1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
|
/* 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.
*
*/
#include "glk/frotz/detection.h"
#include "glk/frotz/detection_tables.h"
#include "glk/frotz/quetzal.h"
#include "common/debug.h"
#include "common/file.h"
#include "common/md5.h"
#include "common/translation.h"
namespace Glk {
namespace Frotz {
void FrotzMetaEngine::getSupportedGames(PlainGameList &games) {
for (const PlainGameDescriptor *pd = FROTZ_GAME_LIST; pd->gameId; ++pd)
games.push_back(*pd);
}
PlainGameDescriptor FrotzMetaEngine::findGame(const char *gameId) {
for (const PlainGameDescriptor *pd = FROTZ_GAME_LIST; pd->gameId; ++pd) {
if (!strcmp(gameId, pd->gameId))
return *pd;
}
return PlainGameDescriptor();;
}
bool FrotzMetaEngine::detectGames(const Common::FSList &fslist, DetectedGames &gameList) {
const char *const EXTENSIONS[11] = { ".z1", ".z2", ".z3", ".z4", ".z5", ".z6", ".z7", ".z8", ".zblorb", ".dat", ".zip" };
// Loop through the files of the folder
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
// Check for a recognised filename
if (file->isDirectory())
continue;
Common::String filename = file->getName();
bool hasExt = false;
for (int idx = 0; idx < 11 && !hasExt; ++idx)
hasExt = filename.hasSuffixIgnoreCase(EXTENSIONS[idx]);
if (!hasExt)
continue;
// Open up the file and calculate the md5
Common::File gameFile;
if (!gameFile.open(*file))
continue;
Common::String md5 = Common::computeStreamMD5AsString(gameFile, 5000);
size_t filesize = gameFile.size();
char serial[7] = "unkown";
if (!filename.hasSuffixIgnoreCase(".zblorb")) {
gameFile.seek(18);
gameFile.read(&serial[0], 6);
}
gameFile.close();
// Check for known games. Note that there has been some variation in exact filesizes
// for Infocom games due to padding at the end of files. So we match on md5s for the
// first 5Kb, and only worry about filesize for more recent Blorb based Zcode games
const FrotzGameDescription *p = FROTZ_GAMES;
while (p->_gameId && p->_md5 && (md5 != p->_md5 ||
(filesize != p->_filesize && filename.hasSuffix(".zblorb"))))
++p;
DetectedGame gd;
if (!p->_gameId) {
// Generic .dat/.zip files don't get reported as matches unless they have a known md5
if (filename.hasSuffixIgnoreCase(".dat") || filename.hasSuffixIgnoreCase(".zip"))
continue;
if (gDebugLevel > 0) {
// Print an entry suitable for putting into the detection_tables.h, using the
// name of the parent folder the game is in as the presumed game Id
Common::String folderName = file->getParent().getName();
if (folderName.hasSuffix("\\"))
folderName.deleteLastChar();
Common::String fname = filename;
const char *dot = strchr(fname.c_str(), '.');
if (dot)
fname = Common::String(fname.c_str(), dot);
debug("ENTRY0(\"%s\", \"%s-%s\", \"%s\", %lu),",
folderName.c_str(), fname.c_str(), serial, md5.c_str(), filesize);
}
const PlainGameDescriptor &desc = FROTZ_GAME_LIST[0];
gd = DetectedGame(desc.gameId, desc.description, Common::UNK_LANG, Common::kPlatformUnknown);
} else {
PlainGameDescriptor gameDesc = findGame(p->_gameId);
gd = DetectedGame(p->_gameId, gameDesc.description, p->_language, Common::kPlatformUnknown, p->_extra);
}
gd.addExtraEntry("filename", filename);
gameList.push_back(gd);
}
return !gameList.empty();
}
bool FrotzMetaEngine::readSavegameHeader(Common::SeekableReadStream *stream, Glk::SavegameHeader &header) {
stream->seek(0);
if (stream->readUint32BE() != ID_FORM)
return false;
stream->readUint32BE();
if (stream->readUint32BE() != ID_IFZS)
return false;
header._interpType = INTERPRETER_FROTZ;
header._saveName = _("Unnamed savegame");
while (stream->pos() < stream->size()) {
uint type = stream->readUint32BE();
size_t len = stream->readUint32BE();
if (type == ID_ANNO) {
// Read savegame name from the annotation chunk
char *buffer = new char[len + 1];
stream->read(buffer, len);
buffer[len] = '\0';
header._saveName = Common::String(buffer);
break;
} else {
if (len & 1)
// Length must be even
++len;
stream->skip(len);
}
}
stream->seek(0);
return true;
}
} // End of namespace Frotz
} // End of namespace Glk
|