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C++ ADGameDescList类代码示例

本文整理汇总了C++中ADGameDescList的典型用法代码示例。如果您正苦于以下问题:C++ ADGameDescList类的具体用法?C++ ADGameDescList怎么用?C++ ADGameDescList使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ADGameDescList类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: detectGame

GameList AdvancedMetaEngine::detectGames(const Common::FSList &fslist) const {
    ADGameDescList matches = detectGame(fslist, params, Common::UNK_LANG, Common::kPlatformUnknown, "");
    GameList detectedGames;

    if (cleanupPirated(matches))
        return detectedGames;

    if (matches.empty()) {
        // Use fallback detector if there were no matches by other means
        const ADGameDescription *fallbackDesc = fallbackDetect(fslist);
        if (fallbackDesc != 0) {
            GameDescriptor desc(toGameDescriptor(*fallbackDesc, params.list));
            updateGameDescriptor(desc, fallbackDesc, params);
            detectedGames.push_back(desc);
        }
    } else {
        // Otherwise use the found matches
        for (uint i = 0; i < matches.size(); i++) {
            GameDescriptor desc(toGameDescriptor(*matches[i], params.list));
            updateGameDescriptor(desc, matches[i], params);
            detectedGames.push_back(desc);
        }
    }

    return detectedGames;
}
开发者ID:St0rmcrow,项目名称:scummvm,代码行数:26,代码来源:advancedDetector.cpp

示例2: detectGames

GameList AdvancedMetaEngine::detectGames(const Common::FSList &fslist) const {
	ADGameDescList matches;
	GameList detectedGames;
	FileMap allFiles;

	if (fslist.empty())
		return detectedGames;

	// Compose a hashmap of all files in fslist.
	composeFileHashMap(allFiles, fslist, (_maxScanDepth == 0 ? 1 : _maxScanDepth));

	// Run the detector on this
	matches = detectGame(fslist.begin()->getParent(), allFiles, Common::UNK_LANG, Common::kPlatformUnknown, "");

	if (matches.empty()) {
		// Use fallback detector if there were no matches by other means
		const ADGameDescription *fallbackDesc = fallbackDetect(allFiles, fslist);
		if (fallbackDesc != 0) {
			GameDescriptor desc(toGameDescriptor(*fallbackDesc, _gameIds));
			updateGameDescriptor(desc, fallbackDesc);
			detectedGames.push_back(desc);
		}
	} else {
		// Otherwise use the found matches
		cleanupPirated(matches);
		for (uint i = 0; i < matches.size(); i++) {
			GameDescriptor desc(toGameDescriptor(*matches[i], _gameIds));
			updateGameDescriptor(desc, matches[i]);
			detectedGames.push_back(desc);
		}
	}

	return detectedGames;
}
开发者ID:Botje,项目名称:residualvm,代码行数:34,代码来源:advancedDetector.cpp

示例3: detectGameFilebased

/**
 * Check for each ADFileBasedFallback record whether all files listed
 * in it are present. If multiple pass this test, we pick the one with
 * the maximal number of matching files. In case of a tie, the entry
 * coming first in the list is chosen.
 */
static ADGameDescList detectGameFilebased(const FileMap &allFiles, const ADParams &params) {
    const ADFileBasedFallback *ptr;
    const char* const* filenames;

    int maxNumMatchedFiles = 0;
    const ADGameDescription *matchedDesc = 0;

    for (ptr = params.fileBasedFallback; ptr->desc; ++ptr) {
        const ADGameDescription *agdesc = (const ADGameDescription *)ptr->desc;
        int numMatchedFiles = 0;
        bool fileMissing = false;

        for (filenames = ptr->filenames; *filenames; ++filenames) {
            debug(3, "++ %s", *filenames);
            if (!allFiles.contains(*filenames)) {
                fileMissing = true;
                break;
            }

            numMatchedFiles++;
        }

        if (!fileMissing) {
            debug(4, "Matched: %s", agdesc->gameid);

            if (numMatchedFiles > maxNumMatchedFiles) {
                matchedDesc = agdesc;
                maxNumMatchedFiles = numMatchedFiles;

                debug(4, "and overridden");
            }
        }
    }

    ADGameDescList matched;

    if (matchedDesc) { // We got a match
        matched.push_back(matchedDesc);
        if (params.flags & kADFlagPrintWarningOnFileBasedFallback) {
            printf("Your game version has been detected using filename matching as a\n");
            printf("variant of %s.\n", matchedDesc->gameid);
            printf("If this is an original and unmodified version, please report any\n");
            printf("information previously printed by ScummVM to the team.\n");
        }
    }

    return matched;
}
开发者ID:St0rmcrow,项目名称:scummvm,代码行数:54,代码来源:advancedDetector.cpp

示例4: cleanupPirated

bool cleanupPirated(ADGameDescList &matched) {
	// OKay, now let's sense presence of pirated games
	if (!matched.empty()) {
		for (uint j = 0; j < matched.size();) {
			if (matched[j]->flags & ADGF_PIRATED)
				matched.remove_at(j);
			else
				++j;
		}

		// We ruled out all variants and now have nothing
		if (matched.empty()) {
			warning("Illegitimate game copy detected. We provide no support in such cases");
			return true;
		}
	}

	return false;
}
开发者ID:Botje,项目名称:residualvm,代码行数:19,代码来源:advancedDetector.cpp

示例5: strcpy

/**
 * Fallback detection scans the list of Discworld 2 targets to see if it can detect an installation
 * where the files haven't been renamed (i.e. don't have the '1' just before the extension)
 */
const ADGameDescription *TinselMetaEngine::fallbackDetect(const Common::FSList &fslist) const {
	Common::String extra;
	FileMap allFiles;
	SizeMD5Map filesSizeMD5;

	const ADGameFileDescription *fileDesc;
	const Tinsel::TinselGameDescription *g;

	if (fslist.empty())
		return NULL;

	// TODO: The following code is essentially a slightly modified copy of the
	// complete code of function detectGame() in engines/advancedDetector.cpp.
	// That quite some hefty and undesirable code duplication. Its only purpose
	// seems to be to treat filenames of the form "foo1.ext" as "foo.ext".
	// It would be nice to avoid this code duplication.

	// First we compose a hashmap of all files in fslist.
	for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
		if (file->isDirectory()) {
			if (!scumm_stricmp(file->getName().c_str(), "dw2")) {
				// Probably Discworld 2 subfolder on CD, so add it's contents as well
				Common::FSList files;
				if (file->getChildren(files, Common::FSNode::kListAll)) {
					Common::FSList::const_iterator file2;
					for (file2 = files.begin(); file2 != files.end(); ++file2) {
						if (file2->isDirectory())
							continue;

						Common::String fname = file2->getName();
						allFiles[fname] = *file2;
					}
				}
			}
			continue;
		}

		Common::String tstr = file->getName();

		allFiles[tstr] = *file;	// Record the presence of this file
	}

	// Check which files are included in some dw2 ADGameDescription *and* present
	// in fslist without a '1' suffix character. Compute MD5s and file sizes for these files.
	for (g = &Tinsel::gameDescriptions[0]; g->desc.gameid != 0; ++g) {
		if (strcmp(g->desc.gameid, "dw2") != 0)
			continue;

		for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
			// Get the next filename, stripping off any '1' suffix character
			char tempFilename[50];
			strcpy(tempFilename, fileDesc->fileName);
			char *pOne = strchr(tempFilename, '1');
			if (pOne) {
				do {
					*pOne = *(pOne + 1);
					pOne++;
				} while (*pOne);
			}

			Common::String fname(tempFilename);
			if (allFiles.contains(fname) && !filesSizeMD5.contains(fname)) {
				SizeMD5 tmp;
				Common::File testFile;

				if (testFile.open(allFiles[fname])) {
					tmp.size = (int32)testFile.size();
					tmp.md5 = computeStreamMD5AsString(testFile, detectionParams.md5Bytes);
				} else {
					tmp.size = -1;
				}

				filesSizeMD5[fname] = tmp;
			}
		}
	}

	ADGameDescList matched;
	int maxFilesMatched = 0;

	// MD5 based matching
	for (g = &Tinsel::gameDescriptions[0]; g->desc.gameid != 0; ++g) {
		if (strcmp(g->desc.gameid, "dw2") != 0)
			continue;

		bool fileMissing = false;

		if ((detectionParams.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->desc.extra != extra)
			continue;

		bool allFilesPresent = true;

		// Try to match all files for this game
		for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
			// Get the next filename, stripping off any '1' suffix character
			char tempFilename[50];
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例6: assert

Common::Error AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
    assert(engine);
    upgradeTargetIfNecessary(params);

    const ADGameDescription *agdDesc = 0;
    Common::Language language = Common::UNK_LANG;
    Common::Platform platform = Common::kPlatformUnknown;
    Common::String extra;

    if (ConfMan.hasKey("language"))
        language = Common::parseLanguage(ConfMan.get("language"));
    if (ConfMan.hasKey("platform"))
        platform = Common::parsePlatform(ConfMan.get("platform"));
    if (params.flags & kADFlagUseExtraAsHint)
        if (ConfMan.hasKey("extra"))
            extra = ConfMan.get("extra");

    Common::String gameid = ConfMan.get("gameid");

    Common::String path;
    if (ConfMan.hasKey("path")) {
        path = ConfMan.get("path");
    } else {
        path = ".";

        // This situation may happen only when game was
        // launched from a command line with wrong target and
        // no path was provided.
        //
        // A dummy entry will get created and will keep game path
        // We mark this entry, so it will not be added to the
        // config file.
        //
        // Fixes bug #1544799
        ConfMan.setBool("autoadded", true);

        warning("No path was provided. Assuming the data files are in the current directory");
    }
    Common::FSNode dir(path);
    Common::FSList files;
    if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll)) {
        warning("Game data path does not exist or is not a directory (%s)", path.c_str());
        return Common::kNoGameDataFoundError;
    }

    ADGameDescList matches = detectGame(files, params, language, platform, extra);

    if (cleanupPirated(matches))
        return Common::kNoGameDataFoundError;

    if (params.singleid == NULL) {
        for (uint i = 0; i < matches.size(); i++) {
            if (matches[i]->gameid == gameid) {
                agdDesc = matches[i];
                break;
            }
        }
    } else if (matches.size() > 0) {
        agdDesc = matches[0];
    }

    if (agdDesc == 0) {
        // Use fallback detector if there were no matches by other means
        agdDesc = fallbackDetect(files);
        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 (agdDesc == 0)
        return Common::kNoGameDataFoundError;

    // If the GUI options were updated, we catch this here and update them in the users config
    // file transparently.
    Common::String lang = getGameGUIOptionsDescriptionLanguage(agdDesc->language);
    if (agdDesc->flags & ADGF_ADDENGLISH)
        lang += " " + getGameGUIOptionsDescriptionLanguage(Common::EN_ANY);

    Common::updateGameGUIOptions(agdDesc->guioptions | params.guioptions, lang);


    debug(2, "Running %s", toGameDescriptor(*agdDesc, params.list).description().c_str());
    if (!createInstance(syst, engine, agdDesc))
        return Common::kNoGameDataFoundError;
    else
        return Common::kNoError;
}
开发者ID:St0rmcrow,项目名称:scummvm,代码行数:90,代码来源:advancedDetector.cpp

示例7: debug

ADGameDescList AdvancedMetaEngine::detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra) const {
	ADFilePropertiesMap filesProps;

	const ADGameFileDescription *fileDesc;
	const ADGameDescription *g;
	const byte *descPtr;

	debug(3, "Starting detection in dir '%s'", parent.getPath().c_str());

	// Check which files are included in some ADGameDescription *and* are present.
	// Compute MD5s and file sizes for these files.
	for (descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != 0; descPtr += _descItemSize) {
		g = (const ADGameDescription *)descPtr;

		for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
			Common::String fname = fileDesc->fileName;
			ADFileProperties tmp;

			if (filesProps.contains(fname))
				continue;

			if (getFileProperties(parent, allFiles, *g, fname, tmp)) {
				debug(3, "> '%s': '%s'", fname.c_str(), tmp.md5.c_str());
				filesProps[fname] = tmp;
			}
		}
	}

	ADGameDescList matched;
	ADGameIdList matchedGameIds;
	int maxFilesMatched = 0;
	bool gotAnyMatchesWithAllFiles = false;

	// MD5 based matching
	uint i;
	for (i = 0, descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != 0; descPtr += _descItemSize, ++i) {
		g = (const ADGameDescription *)descPtr;
		bool fileMissing = false;

		// Do not even bother to look at entries which do not have matching
		// language and platform (if specified).
		if ((language != Common::UNK_LANG && g->language != Common::UNK_LANG && g->language != language
			 && !(language == Common::EN_ANY && (g->flags & ADGF_ADDENGLISH))) ||
			(platform != Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown && g->platform != platform)) {
			continue;
		}

		if ((_flags & kADFlagUseExtraAsHint) && !extra.empty() && g->extra != extra)
			continue;

		bool allFilesPresent = true;
		int curFilesMatched = 0;
		bool hashOrSizeMismatch = false;

		// Try to match all files for this game
		for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
			Common::String tstr = fileDesc->fileName;

			if (!filesProps.contains(tstr)) {
				fileMissing = true;
				allFilesPresent = false;
				break;
			}

			if (hashOrSizeMismatch)
				continue;

			if (fileDesc->md5 != NULL && fileDesc->md5 != filesProps[tstr].md5) {
				debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesProps[tstr].md5.c_str());
				fileMissing = true;
				hashOrSizeMismatch = true;
				continue;
			}

			if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesProps[tstr].size) {
				debug(3, "Size Mismatch. Skipping");
				fileMissing = true;
				hashOrSizeMismatch = true;
				continue;
			}

			debug(3, "Matched file: %s", tstr.c_str());
			curFilesMatched++;
		}

		// We found at least one entry with all required files present.
		// That means that we got new variant of the game.
		//
		// Without this check we would have erroneous checksum display
		// where only located files will be enlisted.
		//
		// Potentially this could rule out variants where some particular file
		// is really missing, but the developers should better know about such
		// cases.
		if (allFilesPresent) {
			gotAnyMatchesWithAllFiles = true;
			if (!matchedGameIds.size() || strcmp(matchedGameIds.back(), g->gameId) != 0)
				matchedGameIds.push_back(g->gameId);
		}

//.........这里部分代码省略.........
开发者ID:Botje,项目名称:residualvm,代码行数:101,代码来源:advancedDetector.cpp

示例8: assert

Common::Error AdvancedMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
	assert(engine);

	const ADGameDescription *agdDesc = 0;
	Common::Language language = Common::UNK_LANG;
	Common::Platform platform = Common::kPlatformUnknown;
	Common::String extra;

	if (ConfMan.hasKey("language"))
		language = Common::parseLanguage(ConfMan.get("language"));
	if (ConfMan.hasKey("platform"))
		platform = Common::parsePlatform(ConfMan.get("platform"));
	if (_flags & kADFlagUseExtraAsHint) {
		if (ConfMan.hasKey("extra"))
			extra = ConfMan.get("extra");
	}

	Common::String gameid = ConfMan.get("gameid");

	Common::String path;
	if (ConfMan.hasKey("path")) {
		path = ConfMan.get("path");
	} else {
		path = ".";

		// This situation may happen only when game was
		// launched from a command line with wrong target and
		// no path was provided.
		//
		// A dummy entry will get created and will keep game path
		// We mark this entry, so it will not be added to the
		// config file.
		//
		// Fixes bug #1544799
		ConfMan.setBool("autoadded", true);

		warning("No path was provided. Assuming the data files are in the current directory");
	}
	Common::FSNode dir(path);
	Common::FSList files;
	if (!dir.isDirectory() || !dir.getChildren(files, Common::FSNode::kListAll, true)) {
		warning("Game data path does not exist or is not a directory (%s)", path.c_str());
		return Common::kNoGameDataFoundError;
	}

	if (files.empty())
		return Common::kNoGameDataFoundError;

	// Compose a hashmap of all files in fslist.
	FileMap allFiles;
	composeFileHashMap(allFiles, files, (_maxScanDepth == 0 ? 1 : _maxScanDepth));

	// Run the detector on this
	ADGameDescList matches = detectGame(files.begin()->getParent(), allFiles, language, platform, extra);

	if (cleanupPirated(matches))
		return Common::kNoGameDataFoundError;

	if (_singleId == NULL) {
		// Find the first match with correct gameid.
		for (uint i = 0; i < matches.size(); i++) {
			if (matches[i]->gameId == gameid) {
				agdDesc = matches[i];
				break;
			}
		}
	} else if (matches.size() > 0) {
		agdDesc = matches[0];
	}

	if (agdDesc == 0) {
		// Use fallback detector if there were no matches by other means
		agdDesc = fallbackDetect(allFiles, files);
		if (agdDesc != 0) {
			// Seems we found a fallback match. But first perform a basic
			// sanity check: the gameid must match.
			if (_singleId == NULL && agdDesc->gameId != gameid)
				agdDesc = 0;
		}
	}

	if (agdDesc == 0)
		return Common::kNoGameDataFoundError;

	// If the GUI options were updated, we catch this here and update them in the users config
	// file transparently.
	Common::String lang = getGameGUIOptionsDescriptionLanguage(agdDesc->language);
	if (agdDesc->flags & ADGF_ADDENGLISH)
		lang += " " + getGameGUIOptionsDescriptionLanguage(Common::EN_ANY);

	Common::updateGameGUIOptions(agdDesc->guiOptions + _guiOptions, lang);

	GameDescriptor gameDescriptor = toGameDescriptor(*agdDesc, _gameIds);

	bool showTestingWarning = false;

#ifdef RELEASE_BUILD
	showTestingWarning = true;
#endif

//.........这里部分代码省略.........
开发者ID:Botje,项目名称:residualvm,代码行数:101,代码来源:advancedDetector.cpp


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