/* 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 "backends/keymapper/action.h"
#include "backends/keymapper/keymap.h"
#include "base/plugins.h"
#include "common/system.h"
#include "common/translation.h"
#include "engines/advancedDetector.h"
#include "graphics/managed_surface.h"
#include "graphics/palette.h"
#include "graphics/scaler.h"
#include "twine/achievements_tables.h"
#include "twine/detection.h"
#include "twine/input.h"
#include "twine/renderer/screens.h"
#include "twine/twine.h"
namespace TwinE {
static const ADExtraGuiOptionsMap twineOptionsList[] = {
{
GAMEOPTION_WALL_COLLISION,
{
_s("Enable wall collisions"),
_s("Enable the original wall collision damage"),
"wallcollision",
false,
0,
0
}
},
{
// this only changes the menu and doesn't change the autosave behaviour - as scummvm is handling this now
GAMEOPTION_DISABLE_SAVE_MENU,
{
_s("Disable save menu"),
_s("The original only had autosaves. This allows you to save whenever you want."),
"useautosaving",
false,
0,
0
}
},
{
GAMEOPTION_DEBUG,
{
_s("Enable debug mode"),
_s("Enable the debug mode"),
"debug",
false,
0,
0
}
},
{
GAMEOPTION_SOUND,
{
_s("Enable sound"),
_s("Enable the sound for the game"),
"sound",
true,
0,
0
}
},
{
GAMEOPTION_TEXT,
{
_s("Enable text"),
_s("Enable the text for the game"),
"subtitles",
true,
0,
0
}
},
{
GAMEOPTION_MOVIES,
{
_s("Enable movies"),
_s("Enable the cutscenes for the game"),
"movie",
true,
0,
0
}
},
{
GAMEOPTION_MOUSE,
{
_s("Enable mouse"),
_s("Enable the mouse for the UI"),
"mouse",
true,
0,
0
}
},
{
GAMEOPTION_USA_VERSION,
{
_s("Use the USA version"),
_s("Enable the USA specific version flags"),
"version",
false,
0,
0
}
},
{
GAMEOPTION_HIGH_RESOLUTION,
{
_s("Enable high resolution"),
_s("Enable a higher resolution for the game"),
"usehighres",
false,
0,
0
}
},
#ifdef USE_TTS
{
GAMEOPTION_TEXT_TO_SPEECH,
{
_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
};
class TwinEMetaEngine : public AdvancedMetaEngine {
public:
const char *getName() const override {
return "twine";
}
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return twineOptionsList;
}
int getMaximumSaveSlot() const override {
return 6;
}
Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override {
TwineGameType gameType = TwineGameType::GType_LBA;
const Common::String gameId = desc->gameId;
if (gameId == "lba") {
gameType = TwineGameType::GType_LBA;
} else if (gameId == "lba2") {
gameType = TwineGameType::GType_LBA2;
} else if (gameId == "lbashow") {
gameType = TwineGameType::GType_LBASHOW;
}
*engine = new TwinE::TwinEEngine(syst, desc->language, desc->flags, desc->platform, gameType);
return Common::kNoError;
}
Common::Array initKeymaps(const char *target) const override;
const Common::AchievementDescriptionList *getAchievementDescriptionList() const override {
return TwinE::achievementDescriptionList;
}
void getSavegameThumbnail(Graphics::Surface &thumb) override;
};
void TwinEMetaEngine::getSavegameThumbnail(Graphics::Surface &thumb) {
TwinEEngine *engine = (TwinEEngine *)g_engine;
const Graphics::ManagedSurface &managedSurface = engine->_workVideoBuffer;
const Graphics::Surface &screenSurface = managedSurface.rawSurface();
Graphics::Palette *pal = &engine->_screens->_ptrPal;
if (engine->_screens->_flagPalettePcx) {
pal = &engine->_screens->_palettePcx;
}
::createThumbnail(&thumb, (const uint8 *)screenSurface.getPixels(), screenSurface.w, screenSurface.h, pal->data());
}
//
// unused:
// JOY_LEFT_TRIGGER
// JOY_RIGHT_TRIGGER
// JOY_RIGHT_SHOULDER
//
// JOY_RIGHT_STICK_X
// JOY_RIGHT_STICK_Y
// JOY_LEFT_STICK_X
// JOY_LEFT_STICK_Y
//
Common::KeymapArray TwinEMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
Action *act;
KeymapArray array(4);
{
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, mainKeyMapId, "Little Big Adventure");
act = new Action("PAUSE", _("Pause"));
act->setCustomEngineActionEvent(TwinEActionType::Pause);
act->addDefaultInputMapping("p");
gameKeyMap->addAction(act);
act = new Action("DEBUGGRIDCAMERAPRESSUP", _("Debug Grid Camera Up"));
act->setCustomEngineActionEvent(TwinEActionType::DebugGridCameraPressUp);
act->addDefaultInputMapping("s");
gameKeyMap->addAction(act);
act = new Action("DEBUGGRIDCAMERAPRESSDOWN", _("Debug Grid Camera Down"));
act->setCustomEngineActionEvent(TwinEActionType::DebugGridCameraPressDown);
act->addDefaultInputMapping("x");
gameKeyMap->addAction(act);
act = new Action("DEBUGGRIDCAMERAPRESSLEFT", _("Debug Grid Camera Left"));
act->setCustomEngineActionEvent(TwinEActionType::DebugGridCameraPressLeft);
act->addDefaultInputMapping("y");
act->addDefaultInputMapping("z");
gameKeyMap->addAction(act);
act = new Action("DEBUGGRIDCAMERAPRESSRIGHT", _("Debug Grid Camera Right"));
act->setCustomEngineActionEvent(TwinEActionType::DebugGridCameraPressRight);
act->addDefaultInputMapping("c");
gameKeyMap->addAction(act);
act = new Action("CHANGETONORMALBEHAVIOUR", _("Normal Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::ChangeBehaviourNormal);
act->addDefaultInputMapping("1");
gameKeyMap->addAction(act);
act = new Action("CHANGETOATHLETICBEHAVIOUR", _("Athletic Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::ChangeBehaviourAthletic);
act->addDefaultInputMapping("2");
gameKeyMap->addAction(act);
act = new Action("CHANGETOAGGRESSIVEBEHAVIOUR", _("Aggressive Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::ChangeBehaviourAggressive);
act->addDefaultInputMapping("3");
gameKeyMap->addAction(act);
act = new Action("CHANGETODISCREETBEHAVIOUR", _("Discreet Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::ChangeBehaviourDiscreet);
act->addDefaultInputMapping("4");
gameKeyMap->addAction(act);
act = new Action("NORMALBEHAVIOUR", _("Normal Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::QuickBehaviourNormal);
act->addDefaultInputMapping("F1");
gameKeyMap->addAction(act);
act = new Action("ATHLETICBEHAVIOUR", _("Athletic Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::QuickBehaviourAthletic);
act->addDefaultInputMapping("F2");
gameKeyMap->addAction(act);
act = new Action("AGGRESSIVEBEHAVIOUR", _("Aggressive Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::QuickBehaviourAggressive);
act->addDefaultInputMapping("F3");
gameKeyMap->addAction(act);
act = new Action("DISCREETBEHAVIOUR", _("Discreet Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::QuickBehaviourDiscreet);
act->addDefaultInputMapping("F4");
gameKeyMap->addAction(act);
act = new Action("BEHAVIOURACTION", _("Behaviour Action"));
act->setCustomEngineActionEvent(TwinEActionType::ExecuteBehaviourAction);
act->addDefaultInputMapping("SPACE");
act->addDefaultInputMapping("JOY_A");
gameKeyMap->addAction(act);
act = new Action("CHANGEBEHAVIOUR", _("Change Behaviour"));
act->setCustomEngineActionEvent(TwinEActionType::BehaviourMenu);
act->addDefaultInputMapping("LCTRL");
act->addDefaultInputMapping("RCTRL");
act->addDefaultInputMapping("JOY_X");
gameKeyMap->addAction(act);
act = new Action("MENU", _("Global Main Menu"));
act->addDefaultInputMapping("F5");
act->setEvent(EVENT_MAINMENU);
gameKeyMap->addAction(act);
act = new Action("OPTIONSMENU", _("Options Menu"));
act->setCustomEngineActionEvent(TwinEActionType::OptionsMenu);
act->addDefaultInputMapping("F6");
gameKeyMap->addAction(act);
act = new Action("CENTER", _("Center"));
act->setCustomEngineActionEvent(TwinEActionType::RecenterScreenOnTwinsen);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("KP_ENTER");
act->addDefaultInputMapping("JOY_RIGHT_STICK");
gameKeyMap->addAction(act);
act = new Action("USESELECTEDOBJECT", _("Use Selected Object"));
act->setCustomEngineActionEvent(TwinEActionType::UseSelectedObject);
act->addDefaultInputMapping("S+RETURN");
act->addDefaultInputMapping("S+KP_ENTER");
gameKeyMap->addAction(act);
act = new Action("THROWMAGICBALL", _("Throw Magic Ball"));
act->setCustomEngineActionEvent(TwinEActionType::ThrowMagicBall);
act->addDefaultInputMapping("LALT");
act->addDefaultInputMapping("RALT");
act->addDefaultInputMapping("JOY_LEFT_STICK");
gameKeyMap->addAction(act);
act = new Action("MOVEFORWARD", _("Move Forward"));
act->setCustomEngineActionEvent(TwinEActionType::MoveForward);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("JOY_UP");
gameKeyMap->addAction(act);
act = new Action("MOVEBACKWARD", _("Move Backwards"));
act->setCustomEngineActionEvent(TwinEActionType::MoveBackward);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("JOY_DOWN");
gameKeyMap->addAction(act);
act = new Action("TURNRIGHT", _("Turn Right"));
act->setCustomEngineActionEvent(TwinEActionType::TurnRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("JOY_RIGHT");
gameKeyMap->addAction(act);
act = new Action("TURNLEFT", _("Turn Left"));
act->setCustomEngineActionEvent(TwinEActionType::TurnLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("JOY_LEFT");
gameKeyMap->addAction(act);
act = new Action("USEPROTOPACK", _("Use Protopack"));
act->setCustomEngineActionEvent(TwinEActionType::UseProtoPack);
act->addDefaultInputMapping("j");
gameKeyMap->addAction(act);
act = new Action("OPENHOLOMAP", _("Open Holomap"));
act->setCustomEngineActionEvent(TwinEActionType::OpenHolomap);
act->addDefaultInputMapping("h");
gameKeyMap->addAction(act);
act = new Action("INVENTORY", _("Inventory"));
act->setCustomEngineActionEvent(TwinEActionType::InventoryMenu);
act->addDefaultInputMapping("LSHIFT");
act->addDefaultInputMapping("RSHIFT");
act->addDefaultInputMapping("JOY_Y");
act->addDefaultInputMapping("i");
gameKeyMap->addAction(act);
act = new Action("SPECIALACTION", _("Special Action"));
act->setCustomEngineActionEvent(TwinEActionType::SpecialAction);
act->addDefaultInputMapping("w");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("SCENERYZOOM", _("Scenery Zoom"));
act->setCustomEngineActionEvent(TwinEActionType::SceneryZoom);
gameKeyMap->addAction(act);
act = new Action("ESCAPE", _("Escape"));
act->setCustomEngineActionEvent(TwinEActionType::Escape);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_B");
act->addDefaultInputMapping("JOY_BACK");
gameKeyMap->addAction(act);
// TODO: lba2 has shortcuts for the inventory items
// J: Protopack/Jetpack
// P: Mecha-Penguin
// H: Holomap
// X: Dodges
// 1: Magic Ball
// 2: Darts
// 3: Blowpipe/Blowtron
// 4: Conch Shell
// 5: Glove
// 6: Laser Gun
// 7: Saber
array[0] = gameKeyMap;
}
{
Keymap *uiKeyMap = new Keymap(Keymap::kKeymapTypeGame, uiKeyMapId, "Little Big Adventure UI");
act = new Action("ACCEPT", _("Accept"));
act->setCustomEngineActionEvent(TwinEActionType::UIEnter);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("KP_ENTER");
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
uiKeyMap->addAction(act);
act = new Action("ABORT", _("Abort"));
act->setCustomEngineActionEvent(TwinEActionType::UIAbort);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_BACK");
act->addDefaultInputMapping("JOY_B");
uiKeyMap->addAction(act);
act = new Action("UP", _("Up"));
act->setCustomEngineActionEvent(TwinEActionType::UIUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("JOY_UP");
uiKeyMap->addAction(act);
act = new Action("DOWN", _("Down"));
act->setCustomEngineActionEvent(TwinEActionType::UIDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("JOY_DOWN");
uiKeyMap->addAction(act);
act = new Action("RIGHT", _("Right"));
act->setCustomEngineActionEvent(TwinEActionType::UIRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("MOUSE_WHEEL_UP");
act->addDefaultInputMapping("JOY_RIGHT");
uiKeyMap->addAction(act);
act = new Action("LEFT", _("Left"));
act->setCustomEngineActionEvent(TwinEActionType::UILeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("MOUSE_WHEEL_DOWN");
act->addDefaultInputMapping("JOY_LEFT");
uiKeyMap->addAction(act);
act = new Action("NEXTPAGE", _("Next Page"));
act->setCustomEngineActionEvent(TwinEActionType::UINextPage);
act->addDefaultInputMapping("SPACE");
act->addDefaultInputMapping("PAGEDOWN");
act->addDefaultInputMapping("JOY_B");
act->addDefaultInputMapping("JOY_BACK");
uiKeyMap->addAction(act);
array[1] = uiKeyMap;
}
{
Keymap *cutsceneKeyMap = new Keymap(Keymap::kKeymapTypeGame, cutsceneKeyMapId, "Little Big Adventure Cutscenes");
act = new Action("ABORT", _("Abort"));
act->setCustomEngineActionEvent(TwinEActionType::CutsceneAbort);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("KP_ENTER");
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("SPACE");
act->addDefaultInputMapping("JOY_B");
act->addDefaultInputMapping("JOY_BACK");
cutsceneKeyMap->addAction(act);
array[2] = cutsceneKeyMap;
}
{
Keymap *holomapKeyMap = new Keymap(Keymap::kKeymapTypeGame, holomapKeyMapId, "Little Big Adventure Holomap");
act = new Action("ABORT", _("Abort"));
act->setCustomEngineActionEvent(TwinEActionType::HolomapAbort);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_B");
act->addDefaultInputMapping("JOY_BACK");
holomapKeyMap->addAction(act);
act = new Action("UP", _("Up"));
act->setCustomEngineActionEvent(TwinEActionType::HolomapUp);
act->addDefaultInputMapping("C+UP");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("MOUSE_WHEEL_UP");
act->addDefaultInputMapping("JOY_UP");
holomapKeyMap->addAction(act);
act = new Action("DOWN", _("Down"));
act->setCustomEngineActionEvent(TwinEActionType::HolomapDown);
act->addDefaultInputMapping("C+DOWN");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("MOUSE_WHEEL_DOWN");
act->addDefaultInputMapping("JOY_DOWN");
holomapKeyMap->addAction(act);
act = new Action("RIGHT", _("Right"));
act->setCustomEngineActionEvent(TwinEActionType::HolomapRight);
act->addDefaultInputMapping("C+RIGHT");
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("JOY_RIGHT");
holomapKeyMap->addAction(act);
act = new Action("LEFT", _("Left"));
act->setCustomEngineActionEvent(TwinEActionType::HolomapLeft);
act->addDefaultInputMapping("C+LEFT");
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("JOY_LEFT");
holomapKeyMap->addAction(act);
act = new Action("PREV", _("Previous location"));
act->setCustomEngineActionEvent(TwinEActionType::HolomapPrev);
act->addDefaultInputMapping("LEFT");
holomapKeyMap->addAction(act);
act = new Action("NEXT", _("Next location"));
act->setCustomEngineActionEvent(TwinEActionType::HolomapNext);
act->addDefaultInputMapping("RIGHT");
holomapKeyMap->addAction(act);
array[3] = holomapKeyMap;
}
return array;
}
} // namespace TwinE
#if PLUGIN_ENABLED_DYNAMIC(TWINE)
REGISTER_PLUGIN_DYNAMIC(TWINE, PLUGIN_TYPE_ENGINE, TwinE::TwinEMetaEngine);
#else
REGISTER_PLUGIN_STATIC(TWINE, PLUGIN_TYPE_ENGINE, TwinE::TwinEMetaEngine);
#endif