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