/* 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 "base/plugins.h" #include "engines/metaengine.h" #include "common/archive.h" #include "common/config-manager.h" #include "common/list.h" #include "common/md5.h" #include "common/system.h" #include "common/translation.h" #include "audio/mididrv.h" #include "scumm/detection.h" #include "scumm/detection_tables.h" #include "scumm/file.h" #include "scumm/file_nes.h" #include "scumm/scumm.h" #pragma mark - #pragma mark --- Detection code --- #pragma mark - // Various methods to help in core detection. #include "scumm/detection_internal.h" #pragma mark - #pragma mark --- Plugin code --- #pragma mark - static const DebugChannelDef debugFlagList[] = { {Scumm::DEBUG_SCRIPTS, "SCRIPTS", "Track script execution"}, {Scumm::DEBUG_OPCODES, "OPCODES", "Track opcode execution"}, {Scumm::DEBUG_IMUSE, "IMUSE", "Track iMUSE events"}, {Scumm::DEBUG_RESOURCE, "RESOURCE", "Track resource loading/management"}, {Scumm::DEBUG_VARS, "VARS", "Track variable changes",}, {Scumm::DEBUG_ACTORS, "ACTORS", "Actor-related debug"}, {Scumm::DEBUG_SOUND, "SOUND", "Sound related debug"}, {Scumm::DEBUG_INSANE, "INSANE", "Track INSANE"}, {Scumm::DEBUG_SMUSH, "SMUSH", "Track SMUSH"}, {Scumm::DEBUG_MOONBASE_AI, "MOONBASEAI", "Track Moonbase AI"}, DEBUG_CHANNEL_END }; using namespace Scumm; class ScummMetaEngineDetection : public MetaEngineDetection { public: const char *getName() const override { return "scumm"; } const DebugChannelDef *getDebugChannels() const override { return debugFlagList; } const char *getEngineName() const override; const char *getOriginalCopyright() const override; PlainGameList getSupportedGames() const override; PlainGameDescriptor findGame(const char *gameid) const override; DetectedGames detectGames(const Common::FSList &fslist, uint32 /*skipADFlags*/, bool /*skipIncomplete*/) override; uint getMD5Bytes() const override { return 1024 * 1024; } Common::String parseAndCustomizeGuiOptions(const Common::String &optionsString, const Common::String &domain) const override; }; PlainGameList ScummMetaEngineDetection::getSupportedGames() const { return PlainGameList(gameDescriptions); } PlainGameDescriptor ScummMetaEngineDetection::findGame(const char *gameid) const { return Engines::findGameID(gameid, gameDescriptions, obsoleteGameIDsTable); } static Common::String generatePreferredTarget(const DetectorResult &x) { 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::kPlatformDOS && 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); } return res; } DetectedGames ScummMetaEngineDetection::detectGames(const Common::FSList &fslist, uint32 /*skipADFlags*/, bool /*skipIncomplete*/) { DetectedGames detectedGames; Common::List results; ::detectGames(fslist, results, nullptr); for (Common::List::iterator x = results.begin(); x != results.end(); ++x) { const PlainGameDescriptor *g = findPlainGameDescriptor(x->game.gameid, gameDescriptions); assert(g); DetectedGame game = DetectedGame(getName(), x->game.gameid, g->description, x->language, x->game.platform, x->extra); // Compute and set the preferred target name for this game. // Based on generateComplexID() in advancedDetector.cpp. game.preferredTarget = generatePreferredTarget(*x); game.setGUIOptions(x->game.guioptions + MidiDriver::musicType2GUIO(x->game.midi)); game.appendGUIOptions(getGameGUIOptionsDescriptionLanguage(x->language)); detectedGames.push_back(game); } return detectedGames; } const char *ScummMetaEngineDetection::getEngineName() const { return "SCUMM [" #if defined(ENABLE_SCUMM_7_8) && defined(ENABLE_HE) "all games" #else "v0-v6 games" #if defined(ENABLE_SCUMM_7_8) ", v7 & v8 games" #endif #if defined(ENABLE_HE) ", HE71+ games" #endif #endif "]"; } const char *ScummMetaEngineDetection::getOriginalCopyright() const { return "LucasArts SCUMM Games (C) LucasArts\n" "Humongous SCUMM Games (C) Humongous"; } Common::String ScummMetaEngineDetection::parseAndCustomizeGuiOptions(const Common::String &optionsString, const Common::String &domain) const { Common::String result = MetaEngineDetection::parseAndCustomizeGuiOptions(optionsString, domain); const char *defaultRenderOption = nullptr; const Common::Platform platform = Common::parsePlatform(ConfMan.get("platform", domain)); const Common::String extra = ConfMan.get("extra", domain); // Add default rendermode option for target. We don't put the default mode into the // detection tables, due to the amount of targets we have. It it more convenient to // add the option here. switch (platform) { case Common::kPlatformAmiga: defaultRenderOption = GUIO_RENDERAMIGA; break; case Common::kPlatformApple2GS: defaultRenderOption = GUIO_RENDERAPPLE2GS; break; case Common::kPlatformMacintosh: defaultRenderOption = GUIO_RENDERMACINTOSH; break; case Common::kPlatformFMTowns: defaultRenderOption = GUIO_RENDERFMTOWNS; break; case Common::kPlatformAtariST: defaultRenderOption = GUIO_RENDERATARIST; break; case Common::kPlatformDOS: defaultRenderOption = (extra.equalsIgnoreCase("EGA") || extra.equalsIgnoreCase("V1") || extra.equalsIgnoreCase("V2")) ? GUIO_RENDEREGA : GUIO_RENDERVGA; break; case Common::kPlatformUnknown: // For targets that don't specify the platform (often happens with SCUMM6+ games) we stick with default VGA. defaultRenderOption = GUIO_RENDERVGA; break; default: // Leave this as nullptr for platforms that don't have a specific render option (SegaCD, NES, ...). // These targets will then have the full set of render mode options in the launcher options dialog. break; } // If the render option is already part of the string (specified in the // detection tables) we don't add it again. if (defaultRenderOption != nullptr && !result.contains(defaultRenderOption)) result += defaultRenderOption; return result; } REGISTER_PLUGIN_STATIC(SCUMM_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, ScummMetaEngineDetection);