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https://github.com/scummvm/scummvm.git
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355 lines
11 KiB
C++
355 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 "engines/advancedDetector.h"
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#include "engines/stark/savemetadata.h"
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#include "engines/stark/stark.h"
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#include "engines/stark/services/stateprovider.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 "common/savefile.h"
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#include "common/system.h"
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#include "common/translation.h"
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namespace Stark {
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static const ADExtraGuiOptionsMap optionsList[] = {
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{
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GAMEOPTION_ASSETS_MOD,
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{
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_s("Load modded assets"),
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_s("Enable loading of external replacement assets."),
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"enable_assets_mod",
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true,
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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_LINEAR_FILTERING,
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{
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_s("Enable linear filtering of the backgrounds images"),
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_s("When linear filtering is enabled the background graphics are smoother in full screen mode, at the cost of some details."),
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"use_linear_filtering",
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true,
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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_FONT_ANTIALIASING,
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{
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_s("Enable font anti-aliasing"),
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_s("When font anti-aliasing is enabled, the text is smoother."),
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"enable_font_antialiasing",
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true,
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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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class StarkMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
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public:
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const char *getName() const override {
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return "stark";
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}
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Common::KeymapArray initKeymaps(const char *target) const override;
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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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return
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(f == kSupportsListSaves) ||
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(f == kSupportsLoadingDuringStartup) ||
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(f == kSupportsDeleteSave) ||
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(f == kSavesSupportThumbnail) ||
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(f == kSavesSupportMetaInfo) ||
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(f == kSavesSupportPlayTime) ||
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(f == kSavesSupportCreationDate);
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}
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int getMaximumSaveSlot() const override {
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return 999;
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}
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SaveStateList listSaves(const char *target) const override {
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Common::StringArray filenames = StarkEngine::listSaveNames(target);
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SaveStateList saveList;
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for (Common::StringArray::const_iterator filename = filenames.begin(); filename != filenames.end(); ++filename) {
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int slot = StarkEngine::getSaveNameSlot(target, *filename);
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// Read the description from the save
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Common::String description;
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Common::InSaveFile *save = g_system->getSavefileManager()->openForLoading(*filename);
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if (save) {
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StateReadStream stream(save);
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description = stream.readString();
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}
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saveList.push_back(SaveStateDescriptor(this, slot, description));
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}
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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 querySaveMetaInfos(const char *target, int slot) const override {
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Common::String filename = StarkEngine::formatSaveName(target, slot);
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Common::InSaveFile *save = g_system->getSavefileManager()->openForLoading(filename);
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if (!save) {
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return SaveStateDescriptor();
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}
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SaveStateDescriptor descriptor;
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descriptor.setSaveSlot(slot);
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SaveMetadata metadata;
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Common::ErrorCode readError = metadata.read(save, filename);
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if (readError != Common::kNoError) {
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delete save;
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return descriptor;
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}
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descriptor.setDescription(metadata.description);
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if (metadata.version >= 9) {
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Graphics::Surface *thumb = metadata.readGameScreenThumbnail(save);
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descriptor.setThumbnail(thumb);
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descriptor.setPlayTime(metadata.totalPlayTime);
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descriptor.setSaveDate(metadata.saveYear, metadata.saveMonth, metadata.saveDay);
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descriptor.setSaveTime(metadata.saveHour, metadata.saveMinute);
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}
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if (metadata.version >= 13) {
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descriptor.setAutosave(metadata.isAutoSave);
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}
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delete save;
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return descriptor;
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}
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bool removeSaveState(const char *target, int slot) const override {
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Common::String filename = StarkEngine::formatSaveName(target, slot);
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return g_system->getSavefileManager()->removeSavefile(filename);
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}
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override {
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*engine = new StarkEngine(syst, desc);
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return Common::kNoError;
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}
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Common::String getSavegameFile(int saveGameIdx, const char *target) const override {
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if (!target)
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target = getName();
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if (saveGameIdx == kSavegameFilePattern)
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return Common::String::format("%s-###.tlj", target);
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else
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return StarkEngine::formatSaveName(target, saveGameIdx);
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}
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};
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Common::KeymapArray StarkMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace Stark;
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Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "stark-default", _("Default keymappings"));
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Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("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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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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// I18N: Opens in-game Diary
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act = new Action("DIARYMENU", _("Diary menu"));
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act->setCustomEngineActionEvent(kActionDiaryMenu);
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act->addDefaultInputMapping("F1");
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act->addDefaultInputMapping("JOY_X");
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gameKeyMap->addAction(act);
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act = new Action("SAVEGAME", _("Save game"));
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act->setCustomEngineActionEvent(kActionSaveGame);
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act->addDefaultInputMapping("F2");
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gameKeyMap->addAction(act);
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act = new Action("LOADGAME", _("Load game"));
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act->setCustomEngineActionEvent(kActionLoadGame);
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act->addDefaultInputMapping("F3");
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gameKeyMap->addAction(act);
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// I18N: Opens in-game conversation log
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act = new Action("CONVOLOG", _("Conversation log"));
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act->setCustomEngineActionEvent(kActionConversationLog);
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act->addDefaultInputMapping("F4");
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gameKeyMap->addAction(act);
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// I18N: Opens in-game Diary. April is the female protagonist name
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act = new Action("APRILSDIARY", _("April's diary (initially disabled)"));
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act->setCustomEngineActionEvent(kActionAprilsDiary);
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act->addDefaultInputMapping("F5");
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gameKeyMap->addAction(act);
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act = new Action("VIDREPLAY", _("Video replay"));
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act->setCustomEngineActionEvent(kActionVideoReplay);
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act->addDefaultInputMapping("F6");
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gameKeyMap->addAction(act);
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act = new Action("GAMESETTINGS", _("Game settings"));
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act->setCustomEngineActionEvent(kActionGameSettings);
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act->addDefaultInputMapping("F7");
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gameKeyMap->addAction(act);
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act = new Action("SAVESCRNSHOT", _("Save screenshot"));
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act->setCustomEngineActionEvent(kActionSaveScreenshot);
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act->addDefaultInputMapping("F8");
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gameKeyMap->addAction(act);
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act = new Action("TOGGLESUBS", _("Toggle subtitles"));
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act->setCustomEngineActionEvent(kActionToggleSubtitles);
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act->addDefaultInputMapping("F9");
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gameKeyMap->addAction(act);
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act = new Action("QUITTOMENU", _("Quit to menu"));
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act->setCustomEngineActionEvent(kActionQuitToMenu);
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act->addDefaultInputMapping("F10");
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gameKeyMap->addAction(act);
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act = new Action("CYCLEBACK", _("Cycle back through inventory cursor items"));
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act->setCustomEngineActionEvent(kActionCycleForwardInventory);
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act->addDefaultInputMapping("a");
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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gameKeyMap->addAction(act);
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act = new Action("CYCLEFORWARD", _("Cycle forward through inventory cursor items"));
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act->setCustomEngineActionEvent(kActionCycleBackInventory);
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act->addDefaultInputMapping("s");
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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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("i");
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act->addDefaultInputMapping("JOY_Y");
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gameKeyMap->addAction(act);
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// I18N: A popup on screen shows shows the exits
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act = new Action("DISPLAYEXITS", _("Display all exits on current location"));
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act->setCustomEngineActionEvent(kActionDisplayExits);
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act->addDefaultInputMapping("x");
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act->addDefaultInputMapping("JOY_RIGHT_STICK");
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gameKeyMap->addAction(act);
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act = new Action("EXITGAME", _("Exit game"));
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act->setCustomEngineActionEvent(kActionExitGame);
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act->addDefaultInputMapping("A+x");
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act->addDefaultInputMapping("A+q");
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gameKeyMap->addAction(act);
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act = new Action("PAUSE", _("Pause game"));
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act->setCustomEngineActionEvent(kActionPause);
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act->addDefaultInputMapping("p");
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act->addDefaultInputMapping("JOY_LEFT_STICK");
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gameKeyMap->addAction(act);
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act = new Action("SCROLLUPINV", _("Scroll up in inventory"));
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act->setCustomEngineActionEvent(kActionInventoryScrollUp);
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act->addDefaultInputMapping("PAGEUP");
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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gameKeyMap->addAction(act);
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act = new Action("SCROLLDOWNINV", _("Scroll down in inventory"));
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act->setCustomEngineActionEvent(kActionInventoryScrollDown);
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act->addDefaultInputMapping("PAGEDOWN");
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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gameKeyMap->addAction(act);
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act = new Action("SCROLLUPDILOG", _("Scroll up in your dialogues"));
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act->setCustomEngineActionEvent(kActionDialogueScrollUp);
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act->addDefaultInputMapping("PAGEUP");
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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gameKeyMap->addAction(act);
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act = new Action("SCROLLDOWNDILOG", _("Scroll down in your dialogues"));
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act->setCustomEngineActionEvent(kActionDialogueScrollDown);
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act->addDefaultInputMapping("PAGEDOWN");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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gameKeyMap->addAction(act);
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act = new Action("SCROLLUPINVPREVDILOG", _("Go to next dialogue"));
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act->setCustomEngineActionEvent(kActionNextDialogue);
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act->addDefaultInputMapping("DOWN");
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gameKeyMap->addAction(act);
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act = new Action("SCROLLDOWNINVNEXTDILOG", _("Go to previous dialogues"));
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act->setCustomEngineActionEvent(kActionPrevDialogue);
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act->addDefaultInputMapping("UP");
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gameKeyMap->addAction(act);
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act = new Action("SELECTDILOG", _("Select dialogue"));
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act->setCustomEngineActionEvent(kActionSelectDialogue);
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("KP_ENTER");
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act->addDefaultInputMapping("JOY_RIGHT");
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gameKeyMap->addAction(act);
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act = new Action("SKIP", _("Skip video sequence or dialogue"));
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act->setCustomEngineActionEvent(kActionSkip);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_BACK");
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gameKeyMap->addAction(act);
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KeymapArray keymaps(2);
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keymaps[0] = engineKeyMap;
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keymaps[1] = gameKeyMap;
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return keymaps;
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}
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} // End of namespace Stark
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#if PLUGIN_ENABLED_DYNAMIC(STARK)
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REGISTER_PLUGIN_DYNAMIC(STARK, PLUGIN_TYPE_ENGINE, Stark::StarkMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(STARK, PLUGIN_TYPE_ENGINE, Stark::StarkMetaEngine);
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#endif
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