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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 ENGINES_ADVANCED_DETECTOR_H
#define ENGINES_ADVANCED_DETECTOR_H
#include "common/fs.h"
#include "common/error.h"
#include "engines/metaengine.h"
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_MACRESFORK = (1 << 25), // the md5 for this entry will be calculated from the resource fork
ADGF_USEEXTRAASTITLE = (1 << 26), // Extra field value will be used as main game title, not gameid
ADGF_KEEPMATCH = (1 << 27), // this entry is kept even when there are matched entries with more files
ADGF_DROPLANGUAGE = (1 << 28), // don't add language to gameid
ADGF_CD = (1 << 29), // add "-cd" to gameid
ADGF_DEMO = (1 << 30) // add "-demo" to gameid
};
struct ADGameDescription {
const char *gameid;
const char *extra;
ADGameFileDescription filesDescriptions[14];
Common::Language language;
Common::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;
uint32 guioptions;
};
/**
* 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, ADGF_NO_FLAGS, Common::GUIO_NONE }
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).
*/
kADFlagDontAugmentPreferredTarget = (1 << 0),
/**
* Warn user about new variant if his version was detected with fallback
*/
kADFlagPrintWarningOnFileBasedFallback = (1 << 1),
/**
* Store value of extra field in config file, and use it as a hint
* on subsequent runs. Could be used when there is no way to autodetect
* game (when more than one game sits in same directory), and user picks
* up a variant manually.
*/
kADFlagUseExtraAsHint = (1 << 2)
};
/**
* A structure containing all parameters for the AdvancedDetector.
* Typically, an engine will have a single instance of this which is
* used by its AdvancedMetaEngine subclass as a parameter to the
* primary AdvancedMetaEngine constructor.
*/
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 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 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;
/**
* A bitmask of game GUI options which will be added to each
* entry in addition to per-game options. Refer to GameGUIOption
* enum for the list.
*/
uint32 guioptions;
/**
*
* Maximum depth of directories to look up
* If set to 0, the depth is 1 level
*/
uint32 depth;
};
namespace AdvancedDetector {
/**
* 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 ADObsoleteGameID *obsoleteList = 0
);
} // End of namespace AdvancedDetector
/**
* A MetaEngine implementation based around the advanced detector code.
*/
class AdvancedMetaEngine : public MetaEngine {
const ADParams ¶ms;
public:
AdvancedMetaEngine(const ADParams &dp) : params(dp) {}
virtual GameList getSupportedGames() const;
virtual GameDescriptor findGame(const char *gameid) const;
virtual GameList detectGames(const Common::FSList &fslist) const;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const;
// To be provided by subclasses
virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const = 0;
/**
* An (optional) generic fallback detect function which is invoked
* if both the regular MD5 based detection as well as the file
* based fallback failed to detect anything.
*/
virtual const ADGameDescription *fallbackDetect(const Common::FSList &fslist) const {
return 0;
}
};
#endif
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