scummvm/engines/agos/metaengine.cpp
2025-03-27 13:47:57 +08:00

477 lines
14 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/compression/installshield_cab.h"
#include "common/translation.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "engines/advancedDetector.h"
#include "agos/intern.h"
#include "agos/agos.h"
#include "agos/detection.h"
namespace AGOS {
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_OPL3_MODE,
{
_s("AdLib OPL3 mode"),
_s("When AdLib is selected, OPL3 features will be used. Depending on the game, this will prevent cut-off notes, add extra notes or instruments and/or add stereo."),
"opl3_mode",
false,
0,
0
}
},
{
GAMEOPTION_DOS_TEMPOS,
{
_s("Use DOS version music tempos"),
_s("Selecting this option will play the music using the tempos used by the DOS version of the game. Otherwise, the faster tempos of the Windows version will be used."),
"dos_music_tempos",
true,
0,
0
}
},
{
GAMEOPTION_WINDOWS_TEMPOS,
{
_s("Use DOS version music tempos"),
_s("Selecting this option will play the music using the tempos used by the DOS version of the game. Otherwise, the faster tempos of the Windows version will be used."),
"dos_music_tempos",
false,
0,
0
}
},
{
GAMEOPTION_PREFER_DIGITAL_SFX,
{
_s("Prefer digital sound effects"),
_s("Prefer digital sound effects instead of synthesized ones"),
"prefer_digitalsfx",
true,
0,
0
}
},
{
GAMEOPTION_DISABLE_FADE_EFFECTS,
{
_s("Disable fade-out effects"),
_s("Don't fade every screen to black when leaving a room."),
"disable_fade_effects",
false,
0,
0
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
} // End of namespace AGOS
class AgosMetaEngine : public AdvancedMetaEngine<AGOS::AGOSGameDescription> {
public:
const char *getName() const override {
return "agos";
}
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return AGOS::optionsList;
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine, const AGOS::AGOSGameDescription *desc) const override;
SaveStateList listSaves(const char *target) const override;
int getMaximumSaveSlot() const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool AgosMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSimpleSavesNames);
}
bool AGOS::AGOSEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher);
}
Common::Error AgosMetaEngine::createInstance(OSystem *syst, Engine **engine, const AGOS::AGOSGameDescription *gd) const {
switch (gd->gameType) {
case AGOS::GType_PN:
*engine = new AGOS::AGOSEngine_PN(syst, gd);
break;
case AGOS::GType_ELVIRA1:
*engine = new AGOS::AGOSEngine_Elvira1(syst, gd);
break;
case AGOS::GType_ELVIRA2:
*engine = new AGOS::AGOSEngine_Elvira2(syst, gd);
break;
case AGOS::GType_WW:
*engine = new AGOS::AGOSEngine_Waxworks(syst, gd);
break;
case AGOS::GType_SIMON1:
*engine = new AGOS::AGOSEngine_Simon1(syst, gd);
break;
case AGOS::GType_SIMON2:
*engine = new AGOS::AGOSEngine_Simon2(syst, gd);
break;
#ifdef ENABLE_AGOS2
case AGOS::GType_FF:
if (gd->features & AGOS::GF_DEMO)
*engine = new AGOS::AGOSEngine_FeebleDemo(syst, gd);
else
*engine = new AGOS::AGOSEngine_Feeble(syst, gd);
break;
case AGOS::GType_PP:
if (gd->gameId == AGOS::GID_DIMP)
*engine = new AGOS::AGOSEngine_DIMP(syst, gd);
else
*engine = new AGOS::AGOSEngine_PuzzlePack(syst, gd);
break;
#else
case AGOS::GType_FF:
case AGOS::GType_PP:
return Common::Error(Common::kUnsupportedGameidError, _s("AGOS 2 support is not compiled in"));
#endif
default:
return Common::kUnsupportedGameidError;
}
return Common::kNoError;
}
SaveStateList AgosMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String saveDesc;
Common::String pattern = target;
pattern += ".###";
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (const auto &file : filenames) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file.c_str() + file.size() - 3);
if (slotNum >= 0 && slotNum <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(file);
if (in) {
saveDesc = file.c_str();
saveList.push_back(SaveStateDescriptor(this, slotNum, saveDesc));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int AgosMetaEngine::getMaximumSaveSlot() const { return 999; }
Common::KeymapArray AgosMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace AGOS;
Common::String gameId = ConfMan.get("gameid", target);
// I18N: "AGOS main" refers to the main keymappings for the agos engine.
// It is never disabled and it is not game specific
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "agos-main", _("AGOS main"));
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Keymap *yesNoKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-Yes/No", _("Yes/No keymapping"));
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("EXTCUTSCN", _("Exit cutscene"));
act->setCustomEngineActionEvent(kActionExitCutscene);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
if (gameId == "simon2" || gameId == "feeble")
act->addDefaultInputMapping("F5");
engineKeyMap->addAction(act);
act = new Action("PAUSE", _("Pause"));
act->setCustomEngineActionEvent(kActionPause);
act->addDefaultInputMapping("p");
gameKeyMap->addAction(act);
act = new Action("MUSICDOWN", _("Music volume down"));
act->setCustomEngineActionEvent(kActionMusicDown);
act->addDefaultInputMapping("MINUS");
gameKeyMap->addAction(act);
act = new Action("MUSICUP", _("Music volume up"));
act->setCustomEngineActionEvent(kActionMusicUp);
act->addDefaultInputMapping("S+EQUALS");
act->addDefaultInputMapping("PLUS");
gameKeyMap->addAction(act);
act = new Action("MUTEMSC", _("Toggle music on/off"));
act->setCustomEngineActionEvent(kActionToggleMusic);
act->addDefaultInputMapping("m");
gameKeyMap->addAction(act);
act = new Action("SNDEFFECT", _("Toggle sound effects on/off"));
act->setCustomEngineActionEvent(kActionToggleSoundEffects);
act->addDefaultInputMapping("s");
gameKeyMap->addAction(act);
act = new Action("FSTMODE", _("Toggle fast mode on/off"));
act->setCustomEngineActionEvent(kActionToggleFastMode);
act->addDefaultInputMapping("C+f");
gameKeyMap->addAction(act);
if (gameId == "waxworks" ||
gameId == "elvira1" ||
gameId == "elvira2" ||
gameId == "swampy" ||
gameId == "puzzle" ||
gameId == "jumble" ||
gameId == "dimp") {
act = new Action("WLKFORWARD", _("Walk forward")); // KEYCODE_UP
act->setCustomEngineActionEvent(kActionWalkForward);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
gameKeyMap->addAction(act);
act = new Action("TRNBACK", _("Turn backward")); // KEYCODE_DOWN
act->setCustomEngineActionEvent(kActionTurnBack);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
gameKeyMap->addAction(act);
act = new Action("TRNLEFT", _("Turn left")); // KEYCODE_LEFT
act->setCustomEngineActionEvent(kActionTurnLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
gameKeyMap->addAction(act);
act = new Action("TRNRIGHT", _("Turn right")); // KEYCODE_RIGHT
act->setCustomEngineActionEvent(kActionTurnRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
gameKeyMap->addAction(act);
}
if (gameId == "simon1" || gameId == "simon2") {
act = new Action("TXTFAST", _("Text speed - Fast"));
act->setCustomEngineActionEvent(kActionTextSpeedFast);
act->addDefaultInputMapping("F1");
gameKeyMap->addAction(act);
act = new Action("TXTMEDIUM", _("Text speed - Medium"));
act->setCustomEngineActionEvent(kActionTextSpeedMedium);
act->addDefaultInputMapping("F2");
gameKeyMap->addAction(act);
act = new Action("TXTSLOW", _("Text speed - Slow"));
act->setCustomEngineActionEvent(kActionTextSpeedSlow);
act->addDefaultInputMapping("F3");
gameKeyMap->addAction(act);
act = new Action("SHOWOBJINTERACT", _("Show objects to interact"));
act->setCustomEngineActionEvent(kActionShowObjects);
act->addDefaultInputMapping("F10");
act->addDefaultInputMapping("JOY_UP");
gameKeyMap->addAction(act);
if (gameId == "simon2") {
act = new Action("BACKGRNDSND", _("Toggle background sounds on/off"));
act->setCustomEngineActionEvent(kActionToggleBackgroundSound);
act->addDefaultInputMapping("b");
gameKeyMap->addAction(act);
}
}
if (gameId == "feeble") {
// I18N: Characters are game actors
act = new Action("SWTCHCHARACTER", _("Switch characters"));
act->setCustomEngineActionEvent(kActionToggleSwitchCharacter);
act->addDefaultInputMapping("F7");
act->addDefaultInputMapping("JOY_X");
gameKeyMap->addAction(act);
act = new Action("TOGGLEHITBOX", _("Toggle hitbox names on/off"));
act->setCustomEngineActionEvent(kActionToggleHitboxName);
act->addDefaultInputMapping("F9");
gameKeyMap->addAction(act);
}
if (gameId == "feeble" || gameId == "simon2") {
act = new Action("TOGGLESUB", _("Switches between speech only and combined speech and subtitles"));
act->setCustomEngineActionEvent(kActionToggleSubtitle);
act->addDefaultInputMapping("t");
act->addDefaultInputMapping("JOY_LEFT");
gameKeyMap->addAction(act);
act = new Action("TOGGLESPEECH", _("Switches between subtitles only and combined speech and subtitles"));
act->setCustomEngineActionEvent(kActionToggleSpeech);
act->addDefaultInputMapping("v");
act->addDefaultInputMapping("JOY_RIGHT");
gameKeyMap->addAction(act);
}
if (gameId == "swampy" ||
gameId == "puzzle" ||
gameId == "jumble") {
act = new Action("HIGHSPEED", _("High speed mode on/off in Swampy Adventures"));
act->setCustomEngineActionEvent(kActionSpeed_GTYPEPP);
act->addDefaultInputMapping("F12");
gameKeyMap->addAction(act);
}
act = new Action("KEYYES", _("Press \"Yes\" key"));
act->setCustomEngineActionEvent(kActionKeyYes);
act->addDefaultInputMapping("JOY_A");
yesNoKeymap->addAction(act);
act = new Action("KEYNO", _("Press \"No\" key"));
act->setCustomEngineActionEvent(kActionKeyNo);
act->addDefaultInputMapping("JOY_B");
yesNoKeymap->addAction(act);
KeymapArray keymaps(3);
keymaps[0] = engineKeyMap;
keymaps[1] = gameKeyMap;
keymaps[2] = yesNoKeymap;
yesNoKeymap->setEnabled(false);
return keymaps;
}
#if PLUGIN_ENABLED_DYNAMIC(AGOS)
REGISTER_PLUGIN_DYNAMIC(AGOS, PLUGIN_TYPE_ENGINE, AgosMetaEngine);
#else
REGISTER_PLUGIN_STATIC(AGOS, PLUGIN_TYPE_ENGINE, AgosMetaEngine);
#endif
namespace AGOS {
int AGOSEngine::getGameId() const {
return _gameDescription->gameId;
}
int AGOSEngine::getGameType() const {
return _gameDescription->gameType;
}
uint32 AGOSEngine::getFeatures() const {
return _gameDescription->features;
}
const char *AGOSEngine::getExtra() const {
return _gameDescription->desc.extra;
}
Common::Language AGOSEngine::getLanguage() const {
return _gameDescription->desc.language;
}
Common::Platform AGOSEngine::getPlatform() const {
return _gameDescription->desc.platform;
}
const char *AGOSEngine::getFileName(int type) const {
// Required if the InstallShield cab is been used
if (getGameType() == GType_PP) {
if (type == GAME_BASEFILE)
return gss->base_filename;
}
// Required if the InstallShield cab is been used
if (getGameType() == GType_FF && getPlatform() == Common::kPlatformWindows) {
if (type == GAME_BASEFILE)
return gss->base_filename;
if (type == GAME_RESTFILE)
return gss->restore_filename;
if (type == GAME_TBLFILE)
return gss->tbl_filename;
}
for (int i = 0; _gameDescription->desc.filesDescriptions[i].fileType; i++) {
if (_gameDescription->desc.filesDescriptions[i].fileType == type)
return _gameDescription->desc.filesDescriptions[i].fileName;
}
return nullptr;
}
#ifdef ENABLE_AGOS2
void AGOSEngine::loadArchives() {
const ADGameFileDescription *ag;
if (getFeatures() & GF_PACKED) {
for (ag = _gameDescription->desc.filesDescriptions; ag->fileName; ag++) {
if (ag->fileType != GAME_CABFILE)
continue;
if (!SearchMan.hasArchive(ag->fileName)) {
// Assumes the cabinet file is named data1.cab
Common::Archive *cabinet = Common::makeInstallShieldArchive("data");
if (cabinet)
SearchMan.add(ag->fileName, cabinet);
}
}
}
}
#endif
} // End of namespace AGOS