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