Got rid of EncapsulatedADGameDesc

svn-id: r31130
This commit is contained in:
Max Horn 2008-03-15 15:25:49 +00:00
parent dc319c719f
commit 05dd6cee3a
4 changed files with 119 additions and 155 deletions

View file

@ -148,24 +148,6 @@ static GameDescriptor toGameDescriptor(const ADGameDescription &g, const PlainGa
return gd;
}
// Almost identical to the toGameDescriptor function that takes a ADGameDescription and PlainGameDescriptor.
// Just a little fine tuning about accessing variables.
// Used because of fallback detection and the dynamic string content it needs.
static GameDescriptor toGameDescriptor(const EncapsulatedADGameDesc &g, const PlainGameDescriptor *sg) {
const char *title = 0;
while (sg->gameid) {
if (!scumm_stricmp(g.getGameID(), sg->gameid))
title = sg->description;
sg++;
}
assert(g.realDesc);
GameDescriptor gd(g.getGameID(), title, g.realDesc->language, g.realDesc->platform);
gd.updateDesc(g.getExtra());
return gd;
}
/**
* Generate a preferred target value as
* GAMEID-PLAFORM-LANG
@ -213,10 +195,10 @@ GameList AdvancedMetaEngine::detectGames(const FSList &fslist) const {
// Use fallback detector if there were no matches by other means
if (matches.empty()) {
EncapsulatedADGameDesc fallbackDesc = fallbackDetect(&fslist);
if (fallbackDesc.realDesc != 0) {
GameDescriptor desc(toGameDescriptor(fallbackDesc, params.list));
updateGameDescriptor(desc, fallbackDesc.realDesc, params);
const Common::ADGameDescription *fallbackDesc = fallbackDetect(&fslist);
if (fallbackDesc != 0) {
GameDescriptor desc(toGameDescriptor(*fallbackDesc, params.list));
updateGameDescriptor(desc, fallbackDesc, params);
detectedGames.push_back(desc);
}
} else for (uint i = 0; i < matches.size(); i++) { // Otherwise use the found matches
@ -233,7 +215,6 @@ PluginError AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) c
upgradeTargetIfNecessary(params);
const ADGameDescription *agdDesc = 0;
EncapsulatedADGameDesc result;
Common::Language language = Common::UNK_LANG;
Common::Platform platform = Common::kPlatformUnknown;
Common::String extra("");
@ -261,22 +242,23 @@ PluginError AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) c
agdDesc = matches[0];
}
if (agdDesc != 0) { // Check if we found a match without fallback detection
result = EncapsulatedADGameDesc(agdDesc);
} else {
if (agdDesc == 0) {
// Use fallback detector if there were no matches by other means
EncapsulatedADGameDesc fallbackDesc = fallbackDetect(NULL);
if (fallbackDesc.realDesc != 0 && (params.singleid != NULL || fallbackDesc.getGameID() == gameid)) {
result = fallbackDesc; // Found a fallback match
agdDesc = fallbackDetect(NULL);
if (agdDesc != 0) {
// Seems we found a fallback match. But first perform a basic
// sanity check: the gameid must match.
if (params.singleid == NULL && agdDesc->gameid != gameid)
agdDesc = 0;
}
}
if (result.realDesc == 0) {
if (agdDesc == 0) {
return kNoGameDataFoundError;
}
debug(2, "Running %s", toGameDescriptor(result, params.list).description().c_str());
if (!createInstance(syst, engine, result.realDesc)) {
debug(2, "Running %s", toGameDescriptor(*agdDesc, params.list).description().c_str());
if (!createInstance(syst, engine, agdDesc)) {
return kNoGameDataFoundError;
}
return kNoError;

View file

@ -64,31 +64,6 @@ struct ADGameDescription {
uint32 flags;
};
/**
* Encapsulates ADGameDescription and makes gameid and extra strings dynamic.
* Used in fallback detection when dynamically creating string content.
*
* @todo Get rid of this once the fallback detection is a member of AdvancedMetaEngine.
*/
struct EncapsulatedADGameDesc {
Common::String gameid;
Common::String extra;
const ADGameDescription *realDesc;
// Constructor for the EncapsulatedADGameDesc
EncapsulatedADGameDesc() : realDesc(0) {}
EncapsulatedADGameDesc(const ADGameDescription *paramRealDesc,
Common::String paramGameID = Common::String(),
Common::String paramExtra = Common::String())
: realDesc(paramRealDesc), gameid(paramGameID), extra(paramExtra) {
assert(paramRealDesc != NULL);
}
// Functions for getting the correct gameid and extra values from the struct
const char *getGameID() const { return (gameid.empty() && realDesc != 0) ? realDesc->gameid : gameid.c_str(); }
const char *getExtra() const { return (extra.empty() && realDesc != 0) ? realDesc->extra : extra.c_str(); }
};
/**
* A list of pointers to ADGameDescription structs (or subclasses thereof).
*/
@ -242,8 +217,8 @@ public:
* @note The fslist parameter may be 0 -- in that case, it is assumed
* that the callback searchs the current directory.
*/
EncapsulatedADGameDesc fallbackDetect(const FSList *fslist) const {
return EncapsulatedADGameDesc();
const Common::ADGameDescription *fallbackDetect(const FSList *fslist) const {
return 0;
}
};

View file

@ -23,8 +23,6 @@
*
*/
#include "base/plugins.h"
#include "common/advancedDetector.h"
@ -2057,8 +2055,8 @@ static const AGIGameDescription gameDescriptions[] = {
*/
static AGIGameDescription g_fallbackDesc = {
{
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's gameid
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's extra
"",
"",
AD_ENTRY1(0, 0), // This should always be AD_ENTRY1(0, 0) in the fallback descriptor
Common::UNK_LANG,
Common::kPlatformPC,
@ -2070,7 +2068,69 @@ static AGIGameDescription g_fallbackDesc = {
0x2917,
};
Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
static const Common::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
Common::kADFlagAugmentPreferredTarget
};
} // End of namespace Agi
using namespace Agi;
class AgiMetaEngine : public Common::AdvancedMetaEngine {
mutable Common::String _gameid;
mutable Common::String _extra;
public:
AgiMetaEngine() : Common::AdvancedMetaEngine(detectionParams) {}
virtual const char *getName() const {
return "AGI preAGI + v2 + v3 Engine";
}
virtual const char *getCopyright() const {
return "Sierra AGI Engine (C) Sierra On-Line Software";
}
virtual bool createInstance(OSystem *syst, Engine **engine, const Common::ADGameDescription *desc) const;
const Common::ADGameDescription *fallbackDetect(const FSList *fslist) const;
};
bool AgiMetaEngine::createInstance(OSystem *syst, Engine **engine, const Common::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;
}
const Common::ADGameDescription *AgiMetaEngine::fallbackDetect(const FSList *fslist) const {
typedef Common::HashMap<Common::String, int32, Common::CaseSensitiveString_Hash, Common::CaseSensitiveString_EqualTo> IntMap;
IntMap allFiles;
bool matchedUsingFilenames = false;
@ -2078,9 +2138,13 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
int wagFileCount = 0;
WagFileParser wagFileParser;
Common::String wagFilePath;
Common::String gameid("agi-fanmade"), description, extra; // Set the defaults for gameid, description and extra
Common::String description;
FSList fslistCurrentDir; // Only used if fslist == NULL
// // Set the defaults for gameid and extra
_gameid = "agi-fanmade";
_extra.clear();
// Use the current directory for searching if fslist == NULL
if (fslist == NULL) {
Common::String path = ConfMan.get("path");
@ -2184,8 +2248,8 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
// 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());
_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
@ -2195,14 +2259,14 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
// If there's game version in the *.wag file, set extra to it
if (wagGameVer != NULL) {
extra = wagGameVer->getData();
_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();
if (!_extra.empty() ) _extra += " ";
_extra += wagGameLastEdit->getData();
debug(3, "Agi::fallbackDetector: Game's last edit date (%s) from WAG file", wagGameLastEdit->getData());
}
}
@ -2223,78 +2287,24 @@ Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
g_fallbackDesc.gameType = GType_V3;
// Check if we found a match with any of the fallback methods
Common::EncapsulatedADGameDesc result;
if (matchedUsingWag || matchedUsingFilenames) {
extra = description + (!extra.empty() ? " " : "") + extra; // Let's combine the description and extra
result = Common::EncapsulatedADGameDesc((const Common::ADGameDescription *)&g_fallbackDesc, gameid, extra);
_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", result.getGameID(), result.getExtra());
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 Common::ADGameDescription *)&g_fallbackDesc;
}
return result;
}
} // End of namespace Agi
static const Common::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
Common::kADFlagAugmentPreferredTarget
};
class AgiMetaEngine : public Common::AdvancedMetaEngine {
public:
AgiMetaEngine() : Common::AdvancedMetaEngine(detectionParams) {}
virtual const char *getName() const {
return "AGI preAGI + v2 + v3 Engine";
}
virtual const char *getCopyright() const {
return "Sierra AGI Engine (C) Sierra On-Line Software";
}
virtual bool createInstance(OSystem *syst, Engine **engine, const Common::ADGameDescription *desc) const;
Common::EncapsulatedADGameDesc fallbackDetect(const FSList *fslist) const {
return Agi::fallbackDetector(fslist);
}
};
bool AgiMetaEngine::createInstance(OSystem *syst, Engine **engine, const Common::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;
return 0;
}
REGISTER_PLUGIN(AGI, PLUGIN_TYPE_ENGINE, AgiMetaEngine);

View file

@ -111,8 +111,8 @@ static const DrasculaGameDescription gameDescriptions[] = {
*/
static DrasculaGameDescription g_fallbackDesc = {
{
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's gameid
"", // Not used by the fallback descriptor, it uses the EncapsulatedADGameDesc's extra
"",
"",
AD_ENTRY1(0, 0), // This should always be AD_ENTRY1(0, 0) in the fallback descriptor
Common::UNK_LANG,
Common::kPlatformPC,
@ -124,22 +124,6 @@ static DrasculaGameDescription g_fallbackDesc = {
0,
};
Common::EncapsulatedADGameDesc fallbackDetector(const FSList *fslist) {
// 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 = Common::ADGF_NO_FLAGS;
// Set default values for the fallback descriptor's DrasculaGameDescription part.
g_fallbackDesc.gameID = 0;
g_fallbackDesc.features = 0;
g_fallbackDesc.version = 0;
Common::EncapsulatedADGameDesc result;
return result;
}
} // End of namespace Drascula
static const Common::ADParams detectionParams = {
@ -175,9 +159,8 @@ public:
virtual bool createInstance(OSystem *syst, Engine **engine, const Common::ADGameDescription *desc) const;
Common::EncapsulatedADGameDesc fallbackDetect(const FSList *fslist) const {
return Drascula::fallbackDetector(fslist);
}
const Common::ADGameDescription *fallbackDetect(const FSList *fslist) const;
};
bool DrasculaMetaEngine::createInstance(OSystem *syst, Engine **engine, const Common::ADGameDescription *desc) const {
@ -188,4 +171,18 @@ bool DrasculaMetaEngine::createInstance(OSystem *syst, Engine **engine, const Co
return gd != 0;
}
const Common::ADGameDescription *DrasculaMetaEngine::fallbackDetect(const FSList *fslist) const {
// Set the default values for the fallback descriptor's ADGameDescription part.
Drascula::g_fallbackDesc.desc.language = Common::UNK_LANG;
Drascula::g_fallbackDesc.desc.platform = Common::kPlatformPC;
Drascula::g_fallbackDesc.desc.flags = Common::ADGF_NO_FLAGS;
// Set default values for the fallback descriptor's DrasculaGameDescription part.
Drascula::g_fallbackDesc.gameID = 0;
Drascula::g_fallbackDesc.features = 0;
Drascula::g_fallbackDesc.version = 0;
return (const Common::ADGameDescription *)&Drascula::g_fallbackDesc;
}
REGISTER_PLUGIN(DRASCULA, PLUGIN_TYPE_ENGINE, DrasculaMetaEngine);