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
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
|
/* 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 "common/stdafx.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/fs.h"
#include "common/list.h"
#include "common/md5.h"
#include "scumm/detection.h"
#include "scumm/detection_tables.h"
#include "scumm/scumm.h"
#include "scumm/intern.h"
#include "scumm/he/intern_he.h"
namespace Scumm {
enum {
// We only compute the MD5 of the first megabyte of our data files.
kMD5FileSizeLimit = 1024 * 1024
};
#pragma mark -
#pragma mark --- Miscellaneous ---
#pragma mark -
static const char *findDescriptionFromGameID(const char *gameid) {
const PlainGameDescriptor *g = gameDescriptions;
while (g->gameid) {
if (!scumm_stricmp(g->gameid, gameid)) {
return g->description;
}
g++;
}
error("Unknown gameid '%s' encountered in findDescriptionFromGameID", gameid);
}
static int compareMD5Table(const void *a, const void *b) {
const char *key = (const char *)a;
const MD5Table *elem = (const MD5Table *)b;
return strcmp(key, elem->md5);
}
static const MD5Table *findInMD5Table(const char *md5) {
#ifdef PALMOS_68K
uint32 arraySize = MemPtrSize((void *)md5table) / sizeof(MD5Table) - 1;
#else
uint32 arraySize = ARRAYSIZE(md5table) - 1;
#endif
return (const MD5Table *)bsearch(md5, md5table, arraySize, sizeof(MD5Table), compareMD5Table);
}
Common::String ScummEngine::generateFilename(const int room) const {
const int diskNumber = (room > 0) ? _res->roomno[rtRoom][room] : 0;
char buf[128];
if (_game.version == 4) {
if (room == 0 || room >= 900) {
snprintf(buf, sizeof(buf), "%03d.lfl", room);
} else {
snprintf(buf, sizeof(buf), "disk%02d.lec", diskNumber);
}
} else {
char id = 0;
switch (_filenamePattern.genMethod) {
case kGenDiskNum:
snprintf(buf, sizeof(buf), _filenamePattern.pattern, diskNumber);
break;
case kGenRoomNum:
snprintf(buf, sizeof(buf), _filenamePattern.pattern, room);
break;
case kGenHEMac:
case kGenHEMacNoParens:
case kGenHEPC:
if (room < 0) {
id = '0' - room;
} else if (_game.heversion >= 98) {
int disk = 0;
if (_heV7DiskOffsets)
disk = _heV7DiskOffsets[room];
switch (disk) {
case 2:
id = 'b';
snprintf(buf, sizeof(buf), "%s.(b)", _filenamePattern.pattern);
break;
case 1:
id = 'a';
snprintf(buf, sizeof(buf), "%s.(a)", _filenamePattern.pattern);
break;
default:
id = '0';
snprintf(buf, sizeof(buf), "%s.he0", _filenamePattern.pattern);
}
} else if (_game.heversion >= 70) {
id = (room == 0) ? '0' : '1';
} else {
id = diskNumber + '0';
}
if (_filenamePattern.genMethod == kGenHEPC) {
// For HE >= 98, we already called snprintf above.
if (_game.heversion < 98 || room < 0)
snprintf(buf, sizeof(buf), "%s.he%c", _filenamePattern.pattern, id);
} else {
if (id == '3') { // special case for cursors
// For mac they're stored in game binary
strncpy(buf, _filenamePattern.pattern, sizeof(buf));
} else {
if (_filenamePattern.genMethod == kGenHEMac)
snprintf(buf, sizeof(buf), "%s (%c)", _filenamePattern.pattern, id);
else
snprintf(buf, sizeof(buf), "%s %c", _filenamePattern.pattern, id);
}
}
break;
case kGenUnchanged:
strncpy(buf, _filenamePattern.pattern, sizeof(buf));
break;
default:
error("generateFilename: Unsupported genMethod");
}
}
return buf;
}
static Common::String generateFilenameForDetection(const char *pattern, FilenameGenMethod genMethod) {
char buf[128];
switch (genMethod) {
case kGenDiskNum:
case kGenRoomNum:
snprintf(buf, sizeof(buf), pattern, 0);
break;
case kGenHEPC:
snprintf(buf, sizeof(buf), "%s.he0", pattern);
break;
case kGenHEMac:
snprintf(buf, sizeof(buf), "%s (0)", pattern);
break;
case kGenHEMacNoParens:
snprintf(buf, sizeof(buf), "%s 0", pattern);
break;
case kGenUnchanged:
strncpy(buf, pattern, sizeof(buf));
break;
default:
error("generateFilenameForDetection: Unsupported genMethod");
}
return buf;
}
struct DetectorDesc {
FilesystemNode node;
Common::String md5;
const MD5Table *md5Entry; // Entry of the md5 table corresponding to this file, if any.
};
typedef Common::HashMap<Common::String, DetectorDesc, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> DescMap;
static bool testGame(const GameSettings *g, const DescMap &fileMD5Map, const Common::String &file);
// Search for a node with the given "name", inside fslist. Ignores case
// when performing the matching. The first match is returned, so if you
// search for "resource" and two nodes "RESOURE and "resource" are present,
// the first match is used.
static bool searchFSNode(const FSList &fslist, const Common::String &name, FilesystemNode &result) {
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!scumm_stricmp(file->name().c_str(), name.c_str())) {
result = *file;
return true;
}
}
return false;
}
// The following function tries to detect the language for COMI and DIG
static Common::Language detectLanguage(const FSList &fslist, byte id) {
assert(id == GID_CMI || id == GID_DIG);
// Check for LANGUAGE.BND (Dig) resp. LANGUAGE.TAB (CMI).
// These are usually inside the "RESOURCE" subdirectory.
// If found, we match based on the file size (should we
// ever determine that this is insufficient, we can still
// switch to MD5 based detection).
const char *filename = (id == GID_CMI) ? "LANGUAGE.TAB" : "LANGUAGE.BND";
Common::File tmp;
FilesystemNode langFile;
if (!searchFSNode(fslist, filename, langFile) || !tmp.open(langFile)) {
// try loading in RESOURCE sub dir...
FilesystemNode resDir;
FSList tmpList;
if (searchFSNode(fslist, "RESOURCE", resDir)
&& resDir.isDirectory()
&& resDir.listDir(tmpList, FilesystemNode::kListFilesOnly)
&& searchFSNode(tmpList, filename, langFile)) {
tmp.open(langFile);
}
}
if (tmp.isOpen()) {
uint size = tmp.size();
if (id == GID_CMI) {
switch (size) {
case 439080: // 2daf3db71d23d99d19fc9a544fcf6431
return Common::EN_ANY;
case 493252: // 5d59594b24f3f1332e7d7e17455ed533
return Common::DE_DEU;
case 461746: // 35bbe0e4d573b318b7b2092c331fd1fa
return Common::FR_FRA;
case 443439: // 4689d013f67aabd7c35f4fd7c4b4ad69
return Common::IT_ITA;
case 440586: // 5a1d0f4fa00917bdbfe035a72a6bba9d
return Common::PT_BRA;
case 449787: // 64f3fe479d45b52902cf88145c41d172
return Common::ES_ESP;
}
} else {
switch (size) {
case 248627: // 1fd585ac849d57305878c77b2f6c74ff
return Common::DE_DEU;
case 257460: // 04cf6a6ba6f57e517bc40eb81862cfb0
return Common::FR_FRA;
case 231402: // 93d13fcede954c78e65435592182a4db
return Common::IT_ITA;
case 228772: // 5d9ad90d3a88ea012d25d61791895ebe
return Common::PT_BRA;
case 229884: // d890074bc15c6135868403e73c5f4f36
return Common::ES_ESP;
}
}
}
return Common::UNK_LANG;
}
static void computeGameSettingsFromMD5(const FSList &fslist, const GameFilenamePattern *gfp, const MD5Table *md5Entry, DetectorResult &dr) {
dr.language = md5Entry->language;
dr.extra = md5Entry->extra;
// Compute the precise game settings using gameVariantsTable.
for (const GameSettings *g = gameVariantsTable; g->gameid; ++g) {
if (g->gameid[0] == 0 || !scumm_stricmp(md5Entry->gameid, g->gameid)) {
// The gameid either matches, or is empty. The latter indicates
// a generic entry, currently used for some generic HE settings.
if (g->variant == 0 || !scumm_stricmp(md5Entry->variant, g->variant)) {
// Perfect match found, use it and stop the loop
dr.game = *g;
dr.game.gameid = md5Entry->gameid;
// Set the platform value. The value from the MD5 record has
// highest priority; if missing (i.e. set to unknown) we try
// to use that from the filename pattern record instead.
if (md5Entry->platform != Common::kPlatformUnknown) {
dr.game.platform = md5Entry->platform;
} else if (gfp->platform != Common::kPlatformUnknown) {
dr.game.platform = gfp->platform;
}
// HACK: Special case to distinguish the V1 demo from the full version
// (since they have identical MD5):
if (dr.game.id == GID_MANIAC && !strcmp(gfp->pattern, "%02d.MAN")) {
dr.extra = "V1 Demo";
}
// HACK: If 'Demo' occurs in the extra string, set the GF_DEMO flag,
// required by some game demos (e.g. Dig, FT and COMI).
if (dr.extra && strstr(dr.extra, "Demo")) {
dr.game.features |= GF_DEMO;
}
// HACK: Detect COMI & Dig languages
if (dr.language == UNK_LANG && (dr.game.id == GID_CMI || dr.game.id == GID_DIG)) {
dr.language = detectLanguage(fslist, dr.game.id);
}
break;
}
}
}
}
static void detectGames(const FSList &fslist, Common::List<DetectorResult> &results, const char *gameid) {
DescMap fileMD5Map;
DetectorResult dr;
char md5str[32+1];
for (FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (!file->isDirectory()) {
DetectorDesc d;
d.node = *file;
d.md5Entry = 0;
fileMD5Map[file->name()] = d;
}
}
// Iterate over all filename patterns.
for (const GameFilenamePattern *gfp = gameFilenamesTable; gfp->gameid; ++gfp) {
// If a gameid was specified, we only try to detect that specific game,
// so we can just skip over everything with a differing gameid.
if (gameid && scumm_stricmp(gameid, gfp->gameid))
continue;
// Generate the detectname corresponding to the gfp. If the file doesn't
// exist in the directory we are looking at, we can skip to the next
// one immediately.
Common::String file(generateFilenameForDetection(gfp->pattern, gfp->genMethod));
if (!fileMD5Map.contains(file))
continue;
// Reset the DetectorResult variable
dr.fp.pattern = gfp->pattern;
dr.fp.genMethod = gfp->genMethod;
dr.game.gameid = 0;
dr.language = gfp->language;
dr.md5.clear();
dr.extra = 0;
// ____ _ _
// | _ \ __ _ _ __| |_ / |
// | |_) / _` | '__| __| | |
// | __/ (_| | | | |_ | |
// |_| \__,_|_| \__| |_|
//
// PART 1: Trying to find an exact match using MD5.
//
//
// Background: We found a valid detection file. Check if its MD5
// checksum occurs in our MD5 table. If it does, try to use that
// to find an exact match.
//
// We only do that if the MD5 hadn't already been computed (since
// we may look at some detection files multiple times).
//
DetectorDesc &d = fileMD5Map[file];
if (d.md5.empty()) {
if (Common::md5_file_string(d.node, md5str, kMD5FileSizeLimit)) {
d.md5 = md5str;
d.md5Entry = findInMD5Table(md5str);
dr.md5 = d.md5;
if (d.md5Entry) {
// Exact match found. Compute the precise game settings.
computeGameSettingsFromMD5(fslist, gfp, d.md5Entry, dr);
// Sanity check: We *should* have found a matching gameid / variant at this point.
// If not, then there's a bug in our data tables...
assert(dr.game.gameid != 0);
// Add it to the list of detected games
results.push_back(dr);
}
}
}
// If an exact match for this file has already been found, don't bother
// looking at it anymore.
if (d.md5Entry)
continue;
// ____ _ ____
// | _ \ __ _ _ __| |_ |___ \ *
// | |_) / _` | '__| __| __) |
// | __/ (_| | | | |_ / __/
// |_| \__,_|_| \__| |_____|
//
// PART 2: Fuzzy matching for files with unknown MD5.
//
// We loop over the game variants matching the gameid associated to
// the gfp record. We then try to decide for each whether it could be
// appropriate or not.
dr.md5 = d.md5;
for (const GameSettings *g = gameVariantsTable; g->gameid; ++g) {
// Skip over entries with a different gameid.
if (g->gameid[0] == 0 || scumm_stricmp(gfp->gameid, g->gameid))
continue;
dr.game = *g;
dr.extra = g->variant; // FIXME: We (ab)use 'variant' for the 'extra' description for now.
if (gfp->platform != Common::kPlatformUnknown)
dr.game.platform = gfp->platform;
// If a variant has been specified, use that!
if (gfp->variant) {
if (!scumm_stricmp(gfp->variant, g->variant)) {
// perfect match found
results.push_back(dr);
break;
}
continue;
}
// Add the game/variant to the candidates list if it is consistent
// with the file(s) we are seeing.
if (testGame(g, fileMD5Map, file))
results.push_back(dr);
}
}
}
static bool testGame(const GameSettings *g, const DescMap &fileMD5Map, const Common::String &file) {
const DetectorDesc &d = fileMD5Map[file];
// At this point, we know that the gameid matches, but no variant
// was specified, yet there are multiple ones. So we try our best
// to distinguish between the variants.
// To do this, we take a close look at the detection file and
// try to filter out some cases.
Common::File tmp;
if (!tmp.open(d.node)) {
warning("SCUMM detectGames: failed to open '%s' for read access", d.node.path().c_str());
return false;
}
if (file == "maniac1.d64" || file == "maniac1.dsk" || file == "zak1.d64") {
// TODO
} else if (file == "00.LFL") {
// Used in V1, V2, V3 games.
if (g->version > 3)
return false;
// Read a few bytes to narrow down the game.
byte buf[6];
tmp.read(buf, 6);
if (buf[0] == 0xbc && buf[1] == 0xb9) {
// The NES version of MM
if (g->id == GID_MANIAC && g->platform == Common::kPlatformNES) {
// perfect match
return true;
}
} else if ((buf[0] == 0xCE && buf[1] == 0xF5) || // PC
(buf[0] == 0xCD && buf[1] == 0xFE)) { // Commodore 64
// Could be V0 or V1.
// Candidates: maniac classic, zak classic
if (g->version >= 2)
return false;
// Zak has 58.LFL, Maniac doesn't have it.
const bool has58LFL = fileMD5Map.contains("58.LFL");
if (g->id == GID_MANIAC && !has58LFL) {
} else if (g->id == GID_ZAK && has58LFL) {
} else
return false;
} else if (buf[0] == 0xFF && buf[1] == 0xFE) {
// GF_OLD_BUNDLE: could be V2 or old V3.
// Note that GF_OLD_BUNDLE is true if and only if GF_OLD256 is false.
// Candidates: maniac enhanced, zak enhanced, indy3ega, loom
if (g->version != 2 && g->version != 3 || (g->features & GF_OLD256))
return false;
/* We distinguish the games by the presence/absence of
certain files. In the following, '+' means the file
present, '-' means the file is absent.
maniac: -58.LFL, -84.LFL,-86.LFL, -98.LFL
zak: +58.LFL, -84.LFL,-86.LFL, -98.LFL
zakdemo: +58.LFL, -84.LFL,-86.LFL, -98.LFL
loom: +58.LFL, -84.LFL,+86.LFL, -98.LFL
loomdemo: -58.LFL, +84.LFL,-86.LFL, -98.LFL
indy3: +58.LFL, +84.LFL,+86.LFL, +98.LFL
indy3demo: -58.LFL, +84.LFL,-86.LFL, +98.LFL
*/
const bool has58LFL = fileMD5Map.contains("58.LFL");
const bool has84LFL = fileMD5Map.contains("84.LFL");
const bool has86LFL = fileMD5Map.contains("86.LFL");
const bool has98LFL = fileMD5Map.contains("98.LFL");
if (g->id == GID_INDY3 && has98LFL && has84LFL) {
} else if (g->id == GID_ZAK && !has98LFL && !has86LFL && !has84LFL && has58LFL) {
} else if (g->id == GID_MANIAC && !has98LFL && !has86LFL && !has84LFL && !has58LFL) {
} else if (g->id == GID_LOOM && !has98LFL && (has86LFL != has84LFL)) {
} else
return false;
} else if (buf[4] == '0' && buf[5] == 'R') {
// newer V3 game
// Candidates: indy3, indy3Towns, zakTowns, loomTowns
if (g->version != 3 || !(g->features & GF_OLD256))
return false;
/*
Considering that we know about *all* TOWNS versions, and
know their MD5s, we could simply rely on this and if we find
something which has an unknown MD5, assume that it is an (so
far unknown) version of Indy3. However, there are also fan
translations of the TOWNS versions, so we can't do that.
But we could at least look at the resource headers to distinguish
TOWNS versions from regular games:
Indy3:
_numGlobalObjects 1000
_numRooms 99
_numCostumes 129
_numScripts 139
_numSounds 84
Indy3Towns, ZakTowns, ZakLoom demo:
_numGlobalObjects 1000
_numRooms 99
_numCostumes 199
_numScripts 199
_numSounds 199
Assuming that all the town variants look like the latter, we can
do the check like this:
if (numScripts == 139)
assume Indy3
else if (numScripts == 199)
assume towns game
else
unknown, do not accept it
*/
// We now try to exclude various possibilities by the presence of certain
// LFL files. Note that we only exclude something based on the *presence*
// of a LFL file here; compared to checking for the absence of files, this
// has the advantage that we are less likely to accidentally exclude demos
// (which, after all, are usually missing many LFL files present in the
// full version of the game).
// No version of Indy3 has 05.LFL but MM, Loom and Zak all have it
if (g->id == GID_INDY3 && fileMD5Map.contains("05.LFL"))
return false;
// All versions of Indy3 have 93.LFL, but no other game
if (g->id != GID_INDY3 && fileMD5Map.contains("93.LFL"))
return false;
// No version of Loom has 48.LFL
if (g->id == GID_LOOM && fileMD5Map.contains("48.LFL"))
return false;
// No version of Zak has 60.LFL, but most (non-demo) versions of Indy3 have it
if (g->id == GID_ZAK && fileMD5Map.contains("60.LFL"))
return false;
// All versions of Indy3 and ZakTOWNS have 98.LFL, but no other game
if (g->id == GID_LOOM && fileMD5Map.contains("98.LFL"))
return false;
} else {
// TODO: Unknown file header, deal with it. Maybe an unencrypted
// variant...
// Anyway, we don't know to deal with the file, so we
// just skip it.
}
} else if (file == "000.LFL") {
// Used in V4
// Candidates: monkeyEGA, pass, monkeyVGA, loomcd
if (g->version != 4)
return false;
/*
For all of them, we have:
_numGlobalObjects 1000
_numRooms 99
_numCostumes 199
_numScripts 199
_numSounds 199
Any good ideas to distinguish those? Maybe by the presence / absence
of some files?
At least PASS and the monkeyEGA demo differ by 903.LFL missing...
And the count of DISK??.LEC files differs depending on what version
you have (4 or 8 floppy versions).
loomcd of course shipped on only one "disc".
pass: 000.LFL, 901.LFL, 902.LFL, 904.LFL, disk01.lec
monkeyEGA: 000.LFL, 901-904.LFL, DISK01-09.LEC
monkeyEGA DEMO: 000.LFL, 901.LFL, 902.LFL, 904.LFL, disk01.lec
monkeyVGA: 000.LFL, 901-904.LFL, DISK01-04.LEC
loomcd: 000.LFL, 901-904.LFL, DISK01.LEC
*/
const bool has903LFL = fileMD5Map.contains("903.LFL");
const bool hasDisk02 = fileMD5Map.contains("DISK02.LEC");
// There is not much we can do based on the presence / absence
// of files. Only that if 903.LFL is present, it can't be PASS;
// and if DISK02.LEC is present, it can't be LoomCD
if (g->id == GID_PASS && !has903LFL && !hasDisk02) {
} else if (g->id == GID_LOOM && has903LFL && !hasDisk02) {
} else if (g->id == GID_MONKEY_VGA) {
} else if (g->id == GID_MONKEY_EGA) {
} else
return false;
} else {
// Must be a V5+ game
if (g->version < 5)
return false;
// So at this point the gameid is determined, but not necessarily
// the variant!
// TODO: Add code that handles this, at least for the non-HE games.
// Note sure how realistic it is to correctly detect HE-game
// variants, would require me to look at a sufficiently large
// sample collection of HE games (assuming I had the time :).
// TODO: For Mac versions in container file, we can sometimes
// distinguish the demo from the regular version by looking
// at the content of the container file and then looking for
// the *.000 file in there.
}
return true;
}
} // End of namespace Scumm
#pragma mark -
#pragma mark --- Plugin code ---
#pragma mark -
using namespace Scumm;
GameList Engine_SCUMM_gameIDList() {
const PlainGameDescriptor *g = gameDescriptions;
GameList games;
while (g->gameid) {
games.push_back(GameDescriptor(g->gameid, g->description));
g++;
}
return games;
}
GameDescriptor Engine_SCUMM_findGameID(const char *gameid) {
// First search the list of supported game IDs.
const PlainGameDescriptor *g = gameDescriptions;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
return GameDescriptor(g->gameid, g->description);
g++;
}
// If we didn't find the gameid in the main list, check if it
// is an obsolete game id.
GameDescriptor gs;
const ObsoleteGameID *o = obsoleteGameIDsTable;
while (o->from) {
if (0 == scumm_stricmp(gameid, o->from)) {
gs["gameid"] = gameid;
gs["description"] = "Obsolete game ID";
return gs;
}
o++;
}
return gs;
}
GameList Engine_SCUMM_detectGames(const FSList &fslist) {
GameList detectedGames;
Common::List<DetectorResult> results;
detectGames(fslist, results, 0);
// TODO: We still don't handle the FM-TOWNS demos (like zakloom) very well.
// In particular, they are detected as ZakTowns, which is bad.
for (Common::List<DetectorResult>::iterator x = results.begin(); x != results.end(); ++x) {
GameDescriptor dg(x->game.gameid, findDescriptionFromGameID(x->game.gameid),
x->language, x->game.platform);
dg.updateDesc(x->extra); // Append additional information, if set, to the description.
// Compute and set the preferred target name for this game.
// Based on generateComplexID() in advancedDetector.cpp.
Common::String res(x->game.gameid);
if (x->game.preferredTag) {
res = res + "-" + x->game.preferredTag;
}
if (x->game.features & GF_DEMO) {
res = res + "-demo";
}
// Append the platform, if a non-standard one has been specified.
if (x->game.platform != Common::kPlatformPC && x->game.platform != Common::kPlatformUnknown) {
// HACK: For CoMI, it's pointless to encode the fact that it's for Windows
if (x->game.id != GID_CMI)
res = res + "-" + Common::getPlatformAbbrev(x->game.platform);
}
// Append the language, if a non-standard one has been specified
if (x->language != Common::EN_ANY && x->language != Common::UNK_LANG) {
res = res + "-" + Common::getLanguageCode(x->language);
}
dg["preferredtarget"] = res;
detectedGames.push_back(dg);
}
return detectedGames;
}
/**
* Create a ScummEngine instance, based on the given detector data.
*
* This is heavily based on our MD5 detection scheme.
*/
PluginError Engine_SCUMM_create(OSystem *syst, Engine **engine) {
assert(syst);
assert(engine);
const char *gameid = ConfMan.get("gameid").c_str();
// We start by checking whether the specified game ID is obsolete.
// If that is the case, we automatically upgrade the target to use
// the correct new game ID (and platform, if specified).
for (const ObsoleteGameID *o = obsoleteGameIDsTable; o->from; ++o) {
if (!scumm_stricmp(gameid, o->from)) {
// Match found, perform upgrade
gameid = o->to;
ConfMan.set("gameid", o->to);
if (o->platform != Common::kPlatformUnknown)
ConfMan.set("platform", Common::getPlatformCode(o->platform));
warning("Target upgraded from game ID %s to %s", o->from, o->to);
ConfMan.flushToDisk();
break;
}
}
// Fetch the list of files in the current directory
FSList fslist;
FilesystemNode dir(ConfMan.get("path"));
if (!dir.listDir(fslist, FilesystemNode::kListFilesOnly)) {
return kInvalidPathError;
}
// Invoke the detector, but fixed to the specified gameid.
Common::List<DetectorResult> results;
detectGames(fslist, results, gameid);
// Unable to locate game data
if (results.empty()) {
return kNoGameDataFoundError;
}
// No unique match found. If a platform override is present, try to
// narrow down the list a bit more.
if (results.size() > 1 && ConfMan.hasKey("platform")) {
Common::Platform platform = Common::parsePlatform(ConfMan.get("platform"));
for (Common::List<DetectorResult>::iterator x = results.begin(); x != results.end(); ) {
if (x->game.platform != platform) {
x = results.erase(x);
} else {
++x;
}
}
}
// If we narrowed it down too much, abort
if (results.empty()) {
warning("Engine_SCUMM_create: Game data inconsistent with platform override");
return kNoGameDataFoundError;
}
// Still no unique match found -> print a warning
if (results.size() > 1) {
warning("Engine_SCUMM_create: No unique game candidate found, using first one");
}
// Simply use the first match
DetectorResult res(*(results.begin()));
debug(1, "Using gameid %s, variant %s, extra %s", res.game.gameid, res.game.variant, res.extra);
// Print the MD5 of the game; either verbose using printf, in case of an
// unknown MD5, or with a medium debug level in case of a known MD5 (for
// debugging purposes).
if (!findInMD5Table(res.md5.c_str())) {
printf("Your game version appears to be unknown. Please, report the following\n");
printf("data to the ScummVM team along with name of the game you tried to add\n");
printf("and its version/language/etc.:\n");
printf(" SCUMM gameid '%s', file '%s', MD5 '%s'\n\n",
res.game.gameid,
generateFilenameForDetection(res.fp.pattern, res.fp.genMethod).c_str(),
res.md5.c_str());
} else {
debug(1, "Using MD5 '%s'", res.md5.c_str());
}
// Check for a user override of the platform. We allow the user to override
// the platform, to make it possible to add games which are not yet in
// our MD5 database but require a specific platform setting.
// TODO: Do we really still need / want the platform override ?
if (ConfMan.hasKey("platform"))
res.game.platform = Common::parsePlatform(ConfMan.get("platform"));
// Language override
if (ConfMan.hasKey("language"))
res.language = Common::parseLanguage(ConfMan.get("language"));
// V3 FM-TOWNS games *always* should use the corresponding music driver,
// anything else makes no sense for them.
// TODO: Maybe allow the null driver, too?
if (res.game.platform == Common::kPlatformFMTowns && res.game.version == 3)
res.game.midi = MDT_TOWNS;
// Finally, we have massaged the GameDescriptor to our satisfaction, and can
// instantiate the appropriate game engine. Hooray!
switch (res.game.version) {
case 0:
*engine = new ScummEngine_v0(syst, res);
break;
case 1:
case 2:
*engine = new ScummEngine_v2(syst, res);
break;
case 3:
if ((res.game.features & GF_OLD256) || res.game.platform == Common::kPlatformPCEngine)
*engine = new ScummEngine_v3(syst, res);
else
*engine = new ScummEngine_v3old(syst, res);
break;
case 4:
*engine = new ScummEngine_v4(syst, res);
break;
case 5:
*engine = new ScummEngine_v5(syst, res);
break;
case 6:
switch (res.game.heversion) {
#ifndef DISABLE_HE
case 200:
*engine = new ScummEngine_vCUPhe(syst, res);
break;
case 100:
*engine = new ScummEngine_v100he(syst, res);
break;
case 99:
*engine = new ScummEngine_v99he(syst, res);
break;
case 98:
case 95:
case 90:
*engine = new ScummEngine_v90he(syst, res);
break;
case 85:
case 80:
*engine = new ScummEngine_v80he(syst, res);
break;
case 73:
case 72:
*engine = new ScummEngine_v72he(syst, res);
break;
case 71:
*engine = new ScummEngine_v71he(syst, res);
break;
case 70:
*engine = new ScummEngine_v70he(syst, res);
break;
#endif
#ifndef PALMOS_68K
case 61:
*engine = new ScummEngine_v60he(syst, res);
break;
#endif
default:
*engine = new ScummEngine_v6(syst, res);
}
break;
#ifndef DISABLE_SCUMM_7_8
case 7:
*engine = new ScummEngine_v7(syst, res);
break;
case 8:
*engine = new ScummEngine_v8(syst, res);
break;
#endif
default:
error("Engine_SCUMM_create(): Unknown version of game engine");
}
return kNoError;
}
REGISTER_PLUGIN(SCUMM, "Scumm Engine",
"LucasArts SCUMM Games (C) LucasArts\n"
"Humongous SCUMM Games (C) Humongous" );
#ifdef PALMOS_68K
#include "scumm_globals.h"
_GINIT(Scumm_md5table)
_GSETPTR(md5table, GBVARS_MD5TABLE_INDEX, MD5Table, GBVARS_SCUMM)
_GEND
_GRELEASE(Scumm_md5table)
_GRELEASEPTR(GBVARS_MD5TABLE_INDEX, GBVARS_SCUMM)
_GEND
#endif
|