || filename.contains("resmap.000")) { // HACK: resource.map is located in the same directory as the other resource files, // therefore add the directory here, so that the game files can be opened later on // We now add the parent directory temporary to our SearchMan so the engine code // used in the detection can access all files via Common::File without any problems. // In all branches returning from this function, we need to have a call to // SearchMan.remove to remove it from the default directory pool again. // // A proper solution to remove this hack would be to have the code, which is needed // for detection, to operate on Stream objects, so they can be easily called from // the detection code. This might be easily to achieve through refactoring the // code needed for detection. assert(!SearchMan.hasArchive("SCI_detection")); SearchMan.addDirectory("SCI_detection", file->getParent()); foundResMap = true; } // Determine if we got a CD version and set the CD flag accordingly, by checking for // resource.aud for SCI1.1 CD games, or audio001.002 for SCI1 CD games. We assume that // the file should be over 10MB, as it contains all the game speech and is usually // around 450MB+. The size check is for some floppy game versions like KQ6 floppy, which // also have a small resource.aud file if (filename.contains("resource.aud") || filename.contains("audio001.002")) { Common::SeekableReadStream *tmpStream = file->createReadStream(); if (tmpStream->size() > 10 * 1024 * 1024) { // We got a CD version, so set the CD flag accordingly s_fallbackDesc.desc.flags |= ADGF_CD; s_fallbackDesc.desc.extra = "CD"; } delete tmpStream; } if (filename.contains("resource.000")) { Common::SeekableReadStream *tmpStream = file->createReadStream(); if (tmpStream->size() < 1 * 1024 * 1024) smallResource000Size = true; delete tmpStream; } if (filename.contains("resource.000") || filename.contains("resource.001") || filename.contains("ressci.000") || filename.contains("ressci.001")) foundRes000 = true; // Determine the game platform // The existence of any of these files indicates an Amiga game if (filename.contains("9.pat") || filename.contains("spal") || filename.contains("patch.005") || filename.contains("bank.001")) s_fallbackDesc.desc.platform = Common::kPlatformAmiga; // The existence of 7.pat indicates a Mac game if (filename.contains("7.pat")) s_fallbackDesc.desc.platform = Common::kPlatformMacintosh; // The data files for Atari ST versions are the same as their DOS counterparts } // If these files aren't found, it can't be SCI if (!foundResMap && !foundRes000) { SearchMan.remove("SCI_detection"); return 0; } ResourceManager *resMan = new ResourceManager(fslist); ViewType gameViews = resMan->getViewType(); // Have we identified the game views? If not, stop here if (gameViews == kViewUnknown) { SearchMan.remove("SCI_detection"); delete resMan; return (const ADGameDescription *)&s_fallbackDesc; } #ifndef ENABLE_SCI32 // Is SCI32 compiled in? If not, and this is a SCI32 game, // stop here if (resMan->sciVersion() >= SCI_VERSION_2) { SearchMan.remove("SCI_detection"); delete resMan; return (const ADGameDescription *)&s_fallbackDesc; } #endif // EGA views if (gameViews == kViewEga && s_fallbackDesc.desc.platform != Common::kPlatformAmiga) s_fallbackDesc.desc.extra = "EGA"; // Set the platform to Amiga if the game is using Amiga views if (gameViews == kViewAmiga) s_fallbackDesc.desc.platform = Common::kPlatformAmiga; // Determine the game id SegManager *segMan = new SegManager(resMan); if (!script_instantiate(resMan, segMan, 0)) { warning("fallbackDetect(): Could not instantiate script 0"); SearchMan.remove("SCI_detection"); delete segMan; delete resMan; return 0; } reg_t game_obj = script_lookup_export(segMan, 0, 0); const char *gameName = segMan->getObjectName(game_obj); debug(2, "Detected ID: \"%s\" at %04x:%04x", gameName, PRINT_REG(game_obj)); s_fallbackDesc.desc.gameid = convertSierraGameId(gameName, &s_fallbackDesc.desc.flags); delete segMan; // Try to determine the game language // Load up text 0 and start looking for "#" characters // Non-English versions contain strings like XXXX#YZZZZ // Where XXXX is the English string, #Y a separator indicating the language // (e.g. #G for German) and ZZZZ is the translated text // NOTE: This doesn't work for games which use message instead of text resources // (like, for example, Eco Quest 1 and all SCI1.1 games and newer, e.g. Freddy Pharkas). // As far as we know, these games store the messages of each language in separate // resources, and it's not possible to detect that easily Resource *text = resMan->findResource(ResourceId(kResourceTypeText, 0), 0); uint seeker = 0; if (text) { while (seeker < text->size) { if (text->data[seeker] == '#') { s_fallbackDesc.desc.language = charToScummVMLanguage(text->data[seeker + 1]); break; } seeker++; } } delete resMan; // Distinguish demos from full versions if (!strcmp(s_fallbackDesc.desc.gameid, "castlebrain") && !Common::File::exists("resource.002")) { // The Spanish full version doesn't have resource.002, but we can distinguish it from the // demo from the size of resource.000 if (smallResource000Size) s_fallbackDesc.desc.flags |= ADGF_DEMO; } if (!strcmp(s_fallbackDesc.desc.gameid, "islandbrain") && smallResource000Size) s_fallbackDesc.desc.flags |= ADGF_DEMO; if (!strcmp(s_fallbackDesc.desc.gameid, "kq6") && smallResource000Size) s_fallbackDesc.desc.flags |= ADGF_DEMO; // Fill in extras field if (!strcmp(s_fallbackDesc.desc.gameid, "lsl1sci") || !strcmp(s_fallbackDesc.desc.gameid, "pq1sci") || !strcmp(s_fallbackDesc.desc.gameid, "sq1sci")) s_fallbackDesc.desc.extra = "VGA Remake"; if (!strcmp(s_fallbackDesc.desc.gameid, "qfg1") && !Common::File::exists("resource.001")) s_fallbackDesc.desc.extra = "VGA Remake"; SearchMan.remove("SCI_detection"); return (const ADGameDescription *)&s_fallbackDesc; } bool SciMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const { const SciGameDescription *desc = (const SciGameDescription *)gd; *engine = new SciEngine(syst, desc); return true; } } // End of namespace Sci #if PLUGIN_ENABLED_DYNAMIC(SCI) REGISTER_PLUGIN_DYNAMIC(SCI, PLUGIN_TYPE_ENGINE, Sci::SciMetaEngine); #else REGISTER_PLUGIN_STATIC(SCI, PLUGIN_TYPE_ENGINE, Sci::SciMetaEngine); #endif