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

338 lines
11 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 "graphics/thumbnail.h"
#include "engines/advancedDetector.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/translation.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "cge/cge.h"
#include "cge/detection.h"
namespace CGE {
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_COLOR_BLIND_DEFAULT_OFF,
{
_s("Color Blind Mode"),
_s("Enable Color Blind Mode by default"),
"enable_color_blind",
false,
0,
0
}
},
#ifdef USE_TTS
{
GAMEOPTION_TTS,
{
_s("Enable Text to Speech"),
_s("Use TTS to read text in the game (if TTS is available)"),
"tts_enabled",
false,
0,
0
}
},
#endif
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
class CGEMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
public:
const char *getName() const override {
return "cge";
}
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return optionsList;
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
int getMaximumSaveSlot() const override;
SaveStateList listSaves(const char *target) const override;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
bool removeSaveState(const char *target, int slot) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool CGEMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportCreationDate) ||
(f == kSavesSupportPlayTime) ||
(f == kSimpleSavesNames);
}
bool CGEMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
return g_system->getSavefileManager()->removeSavefile(fileName);
}
int CGEMetaEngine::getMaximumSaveSlot() const {
return 99;
}
SaveStateList CGEMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String pattern = target;
pattern += ".###";
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (const auto &filename : filenames) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(filename.c_str() + filename.size() - 3);
if (slotNum >= 0 && slotNum <= 99) {
Common::InSaveFile *file = saveFileMan->openForLoading(filename);
if (file) {
CGE::SavegameHeader header;
// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
file->read(buffer, kSavegameStrSize + 1);
if (!strncmp(buffer, CGE::savegameStr, kSavegameStrSize + 1)) {
// Valid savegame
if (CGE::CGEEngine::readSavegameHeader(file, header)) {
saveList.push_back(SaveStateDescriptor(this, slotNum, header.saveName));
}
} else {
// Must be an original format savegame
saveList.push_back(SaveStateDescriptor(this, slotNum, "Unknown"));
}
delete file;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
SaveStateDescriptor CGEMetaEngine::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) {
CGE::SavegameHeader header;
// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
f->read(buffer, kSavegameStrSize + 1);
bool hasHeader = !strncmp(buffer, CGE::savegameStr, kSavegameStrSize + 1) &&
CGE::CGEEngine::readSavegameHeader(f, header, false);
delete f;
if (!hasHeader) {
// Original savegame perhaps?
SaveStateDescriptor desc(this, slot, "Unknown");
return desc;
} else {
// Create the return descriptor
SaveStateDescriptor desc(this, slot, header.saveName);
desc.setThumbnail(header.thumbnail);
desc.setSaveDate(header.saveYear, header.saveMonth, header.saveDay);
desc.setSaveTime(header.saveHour, header.saveMinutes);
if (header.playTime) {
desc.setPlayTime(header.playTime * 1000);
}
return desc;
}
}
return SaveStateDescriptor();
}
Common::Error CGEMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
*engine = new CGE::CGEEngine(syst, desc);
return Common::kNoError;
}
Common::KeymapArray CGEMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
Keymap *keymap = new Keymap(Keymap::kKeymapTypeGame, "Soltys", _("Game Keymappings"));
Action *act;
act = new Action(kStandardActionLeftClick, _("Left Click"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
keymap->addAction(act);
act = new Action(kStandardActionRightClick, _("Right Click"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
keymap->addAction(act);
act = new Action(kStandardActionSkip, _("Exit/Skip"));
act->setCustomEngineActionEvent(kActionEscape);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_X");
keymap->addAction(act);
act = new Action(kStandardActionSave, _("Save game"));
act->setCustomEngineActionEvent(kActionSave);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
keymap->addAction(act);
act = new Action(kStandardActionLoad, _("Load game"));
act->setCustomEngineActionEvent(kActionLoad);
act->addDefaultInputMapping("F7");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
keymap->addAction(act);
// I18N: 3-4 dialogs of game version info, (translation) credits, etc.
act = new Action("INFO", _("Game Info"));
act->setCustomEngineActionEvent(kActionInfo);
act->addDefaultInputMapping("F1");
act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
keymap->addAction(act);
// I18N: This opens a Quit Prompt where you have to choose
// [Confirm] or [Continue Playing] lines with Left Click.
act = new Action("QUIT", _("Quit Prompt"));
act->setCustomEngineActionEvent(kActionQuit);
act->addDefaultInputMapping("A+x");
act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
keymap->addAction(act);
// I18N: Here ALTered Item refers to the dice that has been altered/changed.
// In order to escape the dice game loop press Right/Left Alt
act = new Action("ALTITEM", _("ALTered Item"));
act->setCustomEngineActionEvent(kActionAltDice);
act->addDefaultInputMapping("LALT");
act->addDefaultInputMapping("RALT");
act->addDefaultInputMapping("JOY_Y");
keymap->addAction(act);
act = new Action("INV1", _("Inventory Item 1 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv1);
act->addDefaultInputMapping("1");
keymap->addAction(act);
act = new Action("INV2", _("Inventory Item 2 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv2);
act->addDefaultInputMapping("2");
keymap->addAction(act);
act = new Action("INV3", _("Inventory Item 3 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv3);
act->addDefaultInputMapping("3");
keymap->addAction(act);
act = new Action("INV4", _("Inventory Item 4 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv4);
act->addDefaultInputMapping("4");
keymap->addAction(act);
act = new Action("INV5", _("Inventory Item 5 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv5);
act->addDefaultInputMapping("5");
keymap->addAction(act);
act = new Action("INV6", _("Inventory Item 6 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv6);
act->addDefaultInputMapping("6");
keymap->addAction(act);
act = new Action("INV7", _("Inventory Item 7 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv7);
act->addDefaultInputMapping("7");
keymap->addAction(act);
act = new Action("INV8", _("Inventory Item 8 (Select/Deselect)"));
act->setCustomEngineActionEvent(kActionInv8);
act->addDefaultInputMapping("8");
keymap->addAction(act);
// I18N: There are 24 single-room/screen locations in the game.
// You switch between them from numbered buttons on interface.
// Sets the current access to only the first Location
act = new Action("DEBUGLOC1", _("DEBUG: Access to Location 1"));
act->setCustomEngineActionEvent(kActionLevel0);
act->addDefaultInputMapping("A+0");
keymap->addAction(act);
// I18N: Sets the current access to Locations 1 to 8.
act = new Action("DEBUGLOC18", _("DEBUG: Access to Locations 1-8"));
act->setCustomEngineActionEvent(kActionLevel1);
act->addDefaultInputMapping("A+1");
keymap->addAction(act);
// I18N: Sets the current access to Locations 1 to 16.
act = new Action("DEBUGLOC116", _("DEBUG: Access to Locations 1-16"));
act->setCustomEngineActionEvent(kActionLevel2);
act->addDefaultInputMapping("A+2");
keymap->addAction(act);
// I18N: Sets the current access to Locations 1 to 23.
act = new Action("DEBUGLOC123", _("DEBUG: Access to Locations 1-23"));
act->setCustomEngineActionEvent(kActionLevel3);
act->addDefaultInputMapping("A+3");
keymap->addAction(act);
// I18N: Sets the current access to Locations 1 to 24.
act = new Action("DEBUGLOC124", _("DEBUG: Access to Locations 1-24"));
act->setCustomEngineActionEvent(kActionLevel4);
act->addDefaultInputMapping("A+4");
keymap->addAction(act);
return Keymap::arrayOf(keymap);
}
} // End of namespace CGE
#if PLUGIN_ENABLED_DYNAMIC(CGE)
REGISTER_PLUGIN_DYNAMIC(CGE, PLUGIN_TYPE_ENGINE, CGE::CGEMetaEngine);
#else
REGISTER_PLUGIN_STATIC(CGE, PLUGIN_TYPE_ENGINE, CGE::CGEMetaEngine);
#endif