/* 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/advancedDetector.h" #include "common/system.h" #include "common/textconsole.h" #include "common/translation.h" #include "common/util.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" #include "cine/cine.h" #include "cine/various.h" #include "cine/detection.h" namespace Cine { 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_TRANSPARENT_DIALOG_BOXES, { _s("Use transparent dialog boxes in 16 color scenes"), _s("Use transparent dialog boxes in 16 color scenes even if the original game version did not support them"), "transparentdialogboxes", false, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; #define MAX_SAVEGAMES (ARRAYSIZE(Cine::currentSaveName)) #define SAVEGAME_NAME_LEN (sizeof(Cine::currentSaveName[0])) #define SAVELIST_SIZE (MAX_SAVEGAMES * SAVEGAME_NAME_LEN) bool CineEngine::mayHave256Colors() const { return getGameType() == Cine::GType_OS && getPlatform() == Common::kPlatformDOS; } int CineEngine::getGameType() const { return _gameDescription->gameType; } uint32 CineEngine::getFeatures() const { return _gameDescription->features; } Common::Language CineEngine::getLanguage() const { return _gameDescription->desc.language; } Common::Platform CineEngine::getPlatform() const { return _gameDescription->desc.platform; } } // End of namespace Cine class CineMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "cine"; } const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override { return Cine::optionsList; } Common::Error createInstance(OSystem *syst, Engine **engine, const Cine::CINEGameDescription *desc) const override; bool hasFeature(MetaEngineFeature f) const override; SaveStateList listSaves(const char *target) const override; int getMaximumSaveSlot() const override; bool removeSaveState(const char *target, int slot) const override; Common::String getSavegameFile(int saveGameIdx, const char *target = nullptr) const override; SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override; Common::KeymapArray initKeymaps(const char *target) const override; }; bool CineMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsLoadingDuringStartup) || checkExtendedSaves(f); } bool Cine::CineEngine::hasFeature(EngineFeature f) const { return (f == kSupportsReturnToLauncher) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } Common::Error CineMetaEngine::createInstance(OSystem *syst, Engine **engine, const Cine::CINEGameDescription *desc) const { *engine = new Cine::CineEngine(syst,desc); return Common::kNoError; } SaveStateList CineMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); SaveStateList saveList; Common::String pattern; Common::String filename = target; filename += ".dir"; Common::InSaveFile *in = saveFileMan->openForLoading(filename); bool foundAutosave = false; if (in) { typedef char CommandeType[SAVEGAME_NAME_LEN]; CommandeType saveNames[MAX_SAVEGAMES]; // Initialize all savegames' descriptions to empty strings // so that if the savegames' descriptions can only be partially read from file // then the missing ones are correctly set to empty strings. memset(saveNames, 0, sizeof(saveNames)); in->read(saveNames, SAVELIST_SIZE); CommandeType saveDesc; pattern = target; pattern += ".#*"; Common::StringArray filenames = saveFileMan->listSavefiles(pattern); for (const auto &file : filenames) { // Obtain the extension part of the filename, since it corresponds to the save slot number Common::String ext = Common::lastPathComponent(file, '.'); int slotNum = (int)ext.asUint64(); if (ext.equals(Common::String::format("%d", slotNum)) && slotNum >= 0 && slotNum < MAX_SAVEGAMES) { // Copy the savegame description making sure it ends with a trailing zero strncpy(saveDesc, saveNames[slotNum], SAVEGAME_NAME_LEN); saveDesc[sizeof(CommandeType) - 1] = 0; SaveStateDescriptor saveStateDesc(this, slotNum, saveDesc); if (saveStateDesc.getDescription().empty()) { if (slotNum == getAutosaveSlot()) { saveStateDesc.setDescription(_("Unnamed autosave")); } else { saveStateDesc.setDescription(_("Unnamed savegame")); } } if (slotNum == getAutosaveSlot()) { foundAutosave = true; } saveList.push_back(saveStateDesc); } } } delete in; // No saving on empty autosave slot if (!foundAutosave) { SaveStateDescriptor desc(this, getAutosaveSlot(), _("Empty autosave")); saveList.push_back(desc); } // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } int CineMetaEngine::getMaximumSaveSlot() const { return MAX_SAVEGAMES - 1; } Common::String CineMetaEngine::getSavegameFile(int saveGameIdx, const char *target) const { return Common::String::format("%s.%d", target == nullptr ? getName() : target, saveGameIdx); } SaveStateDescriptor CineMetaEngine::querySaveMetaInfos(const char *target, int slot) const { if (slot < 0 || slot > getMaximumSaveSlot()) { // HACK: Try to make SaveLoadChooserGrid::open() not use save slot // numbers over the maximum save slot number for "New save". SaveStateDescriptor desc; desc.setWriteProtectedFlag(true); return desc; } Common::ScopedPtr f(g_system->getSavefileManager()->openForLoading( getSavegameFile(slot, target))); if (f) { // Create the return descriptor SaveStateDescriptor desc(this, slot, Common::U32String()); ExtendedSavegameHeader header; if (readSavegameHeader(f.get(), &header, false)) { parseSavegameHeader(&header, &desc); desc.setThumbnail(header.thumbnail); } else { // Load savegame descriptions from index file typedef char CommandeType[SAVEGAME_NAME_LEN]; CommandeType saveNames[MAX_SAVEGAMES]; memset(saveNames, 0, sizeof(saveNames)); Common::InSaveFile *in; in = g_system->getSavefileManager()->openForLoading(Common::String::format("%s.dir", target)); if (in) { in->read(saveNames, SAVELIST_SIZE); delete in; } saveNames[slot][SAVEGAME_NAME_LEN - 1] = 0; Common::String saveNameStr((const char *)saveNames[slot]); desc.setDescription(saveNameStr); } if (desc.getDescription().empty()) { desc.setDescription(_("Unnamed savegame")); } return desc; } // No saving on empty autosave slot if (slot == getAutosaveSlot()) { SaveStateDescriptor desc(this, slot, _("Empty autosave")); desc.setAutosave(true); return desc; } return SaveStateDescriptor(); } Common::KeymapArray CineMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Cine; Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "cine-default", _("Default keymappings")); Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *mouseKeyMap = new Keymap(Keymap::kKeymapTypeGame, "mouse-shortcuts", _("Key to mouse keymappings")); Keymap *introKeyMap = new Keymap(Keymap::kKeymapTypeGame, "intro-shortcuts", _("Exit screen keymappings")); 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("SKIPSONY", _("Exit Sony intro screen")); act->setCustomEngineActionEvent(kActionExitSonyScreen); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_A"); introKeyMap->addAction(act); act = new Action("MOUSELEFT", _("Select option / Click in game")); act->setCustomEngineActionEvent(kActionMouseLeft); act->addDefaultInputMapping("RETURN"); act->addDefaultInputMapping("KP_ENTER"); act->addDefaultInputMapping("KP5"); mouseKeyMap->addAction(act); act = new Action("MOUSERIGHT", _("Open action menu / Close menu")); act->setCustomEngineActionEvent(kActionMouseRight); act->addDefaultInputMapping("ESCAPE"); mouseKeyMap->addAction(act); act = new Action("DEFAULTSPEED", _("Default game speed")); act->setCustomEngineActionEvent(kActionGameSpeedDefault); act->addDefaultInputMapping("KP0"); gameKeyMap->addAction(act); act = new Action("SLOWERSPEED", _("Slower game speed")); act->setCustomEngineActionEvent(kActionGameSpeedSlower); act->addDefaultInputMapping("MINUS"); act->addDefaultInputMapping("KP_MINUS"); act->allowKbdRepeats(); gameKeyMap->addAction(act); act = new Action("FASTERSPEED", _("Faster game speed")); act->setCustomEngineActionEvent(kActionGameSpeedFaster); act->addDefaultInputMapping("PLUS"); act->addDefaultInputMapping("KP_PLUS"); act->addDefaultInputMapping("S+EQUALS"); act->allowKbdRepeats(); gameKeyMap->addAction(act); act = new Action("EXAMINE", _("Examine")); act->setCustomEngineActionEvent(kActionExamine); act->addDefaultInputMapping("F1"); gameKeyMap->addAction(act); act = new Action("TAKE", _("Take")); act->setCustomEngineActionEvent(kActionTake); act->addDefaultInputMapping("F2"); gameKeyMap->addAction(act); act = new Action("INVENTORY", _("Inventory")); act->setCustomEngineActionEvent(kActionInventory); act->addDefaultInputMapping("F3"); gameKeyMap->addAction(act); act = new Action("USE", _("Use")); act->setCustomEngineActionEvent(kActionUse); act->addDefaultInputMapping("F4"); gameKeyMap->addAction(act); act = new Action("ACTIVATE", _("Activate")); act->setCustomEngineActionEvent(kActionActivate); act->addDefaultInputMapping("F5"); gameKeyMap->addAction(act); act = new Action("SPEAK", _("Speak")); act->setCustomEngineActionEvent(kActionSpeak); act->addDefaultInputMapping("F6"); gameKeyMap->addAction(act); act = new Action("ACTMENU", _("Action menu")); act->setCustomEngineActionEvent(kActionActionMenu); act->addDefaultInputMapping("F9"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("SYSMENU", _("System menu")); act->setCustomEngineActionEvent(kActionSystemMenu); act->addDefaultInputMapping("F10"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeyMap->addAction(act); // I18N: Opens collision map of where the actor can freely move act = new Action("COLLISIONPAGE", _("Show collisions")); act->setCustomEngineActionEvent(kActionCollisionPage); act->addDefaultInputMapping("F11"); act->addDefaultInputMapping("JOY_Y"); gameKeyMap->addAction(act); // I18N: Move Actor to upwards direction act = new Action("MOVEUP", _("Move up")); act->setCustomEngineActionEvent(kActionMoveUp); act->addDefaultInputMapping("KP8"); act->addDefaultInputMapping("JOY_UP"); gameKeyMap->addAction(act); // I18N: Move Actor to downwards direction act = new Action("MOVEDOWN", _("Move down")); act->setCustomEngineActionEvent(kActionMoveDown); act->addDefaultInputMapping("KP2"); act->addDefaultInputMapping("JOY_DOWN"); gameKeyMap->addAction(act); // I18N: Move Actor to left direction act = new Action("MOVELEFT", _("Move left")); act->setCustomEngineActionEvent(kActionMoveLeft); act->addDefaultInputMapping("KP4"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); // I18N: Move Actor to right direction act = new Action("MOVERIGHT", _("Move right")); act->setCustomEngineActionEvent(kActionMoveRight); act->addDefaultInputMapping("KP6"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); // I18N: Move Actor to top-left direction act = new Action("MOVEUPLEFT", _("Move up-left")); act->setCustomEngineActionEvent(kActionMoveUpLeft); act->addDefaultInputMapping("KP7"); gameKeyMap->addAction(act); // I18N: Move Actor to top-right direction act = new Action("MOVEUPRIGHT", _("Move up-right")); act->setCustomEngineActionEvent(kActionMoveUpRight); act->addDefaultInputMapping("KP9"); gameKeyMap->addAction(act); // I18N: Move Actor to bottom-left direction act = new Action("MOVEDOWNLEFT", _("Move down-left")); act->setCustomEngineActionEvent(kActionMoveDownLeft); act->addDefaultInputMapping("KP1"); gameKeyMap->addAction(act); // I18N: Move Actor to bottom-right direction act = new Action("MOVEDOWNRIGHT", _("Move down-right")); act->setCustomEngineActionEvent(kActionMoveDownRight); act->addDefaultInputMapping("KP3"); gameKeyMap->addAction(act); act = new Action("MENUUP", _("Menu option up")); act->setCustomEngineActionEvent(kActionMenuOptionUp); act->addDefaultInputMapping("UP"); gameKeyMap->addAction(act); act = new Action("MENUDOWN", _("Menu option down")); act->setCustomEngineActionEvent(kActionMenuOptionDown); act->addDefaultInputMapping("DOWN"); gameKeyMap->addAction(act); KeymapArray keymaps(4); keymaps[0] = engineKeyMap; keymaps[1] = mouseKeyMap; keymaps[2] = gameKeyMap; keymaps[3] = introKeyMap; introKeyMap->setEnabled(false); return keymaps; } bool CineMetaEngine::removeSaveState(const char *target, int slot) const { if (slot < 0 || slot >= MAX_SAVEGAMES) { return false; } // Load savegame descriptions from index file typedef char CommandeType[SAVEGAME_NAME_LEN]; CommandeType saveNames[MAX_SAVEGAMES]; // Initialize all savegames' descriptions to empty strings // so that if the savegames' descriptions can only be partially read from file // then the missing ones are correctly set to empty strings. memset(saveNames, 0, sizeof(saveNames)); Common::InSaveFile *in; in = g_system->getSavefileManager()->openForLoading(Common::String::format("%s.dir", target)); if (!in) return false; in->read(saveNames, SAVELIST_SIZE); delete in; // Set description for selected slot char slotName[SAVEGAME_NAME_LEN]; slotName[0] = 0; Common::strlcpy(saveNames[slot], slotName, SAVEGAME_NAME_LEN); // Update savegame descriptions Common::String indexFile = Common::String::format("%s.dir", target); Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(indexFile); if (!out) { warning("Unable to open file %s for saving", indexFile.c_str()); return false; } out->write(saveNames, SAVELIST_SIZE); delete out; // Delete save file Common::String saveFileName = getSavegameFile(slot, target); return g_system->getSavefileManager()->removeSavefile(saveFileName); } #if PLUGIN_ENABLED_DYNAMIC(CINE) REGISTER_PLUGIN_DYNAMIC(CINE, PLUGIN_TYPE_ENGINE, CineMetaEngine); #else REGISTER_PLUGIN_STATIC(CINE, PLUGIN_TYPE_ENGINE, CineMetaEngine); #endif namespace Cine { Common::Error CineEngine::loadGameState(int slot) { bool gameLoaded = makeLoad(getSaveStateName(slot)); return gameLoaded ? Common::kNoError : Common::kUnknownError; } Common::Error CineEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) { if (slot < 0 || slot >= MAX_SAVEGAMES) { return Common::kCreatingFileFailed; } // Load savegame descriptions from index file loadSaveDirectory(); // Set description for selected slot making sure it ends with a trailing zero strncpy(currentSaveName[slot], desc.c_str(), sizeof(CommandeType)); currentSaveName[slot][sizeof(CommandeType) - 1] = 0; // Update savegame descriptions Common::String indexFile = _targetName + ".dir"; Common::OutSaveFile *fHandle = _saveFileMan->openForSaving(indexFile); if (!fHandle) { warning("Unable to open file %s for saving", indexFile.c_str()); return Common::kUnknownError; } fHandle->write(currentSaveName, SAVELIST_SIZE); delete fHandle; // Save game makeSave(getSaveStateName(slot), getTotalPlayTime() / 1000, desc, isAutosave); checkDataDisk(-1); return Common::kNoError; } Common::String CineEngine::getSaveStateName(int slot) const { return getMetaEngine()->getSavegameFile(slot, _targetName.c_str()); } bool CineEngine::canLoadGameStateCurrently(Common::U32String *msg) { return (!disableSystemMenu && !inMenu); } bool CineEngine::canSaveGameStateCurrently(Common::U32String *msg) { return (allowPlayerInput && !disableSystemMenu && !inMenu); } } // End of namespace Cine