scummvm/engines/ags/tests/game_scanner.cpp

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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.
*
*/
#include "ags/tests/game_scanner.h"
#include "ags/detection.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/core/assetmanager.h"
#include "ags/shared/util/multifilelib.h"
#include "ags/shared/util/string.h"
#include "ags/engine/main/game_file.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/md5.h"
#include "common/unzip.h"
namespace AGS3 {
extern bool define_gamedata_location(const AGS::Shared::String &exe_path);
extern bool engine_try_init_gamedata(AGS::Shared::String gamepak_path);
extern GameSetupStruct game;
void GameScanner::scan() {
Common::FSNode folder("."); //ConfMan.get("path"));
scanFolder(folder);
for (EntryMap::iterator it = _games.begin(); it != _games.end(); ++it) {
debug("{ \"%s\", \"%s\" },", it->_key.c_str(), it->_value._gameName.c_str());
}
debug("");
for (EntryMap::iterator it = _games.begin(); it != _games.end(); ++it) {
debug("ENGLISH_ENTRY(\"%s\", \"%s\", \"%s\", %u),",
it->_key.c_str(), it->_value._filename.c_str(),
it->_value._md5.c_str(), it->_value._filesize);
}
debug("");
}
void GameScanner::scanFolder(const Common::FSNode &folder) {
Common::FSList fslist;
folder.getChildren(fslist, Common::FSNode::kListAll);
for (uint idx = 0; idx < fslist.size(); ++idx) {
Common::FSNode node = fslist[idx];
Common::String filename = node.getName();
if (node.isDirectory()) {
scanFolder(node);
} else if (filename.hasSuffixIgnoreCase(".exe") ||
filename.hasSuffixIgnoreCase(".ags") ||
filename.equalsIgnoreCase("ac2game.dat")) {
Common::String path = node.getPath();
scanFile(path);
}
}
}
void GameScanner::scanFile(const Common::String &filename) {
Common::File f;
Common::FSNode fsNode(filename);
if (!f.open(fsNode))
return;
int32 size = f.size();
Common::String md5 = Common::computeStreamMD5AsString(f, 5000);
// Check if it's an already known game
const ::AGS::AGSGameDescription *gameP = ::AGS::GAME_DESCRIPTIONS;
for (; gameP->desc.gameId; ++gameP) {
if (size == gameP->desc.filesDescriptions[0].fileSize &&
md5 == gameP->desc.filesDescriptions[0].md5)
// Known game, so skip
return;
}
// Check the game file
AGS::Shared::AssetLibInfo lib;
AGS::Shared::StreamScummVMFile *stream = new AGS::Shared::StreamScummVMFile(&f);
if (AGS::Shared::AssetManager::ReadDataFileTOC(stream, lib) != AGS::Shared::kAssetNoError)
return;
f.close();
AGS::Shared::AssetManager::DestroyInstance();
AGS::Shared::AssetManager::CreateInstance();
AGS::Shared::AssetManager::SetDataFile(filename);
if (!engine_try_init_gamedata(filename))
return;
AGS::Shared::HError err = preload_game_data();
if (!err)
return;
// Add an entry for the found game
Entry e;
e._filename = fsNode.getName();
e._filesize = size;
e._gameName = game.gamename;
e._md5 = md5;
Common::String id = convertGameNameToId(e._gameName);
_games[id] = e;
}
Common::String GameScanner::convertGameNameToId(const Common::String &name) {
Common::String result;
for (uint idx = 0; idx < name.size(); ++idx) {
char c = name[idx];
if (Common::isAlnum(c))
result += tolower(c);
}
return result;
}
} // namespace AGS3