/* 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/config-manager.h" #include "common/savefile.h" #include "common/system.h" #include "common/compression/installshield_cab.h" #include "common/translation.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" #include "engines/advancedDetector.h" #include "agos/intern.h" #include "agos/agos.h" #include "agos/detection.h" namespace AGOS { static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_COPY_PROTECTION, { _s("Enable copy protection"), _s("Enable any copy protection that would otherwise be bypassed by default."), "copy_protection", false, 0, 0 }, }, { GAMEOPTION_OPL3_MODE, { _s("AdLib OPL3 mode"), _s("When AdLib is selected, OPL3 features will be used. Depending on the game, this will prevent cut-off notes, add extra notes or instruments and/or add stereo."), "opl3_mode", false, 0, 0 } }, { GAMEOPTION_DOS_TEMPOS, { _s("Use DOS version music tempos"), _s("Selecting this option will play the music using the tempos used by the DOS version of the game. Otherwise, the faster tempos of the Windows version will be used."), "dos_music_tempos", true, 0, 0 } }, { GAMEOPTION_WINDOWS_TEMPOS, { _s("Use DOS version music tempos"), _s("Selecting this option will play the music using the tempos used by the DOS version of the game. Otherwise, the faster tempos of the Windows version will be used."), "dos_music_tempos", false, 0, 0 } }, { GAMEOPTION_PREFER_DIGITAL_SFX, { _s("Prefer digital sound effects"), _s("Prefer digital sound effects instead of synthesized ones"), "prefer_digitalsfx", true, 0, 0 } }, { GAMEOPTION_DISABLE_FADE_EFFECTS, { _s("Disable fade-out effects"), _s("Don't fade every screen to black when leaving a room."), "disable_fade_effects", false, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; } // End of namespace AGOS class AgosMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "agos"; } const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override { return AGOS::optionsList; } bool hasFeature(MetaEngineFeature f) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const AGOS::AGOSGameDescription *desc) const override; SaveStateList listSaves(const char *target) const override; int getMaximumSaveSlot() const override; Common::KeymapArray initKeymaps(const char *target) const override; }; bool AgosMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSimpleSavesNames); } bool AGOS::AGOSEngine::hasFeature(EngineFeature f) const { return (f == kSupportsReturnToLauncher); } Common::Error AgosMetaEngine::createInstance(OSystem *syst, Engine **engine, const AGOS::AGOSGameDescription *gd) const { switch (gd->gameType) { case AGOS::GType_PN: *engine = new AGOS::AGOSEngine_PN(syst, gd); break; case AGOS::GType_ELVIRA1: *engine = new AGOS::AGOSEngine_Elvira1(syst, gd); break; case AGOS::GType_ELVIRA2: *engine = new AGOS::AGOSEngine_Elvira2(syst, gd); break; case AGOS::GType_WW: *engine = new AGOS::AGOSEngine_Waxworks(syst, gd); break; case AGOS::GType_SIMON1: *engine = new AGOS::AGOSEngine_Simon1(syst, gd); break; case AGOS::GType_SIMON2: *engine = new AGOS::AGOSEngine_Simon2(syst, gd); break; #ifdef ENABLE_AGOS2 case AGOS::GType_FF: if (gd->features & AGOS::GF_DEMO) *engine = new AGOS::AGOSEngine_FeebleDemo(syst, gd); else *engine = new AGOS::AGOSEngine_Feeble(syst, gd); break; case AGOS::GType_PP: if (gd->gameId == AGOS::GID_DIMP) *engine = new AGOS::AGOSEngine_DIMP(syst, gd); else *engine = new AGOS::AGOSEngine_PuzzlePack(syst, gd); break; #else case AGOS::GType_FF: case AGOS::GType_PP: return Common::Error(Common::kUnsupportedGameidError, _s("AGOS 2 support is not compiled in")); #endif default: return Common::kUnsupportedGameidError; } return Common::kNoError; } SaveStateList AgosMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::StringArray filenames; Common::String saveDesc; Common::String pattern = target; pattern += ".###"; filenames = saveFileMan->listSavefiles(pattern); SaveStateList saveList; for (const auto &file : filenames) { // Obtain the last 3 digits of the filename, since they correspond to the save slot int slotNum = atoi(file.c_str() + file.size() - 3); if (slotNum >= 0 && slotNum <= 999) { Common::InSaveFile *in = saveFileMan->openForLoading(file); if (in) { saveDesc = file.c_str(); saveList.push_back(SaveStateDescriptor(this, slotNum, saveDesc)); delete in; } } } // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } int AgosMetaEngine::getMaximumSaveSlot() const { return 999; } Common::KeymapArray AgosMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace AGOS; Common::String gameId = ConfMan.get("gameid", target); // I18N: "AGOS main" refers to the main keymappings for the agos engine. // It is never disabled and it is not game specific Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "agos-main", _("AGOS main")); Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *yesNoKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-Yes/No", _("Yes/No keymapping")); Action *act; act = new Action(kStandardActionLeftClick, _("Left Click")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Right Click")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeyMap->addAction(act); act = new Action("EXTCUTSCN", _("Exit cutscene")); act->setCustomEngineActionEvent(kActionExitCutscene); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_Y"); if (gameId == "simon2" || gameId == "feeble") act->addDefaultInputMapping("F5"); engineKeyMap->addAction(act); act = new Action("PAUSE", _("Pause")); act->setCustomEngineActionEvent(kActionPause); act->addDefaultInputMapping("p"); gameKeyMap->addAction(act); act = new Action("MUSICDOWN", _("Music volume down")); act->setCustomEngineActionEvent(kActionMusicDown); act->addDefaultInputMapping("MINUS"); gameKeyMap->addAction(act); act = new Action("MUSICUP", _("Music volume up")); act->setCustomEngineActionEvent(kActionMusicUp); act->addDefaultInputMapping("S+EQUALS"); act->addDefaultInputMapping("PLUS"); gameKeyMap->addAction(act); act = new Action("MUTEMSC", _("Toggle music on/off")); act->setCustomEngineActionEvent(kActionToggleMusic); act->addDefaultInputMapping("m"); gameKeyMap->addAction(act); act = new Action("SNDEFFECT", _("Toggle sound effects on/off")); act->setCustomEngineActionEvent(kActionToggleSoundEffects); act->addDefaultInputMapping("s"); gameKeyMap->addAction(act); act = new Action("FSTMODE", _("Toggle fast mode on/off")); act->setCustomEngineActionEvent(kActionToggleFastMode); act->addDefaultInputMapping("C+f"); gameKeyMap->addAction(act); if (gameId == "waxworks" || gameId == "elvira1" || gameId == "elvira2" || gameId == "swampy" || gameId == "puzzle" || gameId == "jumble" || gameId == "dimp") { act = new Action("WLKFORWARD", _("Walk forward")); // KEYCODE_UP act->setCustomEngineActionEvent(kActionWalkForward); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("JOY_UP"); gameKeyMap->addAction(act); act = new Action("TRNBACK", _("Turn backward")); // KEYCODE_DOWN act->setCustomEngineActionEvent(kActionTurnBack); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("JOY_DOWN"); gameKeyMap->addAction(act); act = new Action("TRNLEFT", _("Turn left")); // KEYCODE_LEFT act->setCustomEngineActionEvent(kActionTurnLeft); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); act = new Action("TRNRIGHT", _("Turn right")); // KEYCODE_RIGHT act->setCustomEngineActionEvent(kActionTurnRight); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); } if (gameId == "simon1" || gameId == "simon2") { act = new Action("TXTFAST", _("Text speed - Fast")); act->setCustomEngineActionEvent(kActionTextSpeedFast); act->addDefaultInputMapping("F1"); gameKeyMap->addAction(act); act = new Action("TXTMEDIUM", _("Text speed - Medium")); act->setCustomEngineActionEvent(kActionTextSpeedMedium); act->addDefaultInputMapping("F2"); gameKeyMap->addAction(act); act = new Action("TXTSLOW", _("Text speed - Slow")); act->setCustomEngineActionEvent(kActionTextSpeedSlow); act->addDefaultInputMapping("F3"); gameKeyMap->addAction(act); act = new Action("SHOWOBJINTERACT", _("Show objects to interact")); act->setCustomEngineActionEvent(kActionShowObjects); act->addDefaultInputMapping("F10"); act->addDefaultInputMapping("JOY_UP"); gameKeyMap->addAction(act); if (gameId == "simon2") { act = new Action("BACKGRNDSND", _("Toggle background sounds on/off")); act->setCustomEngineActionEvent(kActionToggleBackgroundSound); act->addDefaultInputMapping("b"); gameKeyMap->addAction(act); } } if (gameId == "feeble") { // I18N: Characters are game actors act = new Action("SWTCHCHARACTER", _("Switch characters")); act->setCustomEngineActionEvent(kActionToggleSwitchCharacter); act->addDefaultInputMapping("F7"); act->addDefaultInputMapping("JOY_X"); gameKeyMap->addAction(act); act = new Action("TOGGLEHITBOX", _("Toggle hitbox names on/off")); act->setCustomEngineActionEvent(kActionToggleHitboxName); act->addDefaultInputMapping("F9"); gameKeyMap->addAction(act); } if (gameId == "feeble" || gameId == "simon2") { act = new Action("TOGGLESUB", _("Switches between speech only and combined speech and subtitles")); act->setCustomEngineActionEvent(kActionToggleSubtitle); act->addDefaultInputMapping("t"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); act = new Action("TOGGLESPEECH", _("Switches between subtitles only and combined speech and subtitles")); act->setCustomEngineActionEvent(kActionToggleSpeech); act->addDefaultInputMapping("v"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); } if (gameId == "swampy" || gameId == "puzzle" || gameId == "jumble") { act = new Action("HIGHSPEED", _("High speed mode on/off in Swampy Adventures")); act->setCustomEngineActionEvent(kActionSpeed_GTYPEPP); act->addDefaultInputMapping("F12"); gameKeyMap->addAction(act); } act = new Action("KEYYES", _("Press \"Yes\" key")); act->setCustomEngineActionEvent(kActionKeyYes); act->addDefaultInputMapping("JOY_A"); yesNoKeymap->addAction(act); act = new Action("KEYNO", _("Press \"No\" key")); act->setCustomEngineActionEvent(kActionKeyNo); act->addDefaultInputMapping("JOY_B"); yesNoKeymap->addAction(act); KeymapArray keymaps(3); keymaps[0] = engineKeyMap; keymaps[1] = gameKeyMap; keymaps[2] = yesNoKeymap; yesNoKeymap->setEnabled(false); return keymaps; } #if PLUGIN_ENABLED_DYNAMIC(AGOS) REGISTER_PLUGIN_DYNAMIC(AGOS, PLUGIN_TYPE_ENGINE, AgosMetaEngine); #else REGISTER_PLUGIN_STATIC(AGOS, PLUGIN_TYPE_ENGINE, AgosMetaEngine); #endif namespace AGOS { int AGOSEngine::getGameId() const { return _gameDescription->gameId; } int AGOSEngine::getGameType() const { return _gameDescription->gameType; } uint32 AGOSEngine::getFeatures() const { return _gameDescription->features; } const char *AGOSEngine::getExtra() const { return _gameDescription->desc.extra; } Common::Language AGOSEngine::getLanguage() const { return _gameDescription->desc.language; } Common::Platform AGOSEngine::getPlatform() const { return _gameDescription->desc.platform; } const char *AGOSEngine::getFileName(int type) const { // Required if the InstallShield cab is been used if (getGameType() == GType_PP) { if (type == GAME_BASEFILE) return gss->base_filename; } // Required if the InstallShield cab is been used if (getGameType() == GType_FF && getPlatform() == Common::kPlatformWindows) { if (type == GAME_BASEFILE) return gss->base_filename; if (type == GAME_RESTFILE) return gss->restore_filename; if (type == GAME_TBLFILE) return gss->tbl_filename; } for (int i = 0; _gameDescription->desc.filesDescriptions[i].fileType; i++) { if (_gameDescription->desc.filesDescriptions[i].fileType == type) return _gameDescription->desc.filesDescriptions[i].fileName; } return nullptr; } #ifdef ENABLE_AGOS2 void AGOSEngine::loadArchives() { const ADGameFileDescription *ag; if (getFeatures() & GF_PACKED) { for (ag = _gameDescription->desc.filesDescriptions; ag->fileName; ag++) { if (ag->fileType != GAME_CABFILE) continue; if (!SearchMan.hasArchive(ag->fileName)) { // Assumes the cabinet file is named data1.cab Common::Archive *cabinet = Common::makeInstallShieldArchive("data"); if (cabinet) SearchMan.add(ag->fileName, cabinet); } } } } #endif } // End of namespace AGOS