/* 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 3 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, see . * */ #include "common/translation.h" #include "common/system.h" #include "common/debug.h" #include "base/plugins.h" #include "engines/advancedDetector.h" #include "agi/detection.h" #include "agi/wagparser.h" // for fallback detection #include "agi/agi.h" static const DebugChannelDef debugFlagList[] = { {Agi::kDebugLevelMain, "Main", "Generic debug level"}, {Agi::kDebugLevelResources, "Resources", "Resources debugging"}, {Agi::kDebugLevelSprites, "Sprites", "Sprites debugging"}, {Agi::kDebugLevelInventory, "Inventory", "Inventory debugging"}, {Agi::kDebugLevelInput, "Input", "Input events debugging"}, {Agi::kDebugLevelMenu, "Menu", "Menu debugging"}, {Agi::kDebugLevelScripts, "Scripts", "Scripts debugging"}, {Agi::kDebugLevelSound, "Sound", "Sound debugging"}, {Agi::kDebugLevelText, "Text", "Text output debugging"}, {Agi::kDebugLevelSavegame, "Savegame", "Saving & restoring game debugging"}, DEBUG_CHANNEL_END }; static const PlainGameDescriptor agiGames[] = { {"agi", "Sierra AGI game"}, {"agi-fanmade", "Fanmade AGI game"}, {"agidemo", "AGI Demo"}, {"bc", "The Black Cauldron"}, {"caitlyn", "Caitlyn's Destiny"}, {"ddp", "Donald Duck's Playground"}, {"goldrush", "Gold Rush!"}, {"kq1", "King's Quest I: Quest for the Crown"}, {"kq2", "King's Quest II: Romancing the Throne"}, {"kq3", "King's Quest III: To Heir Is Human"}, {"kq4", "King's Quest IV: The Perils of Rosella"}, {"lsl1", "Leisure Suit Larry in the Land of the Lounge Lizards"}, {"mickey", "Mickey\'s Space Adventure"}, {"mixedup", "Mixed-Up Mother Goose"}, {"mh1", "Manhunter 1: New York"}, {"mh2", "Manhunter 2: San Francisco"}, {"pq1", "Police Quest I: In Pursuit of the Death Angel"}, {"serguei1", "Serguei's Destiny 1"}, {"serguei2", "Serguei's Destiny 2"}, {"sq0", "Space Quest 0: Replicated"}, {"sq1", "Space Quest I: The Sarien Encounter"}, {"sq2", "Space Quest II: Vohaul's Revenge"}, {"sqx", "Space Quest: The Lost Chapter"}, {"tetris", "AGI Tetris"}, {"troll", "Troll\'s Tale"}, {"winnie", "Winnie the Pooh in the Hundred Acre Wood"}, {"xmascard", "Xmas Card"}, {nullptr, nullptr} }; #include "agi/detection_tables.h" static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_ORIGINAL_SAVELOAD, { _s("Use original save/load screens"), _s("Use the original save/load screens instead of the ScummVM ones"), "originalsaveload", false, 0, 0 } }, { GAMEOPTION_AMIGA_ALTERNATIVE_PALETTE, { _s("Use an alternative palette"), _s("Use an alternative palette, common for all Amiga games. This was the old behavior"), "altamigapalette", false, 0, 0 } }, { GAMEOPTION_DISABLE_MOUSE, { _s("Mouse support"), _s("Enables mouse support. Allows to use mouse for movement and in game menus."), "mousesupport", true, 0, 0 } }, { GAMEOPTION_USE_HERCULES_FONT, { _s("Use Hercules hires font"), _s("Uses Hercules hires font, when font file is available."), "herculesfont", false, 0, 0 } }, { GAMEOPTION_COMMAND_PROMPT_WINDOW, { _s("Pause when entering commands"), _s("Shows a command prompt window and pauses the game (like in SCI) instead of a real-time prompt."), "commandpromptwindow", false, 0, 0 } }, { GAMEOPTION_APPLE2GS_ADD_SPEED_MENU, { _s("Add speed menu"), _s("Add game speed menu (similar to PC version)"), "apple2gs_speedmenu", false, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; using namespace Agi; class AgiMetaEngineDetection : public AdvancedMetaEngineDetection { mutable Common::String _gameid; mutable Common::String _extra; public: AgiMetaEngineDetection() : AdvancedMetaEngineDetection(Agi::gameDescriptions, sizeof(Agi::AGIGameDescription), agiGames, optionsList) { _guiOptions = GUIO1(GUIO_NOSPEECH); _maxScanDepth = 2; _flags = kADFlagMatchFullPaths; } const char *getEngineId() const override { return "agi"; } const char *getName() const override { return "AGI preAGI + v2 + v3"; } const char *getOriginalCopyright() const override { return "Sierra AGI Engine (C) Sierra On-Line Software"; } const DebugChannelDef *getDebugChannels() const override { return debugFlagList; } ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra) const override; }; ADDetectedGame AgiMetaEngineDetection::fallbackDetect(const FileMap &allFilesXXX, const Common::FSList &fslist, ADDetectedGameExtraInfo **extra) const { typedef Common::HashMap IntMap; IntMap allFiles; bool matchedUsingFilenames = false; bool matchedUsingWag = false; int wagFileCount = 0; WagFileParser wagFileParser; Common::FSNode wagFileNode; Common::String description; // // Set the defaults for gameid and extra _gameid = "agi-fanmade"; _extra.clear(); // Set the default values for the fallback descriptor's ADGameDescription part. g_fallbackDesc.desc.language = Common::UNK_LANG; g_fallbackDesc.desc.platform = Common::kPlatformDOS; g_fallbackDesc.desc.flags = ADGF_NO_FLAGS; // Set default values for the fallback descriptor's AGIGameDescription part. g_fallbackDesc.gameID = GID_FANMADE; g_fallbackDesc.features = GF_FANMADE; g_fallbackDesc.version = 0x2917; // First grab all filenames and at the same time count the number of *.wag files for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { if (file->isDirectory()) continue; Common::String filename = file->getName(); filename.toLowercase(); allFiles[filename] = true; // Save the filename in a hash table if (filename.hasSuffix(".wag")) { // Save latest found *.wag file's path (Can be used to open the file, the name can't) wagFileNode = *file; wagFileCount++; // Count found *.wag files } } if (allFiles.contains("logdir") && allFiles.contains("object") && allFiles.contains("picdir") && allFiles.contains("snddir") && allFiles.contains("viewdir") && allFiles.contains("vol.0") && allFiles.contains("words.tok")) { // Check for v2 // The default AGI interpreter version 0x2917 is okay for v2 games // so we don't have to change it here. matchedUsingFilenames = true; // Check for AGIPAL by checking for existence of any of the files "pal.100" - "pal.109" bool agipal = false; char agipalFile[] = "pal.xxx"; for (uint i = 100; i <= 109; i++) { sprintf(agipalFile, "pal.%d", i); if (allFiles.contains(agipalFile)) { agipal = true; // We found a file "pal.x" where 100 <= x <= 109 so it's AGIPAL break; } } if (agipal) { // Check if it is AGIPAL description = "Unknown v2 AGIPAL Game"; } else { // Not AGIPAL so just plain v2 description = "Unknown v2 Game"; } } else { // Try v3 char name[8]; for (IntMap::const_iterator f = allFiles.begin(); f != allFiles.end(); ++f) { if (f->_key.hasSuffix("vol.0")) { memset(name, 0, 8); strncpy(name, f->_key.c_str(), MIN((uint)8, f->_key.size() > 5 ? f->_key.size() - 5 : f->_key.size())); if (allFiles.contains("object") && allFiles.contains("words.tok") && allFiles.contains(Common::String(name) + "dir")) { matchedUsingFilenames = true; description = "Unknown v3 Game"; g_fallbackDesc.version = 0x3149; // Set the default AGI version for an AGI v3 game break; } } } } // WinAGI produces *.wag file with interpreter version, game name and other parameters. // If there's exactly one *.wag file and it parses successfully then we'll use its information. if (wagFileCount == 1 && wagFileParser.parse(wagFileNode)) { matchedUsingWag = true; const WagProperty *wagAgiVer = wagFileParser.getProperty(WagProperty::PC_INTVERSION); const WagProperty *wagGameID = wagFileParser.getProperty(WagProperty::PC_GAMEID); const WagProperty *wagGameDesc = wagFileParser.getProperty(WagProperty::PC_GAMEDESC); const WagProperty *wagGameVer = wagFileParser.getProperty(WagProperty::PC_GAMEVERSION); const WagProperty *wagGameLastEdit = wagFileParser.getProperty(WagProperty::PC_GAMELAST); // If there is an AGI version number in the *.wag file then let's use it if (wagAgiVer != nullptr && wagFileParser.checkAgiVersionProperty(*wagAgiVer)) { // TODO/FIXME: Check that version number is something we support before trying to use it. // If the version number is unsupported then it'll get switched to 0x2917 later. // But there's the possibility that file based detection has detected something else // than a v2 AGI game. So there's a possibility for conflicting information. g_fallbackDesc.version = wagFileParser.convertToAgiVersionNumber(*wagAgiVer); } // Set gameid according to *.wag file information if it's present and it's a known value if (wagGameID != nullptr && findPlainGameDescriptor(wagGameID->getData(), agiGames)) { _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 if (wagGameDesc != nullptr && Common::String(wagGameDesc->getData()) != "\"\"") { description = wagGameDesc->getData(); debug(3, "Agi::fallbackDetector: Game description (%s) from WAG file", wagGameDesc->getData()); // If there's game version in the *.wag file, set extra to it if (wagGameVer != nullptr && Common::String(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 != nullptr) { if (!_extra.empty()) _extra += " "; _extra += wagGameLastEdit->getData(); debug(3, "Agi::fallbackDetector: Game's last edit date (%s) from WAG file", wagGameLastEdit->getData()); } } } else if (wagFileCount > 1) { // More than one *.wag file, confusing! So let's not use them. warning("More than one (%d) *.wag files found. WAG files ignored", wagFileCount); } // Check that the AGI interpreter version is a supported one if (!(g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x4000)) { warning("Unsupported AGI interpreter version 0x%x in AGI's fallback detection. Using default 0x2917", g_fallbackDesc.version); g_fallbackDesc.version = 0x2917; } // Set game type (v2 or v3) according to the AGI interpreter version number if (g_fallbackDesc.version >= 0x2000 && g_fallbackDesc.version < 0x3000) g_fallbackDesc.gameType = GType_V2; else if (g_fallbackDesc.version >= 0x3000 && g_fallbackDesc.version < 0x4000) g_fallbackDesc.gameType = GType_V3; // Check if we found a match with any of the fallback methods if (matchedUsingWag || matchedUsingFilenames) { _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(); Common::String fallbackWarning; fallbackWarning = "Your game version has been detected using fallback matching as a\n"; fallbackWarning += Common::String::format("variant of %s (%s).\n", g_fallbackDesc.desc.gameId, g_fallbackDesc.desc.extra); fallbackWarning += "If this is an original and unmodified version or new made Fanmade game,\n"; fallbackWarning += "please report any information previously printed by ScummVM to the team.\n"; g_system->logMessage(LogMessageType::kWarning, fallbackWarning.c_str()); return ADDetectedGame(&g_fallbackDesc.desc); } return ADDetectedGame(); } REGISTER_PLUGIN_STATIC(AGI_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, AgiMetaEngineDetection);