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engines/asylum/metaengine.cpp
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291
engines/asylum/metaengine.cpp
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/* 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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* 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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* 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 "backends/keymapper/action.h"
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#include "backends/keymapper/keymap.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/translation.h"
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#include "engines/achievements.h"
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#include "engines/advancedDetector.h"
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#include "graphics/scaler.h"
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#include "asylum/system/savegame.h"
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#include "asylum/views/scene.h"
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#include "asylum/asylum.h"
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#include "asylum/shared.h"
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class AsylumMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
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public:
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const char *getName() const override {
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return "asylum";
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}
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const char *getOriginalCopyright() const {
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return "Sanitarium (c) ASC Games";
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}
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int getMaximumSaveSlot() const override { return 24; }
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int getAutosaveSlot() const override { return getMaximumSaveSlot(); }
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
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void getSavegameThumbnail(Graphics::Surface &thumb) override;
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const override;
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Common::KeymapArray initKeymaps(const char *target) const override;
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const Common::AchievementDescriptionList *getAchievementDescriptionList() const override;
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};
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bool Asylum::AsylumEngine::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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void AsylumMetaEngine::getSavegameThumbnail(Graphics::Surface &thumb) {
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Asylum::AsylumEngine *engine = (Asylum::AsylumEngine *)g_engine;
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if (engine->isMenuVisible()) {
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const Graphics::Surface &savedScreen = engine->scene()->getSavedScreen();
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::createThumbnail(&thumb, (const byte *)savedScreen.getPixels(), savedScreen.w, savedScreen.h, engine->scene()->getSavedPalette());
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} else {
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::createThumbnailFromScreen(&thumb);
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}
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}
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SaveStateDescriptor AsylumMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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SaveStateDescriptor desc = MetaEngine::querySaveMetaInfos(target, slot);
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if (desc.getSaveSlot() == -1) {
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Common::InSaveFile *in(g_system->getSavefileManager()->openForLoading(getSavegameFile(slot, target)));
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if (in) {
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if (in->size() > 60) {
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(void)(uint32)Asylum::Savegame::read(in, "Chapter");
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desc.setSaveSlot(slot);
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desc.setDescription(Asylum::Savegame::read(in, 45, "Game Name"));
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}
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delete in;
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}
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}
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return desc;
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}
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Common::Error AsylumMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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if (desc) {
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*engine = new Asylum::AsylumEngine(syst, desc);
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}
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return desc ? Common::kNoError : Common::kUnsupportedGameidError;
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}
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Common::KeymapArray AsylumMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace Asylum;
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Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "asylum", "Sanitarium");
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Action *act;
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act = new Action("VERSION", _("Show version"));
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act->setCustomEngineActionEvent(kAsylumActionShowVersion);
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act->addDefaultInputMapping("v");
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engineKeyMap->addAction(act);
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act = new Action("LOAD", _("Quick load"));
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act->setCustomEngineActionEvent(kAsylumActionQuickLoad);
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act->addDefaultInputMapping("S+l");
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engineKeyMap->addAction(act);
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act = new Action("SAVE", _("Quick save"));
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act->setCustomEngineActionEvent(kAsylumActionQuickSave);
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act->addDefaultInputMapping("S+s");
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engineKeyMap->addAction(act);
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act = new Action("SARAH", _("Switch to Sarah"));
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act->setCustomEngineActionEvent(kAsylumActionSwitchToSarah);
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act->addDefaultInputMapping("s");
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engineKeyMap->addAction(act);
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act = new Action("GRIMWALL", _("Switch to Grimwall"));
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act->setCustomEngineActionEvent(kAsylumActionSwitchToGrimwall);
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act->addDefaultInputMapping("g");
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engineKeyMap->addAction(act);
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act = new Action("OLMEC", _("Switch to Olmec"));
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act->setCustomEngineActionEvent(kAsylumActionSwitchToOlmec);
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act->addDefaultInputMapping("o");
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engineKeyMap->addAction(act);
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act = new Action("MENU", _("Bring up the In-Game Menu"));
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act->setCustomEngineActionEvent(kAsylumActionShowMenu);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_Y");
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act->allowKbdRepeats();
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engineKeyMap->addAction(act);
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act = new Action("INVENTORY", _("Open character inventory"));
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act->setCustomEngineActionEvent(kAsylumActionOpenInventory);
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act->addDefaultInputMapping("i");
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act->addDefaultInputMapping("MOUSE_MIDDLE");
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act->addDefaultInputMapping("JOY_X");
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engineKeyMap->addAction(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(kStandardActionMoveUp, _("Move up"));
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act->setCustomEngineActionEvent(kAsylumActionMoveUp);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_UP");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Move down"));
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act->setCustomEngineActionEvent(kAsylumActionMoveDown);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Move left"));
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act->setCustomEngineActionEvent(kAsylumActionMoveLeft);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("JOY_LEFT");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Move right"));
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act->setCustomEngineActionEvent(kAsylumActionMoveRight);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT");
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engineKeyMap->addAction(act);
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Keymap *resviewerKeyMap = new Keymap(Keymap::kKeymapTypeGame, "asylum-resviewer", "Sanitarium - Resource viewer");
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resviewerKeyMap->setEnabled(false);
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act = new Action(kStandardActionMoveUp, _("Move up"));
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act->setCustomEngineActionEvent(kAsylumActionMoveUp);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_UP");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Move down"));
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act->setCustomEngineActionEvent(kAsylumActionMoveDown);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Move left"));
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act->setCustomEngineActionEvent(kAsylumActionMoveLeft);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("JOY_LEFT");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Move right"));
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act->setCustomEngineActionEvent(kAsylumActionMoveRight);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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act = new Action("ANIMATE", _("Toggle animation"));
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act->setCustomEngineActionEvent(kAsylumActionAnimate);
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("JOY_A");
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resviewerKeyMap->addAction(act);
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act = new Action("CANCEL", _("Return to gameplay"));
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act->setCustomEngineActionEvent(kAsylumActionShowMenu);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_B");
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resviewerKeyMap->addAction(act);
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// I18N: Switch to previous image in internal game resource viewer
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act = new Action("PREVRESOURCE", _("Previous resource"));
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act->setCustomEngineActionEvent(kAsylumActionPreviousResource);
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act->addDefaultInputMapping("BACKSPACE");
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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// I18N: Switch to next image in internal game resource viewer
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act = new Action("NEXTRESOURCE", _("Next resource"));
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act->setCustomEngineActionEvent(kAsylumActionNextResource);
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act->addDefaultInputMapping("SPACE");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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// I18N: Switch to previous palette in internal game resource viewer
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act = new Action("PREVPALETTE", _("Previous palette"));
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act->setCustomEngineActionEvent(kAsylumActionPreviousPalette);
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act->addDefaultInputMapping("PAGEUP");
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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// I18N: Switch to next palette in internal game resource viewer
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act = new Action("NEXTPALETTE", _("Next palette"));
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act->setCustomEngineActionEvent(kAsylumActionNextPalette);
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act->addDefaultInputMapping("PAGEDOWN");
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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act->allowKbdRepeats();
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resviewerKeyMap->addAction(act);
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KeymapArray keymaps(2);
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keymaps[0] = engineKeyMap;
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keymaps[1] = resviewerKeyMap;
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return keymaps;
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}
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const Common::AchievementDescriptionList *AsylumMetaEngine::getAchievementDescriptionList() const {
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static const Common::AchievementDescriptionList achievementDescriptionList[] = {
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{"asylum", Common::STEAM_ACHIEVEMENTS, "284050"},
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ACHIEVEMENT_DESC_TABLE_END_MARKER
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};
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return achievementDescriptionList;
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}
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#if PLUGIN_ENABLED_DYNAMIC(ASYLUM)
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REGISTER_PLUGIN_DYNAMIC(ASYLUM, PLUGIN_TYPE_ENGINE, AsylumMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(ASYLUM, PLUGIN_TYPE_ENGINE, AsylumMetaEngine);
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#endif
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