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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 "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 = segMan->lookupScriptExport(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
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