/* 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