/* 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 "mads/mads.h"
#include "base/plugins.h"
#include "engines/advancedDetector.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "common/savefile.h"
#include "common/str-array.h"
#include "common/memstream.h"
#include "common/system.h"
#include "common/translation.h"
#include "graphics/surface.h"
#include "mads/events.h"
#include "mads/game.h"
#include "mads/detection.h"
#define MAX_SAVES 99
namespace MADS {
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_EASY_MOUSE,
{
_s("Easy mouse interface"),
_s("Shows object names when hovering the mouse over them"),
"EasyMouse",
true,
0,
0
}
},
{
GAMEOPTION_ANIMATED_INVENTORY,
{
_s("Animated inventory items"),
_s("Animated inventory items"),
"InvObjectsAnimated",
true,
0,
0
}
},
{
GAMEOPTION_ANIMATED_INTERFACE,
{
_s("Animated game interface"),
_s("Animated game interface"),
"TextWindowAnimated",
true,
0,
0
}
},
{
GAMEOPTION_NAUGHTY_MODE,
{
_s("Naughty game mode"),
_s("Naughty game mode"),
"NaughtyMode",
true,
0,
0
}
},
/*{
GAMEOPTION_GRAPHICS_DITHERING,
{
_s("Graphics dithering"),
_s("Graphics dithering"),
"GraphicsDithering",
true,
0,
0
}
},*/
#ifdef USE_TTS
{
GAMEOPTION_TTS_NARRATOR,
{
_s("TTS Narrator"),
_s("Use TTS to read the descriptions (if TTS is available)"),
"tts_narrator",
false,
0,
0
}
},
#endif
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
uint32 MADSEngine::getGameID() const {
return _gameDescription->gameID;
}
uint32 MADSEngine::getGameFeatures() const {
return _gameDescription->features;
}
uint32 MADSEngine::getFeatures() const {
return _gameDescription->desc.flags;
}
bool MADSEngine::isDemo() const {
return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
}
Common::Language MADSEngine::getLanguage() const {
return _gameDescription->desc.language;
}
Common::Platform MADSEngine::getPlatform() const {
return _gameDescription->desc.platform;
}
} // End of namespace MADS
class MADSMetaEngine : public AdvancedMetaEngine {
public:
const char *getName() const override {
return "mads";
}
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return MADS::optionsList;
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine, const MADS::MADSGameDescription *desc) const override;
SaveStateList listSaves(const char *target) const override;
int getMaximumSaveSlot() const override;
bool removeSaveState(const char *target, int slot) const override;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool MADSMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSimpleSavesNames);
}
bool MADS::MADSEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::Error MADSMetaEngine::createInstance(OSystem *syst, Engine **engine, const MADS::MADSGameDescription *desc) const {
*engine = new MADS::MADSEngine(syst,desc);
return Common::kNoError;
}
SaveStateList MADSMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String saveDesc;
Common::String pattern = Common::String::format("%s.0##", target);
MADS::MADSSavegameHeader header;
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
const char *ext = strrchr(file->c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
if (slot >= 0 && slot < MAX_SAVES) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file);
if (in) {
if (MADS::Game::readSavegameHeader(in, header))
saveList.push_back(SaveStateDescriptor(this, slot, header._saveName));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int MADSMetaEngine::getMaximumSaveSlot() const {
return MAX_SAVES;
}
bool MADSMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
return g_system->getSavefileManager()->removeSavefile(filename);
}
SaveStateDescriptor MADSMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
if (f) {
MADS::MADSSavegameHeader header;
if (!MADS::Game::readSavegameHeader(f, header, false)) {
delete f;
return SaveStateDescriptor();
}
delete f;
// Create the return descriptor
SaveStateDescriptor desc(this, slot, header._saveName);
desc.setThumbnail(header._thumbnail);
desc.setSaveDate(header._year, header._month, header._day);
desc.setSaveTime(header._hour, header._minute);
desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
return desc;
}
return SaveStateDescriptor();
}
Common::KeymapArray MADSMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace MADS;
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "mads-default", _("Default keymappings"));
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Keymap *menuKeyMap = new Keymap(Keymap::kKeymapTypeGame, "menu-shortcuts", _("Start menu 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("ESCAPE", _("Escape"));
act->setCustomEngineActionEvent(kActionEscape);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_X");
engineKeyMap->addAction(act);
{
act = new Action("GAMEMENU", _("Open game menu"));
act->setCustomEngineActionEvent(kActionGameMenu);
act->addDefaultInputMapping("F1");
act->addDefaultInputMapping("JOY_Y");
gameKeyMap->addAction(act);
act = new Action("SAVE", _("Save game"));
act->setCustomEngineActionEvent(kActionSave);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("RESTORE", _("Restore game"));
act->setCustomEngineActionEvent(kActionRestore);
act->addDefaultInputMapping("F7");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("SCROLLUP", _("Scroll bar up"));
act->setCustomEngineActionEvent(kActionScrollUp);
act->addDefaultInputMapping("PAGEUP");
act->addDefaultInputMapping("JOY_UP");
gameKeyMap->addAction(act);
act = new Action("SCROLLDN", _("Scroll bar down"));
act->setCustomEngineActionEvent(kActionScrollDown);
act->addDefaultInputMapping("PAGEDOWN");
act->addDefaultInputMapping("JOY_DOWN");
gameKeyMap->addAction(act);
}
{
act = new Action("START", _("Start game"));
act->setCustomEngineActionEvent(kActionStartGame);
act->addDefaultInputMapping("F1");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
menuKeyMap->addAction(act);
act = new Action("RESUME", _("Resume game"));
act->setCustomEngineActionEvent(kActionResumeGame);
act->addDefaultInputMapping("F2");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
menuKeyMap->addAction(act);
act = new Action("INTRO", _("Show intro"));
act->setCustomEngineActionEvent(kActionShowIntro);
act->addDefaultInputMapping("F3");
act->addDefaultInputMapping("JOY_LEFT");
menuKeyMap->addAction(act);
act = new Action("CREDITS", _("Show credits"));
act->setCustomEngineActionEvent(kActionCredits);
act->addDefaultInputMapping("F4");
act->addDefaultInputMapping("JOY_UP");
menuKeyMap->addAction(act);
act = new Action("QUOTES", _("Show quotes"));
act->setCustomEngineActionEvent(kActionQuotes);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("JOY_RIGHT");
menuKeyMap->addAction(act);
act = new Action("EXIT", _("Exit game"));
act->setCustomEngineActionEvent(kActionEscape);
act->addDefaultInputMapping("F6");
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_X");
menuKeyMap->addAction(act);
act = new Action("RESTARTANIM", _("Restart animation"));
act->setCustomEngineActionEvent(kActionRestartAnimation);
act->addDefaultInputMapping("s");
act->addDefaultInputMapping("JOY_Y");
menuKeyMap->addAction(act);
}
KeymapArray keymaps(3);
keymaps[0] = engineKeyMap;
keymaps[1] = gameKeyMap;
keymaps[2] = menuKeyMap;
menuKeyMap->setEnabled(false);
return keymaps;
}
#if PLUGIN_ENABLED_DYNAMIC(MADS)
REGISTER_PLUGIN_DYNAMIC(MADS, PLUGIN_TYPE_ENGINE, MADSMetaEngine);
#else
REGISTER_PLUGIN_STATIC(MADS, PLUGIN_TYPE_ENGINE, MADSMetaEngine);
#endif