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engines/icb/icb.cpp
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242
engines/icb/icb.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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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/icb/icb.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/config-manager.h"
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#include "common/events.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 "audio/mixer.h"
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namespace ICB {
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IcbEngine *g_icb;
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IcbEngine::IcbEngine(OSystem *syst, const IcbGameDescription *gameDesc) : Engine(syst) {
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_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, 127);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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_randomSource = new Common::RandomSource("icb");
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g_icb = this;
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_gameDescription = &gameDesc->desc;
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_gameType = gameDesc->gameType;
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(void)_gameDescription; // silence warning
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}
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IcbEngine::~IcbEngine() {
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delete _randomSource;
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g_icb = nullptr;
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}
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Common::KeymapArray IcbEngine::initKeymapsIcb(const char *target) {
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using namespace Common;
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Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "icb", "In Cold Blood");
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Action *act;
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act = new Action(kStandardActionMoveUp, _("Up"));
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act->setKeyEvent(KEYCODE_UP);
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act->addDefaultInputMapping("JOY_UP");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Down"));
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act->setKeyEvent(KEYCODE_DOWN);
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act->addDefaultInputMapping("JOY_DOWN");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Left"));
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act->setKeyEvent(KEYCODE_LEFT);
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act->addDefaultInputMapping("JOY_LEFT");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Right"));
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act->setKeyEvent(KEYCODE_RIGHT);
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act->addDefaultInputMapping("JOY_RIGHT");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BFIR", _("Fire"));
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act->setKeyEvent(KeyState(KEYCODE_SPACE));
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BUSE", _("Interact"));
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act->setKeyEvent(KeyState(KEYCODE_LCTRL));
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act->addDefaultInputMapping("JOY_A");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BINV", _("Inventory"));
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act->setKeyEvent(KeyState(KEYCODE_RETURN));
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act->addDefaultInputMapping("JOY_B");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BARM", _("Arm"));
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act->setKeyEvent(KeyState(KEYCODE_LALT));
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BREM", _("Remora"));
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act->setKeyEvent(KeyState(KEYCODE_r));
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act->addDefaultInputMapping("JOY_X");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BCRU", _("Crouch"));
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act->setKeyEvent(KeyState(KEYCODE_x));
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act->addDefaultInputMapping("JOY_Y");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BSID", _("Side step"));
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act->setKeyEvent(KeyState(KEYCODE_LSHIFT));
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BRUN", _("Run"));
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act->setKeyEvent(KeyState(KEYCODE_z));
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BPAS", _("Pause"));
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act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE));
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_BACK");
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engineKeyMap->addAction(act);
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return Keymap::arrayOf(engineKeyMap);
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}
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Common::KeymapArray IcbEngine::initKeymapsEldorado(const char *target) {
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using namespace Common;
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Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "eldorado", "The Road to El Dorado");
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Action *act;
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act = new Action(kStandardActionMoveUp, _("Up"));
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act->setKeyEvent(KEYCODE_UP);
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act->addDefaultInputMapping("JOY_UP");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Down"));
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act->setKeyEvent(KEYCODE_DOWN);
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act->addDefaultInputMapping("JOY_DOWN");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Left"));
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act->setKeyEvent(KEYCODE_LEFT);
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act->addDefaultInputMapping("JOY_LEFT");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Right"));
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act->setKeyEvent(KEYCODE_RIGHT);
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act->addDefaultInputMapping("JOY_RIGHT");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BUSE", _("Interact"));
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act->setKeyEvent(KeyState(KEYCODE_LCTRL));
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act->addDefaultInputMapping("JOY_A");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BINV", _("Inventory"));
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act->setKeyEvent(KeyState(KEYCODE_RETURN));
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act->addDefaultInputMapping("JOY_B");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BCRU", _("Crouch"));
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act->setKeyEvent(KeyState(KEYCODE_x));
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act->addDefaultInputMapping("JOY_Y");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BSID", _("Side step"));
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act->setKeyEvent(KeyState(KEYCODE_LSHIFT));
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BRUN", _("Run"));
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act->setKeyEvent(KeyState(KEYCODE_z));
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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engineKeyMap->addAction(act);
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// I18N: Action in In Cold Blood
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act = new Action("BPAS", _("Pause"));
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act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE));
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_BACK");
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engineKeyMap->addAction(act);
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return Keymap::arrayOf(engineKeyMap);
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}
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bool IcbEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher);
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}
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// TODO: Refactor, this is currently implemented in p4_pc.cpp
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void InitEngine(const char *cmdLine);
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bool mainLoopIteration();
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void quitEngine();
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Common::Error IcbEngine::run() {
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initGfx(false, false);
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InitEngine("");
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mainLoop();
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return Common::kNoError;
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}
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// TODO: This should be refactored
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void IcbEngine::initGfx(bool hwAccel, bool fullscreen) {
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}
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void IcbEngine::mainLoop() {
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while (mainLoopIteration()) {
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if (shouldQuit()) {
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quitEngine();
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break;
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}
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}
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}
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} // End of namespace ICB
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