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/* 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<const ADGameDescription*> 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 PlainGameDescriptor *list,
const Common::ADObsoleteGameID *obsoleteList = 0
);
// 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);
// Helper function to announce an unknown version of the game (useful for
// fallback detection functions).
void reportUnknown(StringList &files, int md5Bytes);
// 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_HEAD(engine,params) \
GameList Engine_##engine##_gameIDList() { \
return Common::AdvancedDetector::gameIDList(params); \
} \
GameDescriptor Engine_##engine##_findGameID(const char *gameid) { \
return Common::AdvancedDetector::findGameID(gameid, params.list, params.obsoleteList); \
} \
GameList Engine_##engine##_detectGames(const FSList &fslist) { \
return Common::AdvancedDetector::detectAllGames(fslist, params); \
} \
void dummyFuncToAllowTrailingSemicolon()
#define _ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_PREDEFINED_FUNC(engine,factoryFunc,params) \
_ADVANCED_DETECTOR_DEFINE_PLUGIN_HEAD(engine,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_WITH_COMPLEX_CREATION(engine,factoryFunc,params) \
_ADVANCED_DETECTOR_DEFINE_PLUGIN_HEAD(engine,params); \
PluginError Engine_##engine##_create(OSystem *syst, Engine **engine) { \
assert(engine); \
Common::EncapsulatedADGameDesc encapsulatedDesc = Common::AdvancedDetector::detectBestMatchingGame(params); \
if (encapsulatedDesc.realDesc == 0) { \
return kNoGameDataFoundError; \
} \
if (!factoryFunc(syst,engine,encapsulatedDesc)) { \
return kNoGameDataFoundError; \
} \
return kNoError; \
} \
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_PREDEFINED_FUNC(engine,engine##_createInstance,params); \
void dummyFuncToAllowTrailingSemicolon()
} // End of namespace Common
#endif
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