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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.
 *
 * $URL$
 * $Id$
 *
 */

#include "base/plugins.h"

#include "engines/advancedDetector.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/savefile.h"
#include "graphics/thumbnail.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"

static const ADParams detectionParams = {
	// Pointer to ADGameDescription or its superset structure
	(const byte *)Agi::gameDescriptions,
	// Size of that superset structure
	sizeof(Agi::AGIGameDescription),
	// Number of bytes to compute MD5 sum for
	5000,
	// List of all engine targets
	agiGames,
	// Structure for autoupgrading obsolete targets
	0,
	// Name of single gameid (optional)
	"agi",
	// List of files for file-based fallback detection (optional)
	0,
	// Flags
	0,
	// Additional GUI options (for every game}
	Common::GUIO_NOSPEECH,
	// Maximum directory depth
	1,
	// List of directory globs
	0
};

using namespace Agi;

class AgiMetaEngine : public AdvancedMetaEngine {
	mutable Common::String	_gameid;
	mutable Common::String	_extra;

public:
	AgiMetaEngine() : AdvancedMetaEngine(detectionParams) {}

	virtual const char *getName() const {
		return "AGI preAGI + v2 + v3 Engine";
	}
	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 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 = MKID_BE('AGI:');
	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 = MKID_BE('AGI:');
	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 *thumbnail = new Graphics::Surface();
			assert(thumbnail);
			if (!Graphics::loadThumbnail(*in, *thumbnail)) {
				delete thumbnail;
				thumbnail = 0;
			}

			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 Common::FSList &fslist) const {
	typedef Common::HashMap<Common::String, int32> 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