/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
*/
#include "common/savefile.h"
#include "common/system.h"
#include "engines/advancedDetector.h"
#include "graphics/surface.h"
#include "access/access.h"
#include "access/amazon/amazon_game.h"
#include "access/martian/martian_game.h"
#include "access/detection.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "common/translation.h"
#define MAX_SAVES 99
namespace Access {
uint32 AccessEngine::getGameID() const {
return _gameDescription->gameID;
}
uint32 AccessEngine::getGameFeatures() const {
return _gameDescription->features;
}
uint32 AccessEngine::getFeatures() const {
return _gameDescription->desc.flags;
}
bool AccessEngine::isCD() const {
return (bool)(_gameDescription->desc.flags & ADGF_CD);
}
bool AccessEngine::isDemo() const {
return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
}
Common::Language AccessEngine::getLanguage() const {
return _gameDescription->desc.language;
}
Common::Platform AccessEngine::getPlatform() const {
return _gameDescription->desc.platform;
}
} // End of namespace Access
class AccessMetaEngine : public AdvancedMetaEngine {
public:
const char *getName() const override {
return "access";
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine, const Access::AccessGameDescription *desc) const override;
SaveStateList listSaves(const char *target) const override;
int getMaximumSaveSlot() const override;
bool removeSaveState(const char *target, int slot) const override;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool AccessMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSimpleSavesNames);
}
bool Access::AccessEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::Error AccessMetaEngine::createInstance(OSystem *syst, Engine **engine, const Access::AccessGameDescription *gd) const {
switch (gd->gameID) {
case Access::kGameAmazon:
*engine = new Access::Amazon::AmazonEngine(syst, gd);
break;
case Access::kGameMartianMemorandum:
*engine = new Access::Martian::MartianEngine(syst, gd);
break;
default:
return Common::kUnsupportedGameidError;
}
return Common::kNoError;
}
SaveStateList AccessMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::String saveDesc;
Common::String pattern = Common::String::format("%s.0##", target);
Common::StringArray filenames = saveFileMan->listSavefiles(pattern);
Access::AccessSavegameHeader header;
SaveStateList saveList;
for (const auto &filename : filenames) {
const char *ext = strrchr(filename.c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
if (slot >= 0 && slot < MAX_SAVES) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename);
if (in) {
if (Access::AccessEngine::readSavegameHeader(in, header))
saveList.push_back(SaveStateDescriptor(this, slot, header._saveName));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int AccessMetaEngine::getMaximumSaveSlot() const {
return MAX_SAVES;
}
bool AccessMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
return g_system->getSavefileManager()->removeSavefile(filename);
}
SaveStateDescriptor AccessMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
if (f) {
Access::AccessSavegameHeader header;
if (!Access::AccessEngine::readSavegameHeader(f, header, false)) {
delete f;
return SaveStateDescriptor();
}
delete f;
// Create the return descriptor
SaveStateDescriptor desc(this, slot, header._saveName);
desc.setThumbnail(header._thumbnail);
desc.setSaveDate(header._year, header._month, header._day);
desc.setSaveTime(header._hour, header._minute);
desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
return desc;
}
return SaveStateDescriptor();
}
Common::KeymapArray AccessMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Access;
// Get the game ID for the target
const Common::String currDomain = ConfMan.getActiveDomainName();
ConfMan.setActiveDomain(target);
const Common::String gameId = ConfMan.get("gameid");
ConfMan.setActiveDomain(currDomain);
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "access-default", _("Default keymappings"));
Action *act;
act = new Action(kStandardActionLeftClick, _("Move / Interact / Skip"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
engineKeyMap->addAction(act);
act = new Action(kStandardActionRightClick, _("Skip"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
engineKeyMap->addAction(act);
act = new Action("SKIP", _("Skip movie"));
act->setCustomEngineActionEvent(kActionSkip);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_X");
engineKeyMap->addAction(act);
act = new Action("UP", _("Move up"));
act->setCustomEngineActionEvent(kActionMoveUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("JOY_UP");
engineKeyMap->addAction(act);
act = new Action("DOWN", _("Move down"));
act->setCustomEngineActionEvent(kActionMoveDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("JOY_DOWN");
engineKeyMap->addAction(act);
act = new Action("LEFT", _("Move left"));
act->setCustomEngineActionEvent(kActionMoveLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("JOY_LEFT");
engineKeyMap->addAction(act);
act = new Action("RIGHT", _("Move right"));
act->setCustomEngineActionEvent(kActionMoveRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("JOY_RIGHT");
engineKeyMap->addAction(act);
act = new Action("UPLEFT", _("Move up-left"));
act->setCustomEngineActionEvent(kActionMoveUpLeft);
act->addDefaultInputMapping("KP7");
engineKeyMap->addAction(act);
act = new Action("UPRIGHT", _("Move up-right"));
act->setCustomEngineActionEvent(kActionMoveUpRight);
act->addDefaultInputMapping("KP9");
engineKeyMap->addAction(act);
act = new Action("DOWNLEFT", _("Move down-left"));
act->setCustomEngineActionEvent(kActionMoveDownLeft);
act->addDefaultInputMapping("KP1");
engineKeyMap->addAction(act);
act = new Action("DOWNRIGHT", _("Move down-right"));
act->setCustomEngineActionEvent(kActionMoveDownRight);
act->addDefaultInputMapping("KP3");
engineKeyMap->addAction(act);
act = new Action("LOOK", _("Look"));
act->setCustomEngineActionEvent(kActionLook);
act->addDefaultInputMapping("F1");
if (strcmp(target, "amazon") == 0)
act->addDefaultInputMapping("F2");
engineKeyMap->addAction(act);
if (gameId.equals("martian")) {
act = new Action("OPEN", _("Open"));
act->setCustomEngineActionEvent(kActionOpen);
act->addDefaultInputMapping("F2");
engineKeyMap->addAction(act);
act = new Action("MOVE", _("Move"));
act->setCustomEngineActionEvent(kActionMove);
act->addDefaultInputMapping("F3");
engineKeyMap->addAction(act);
act = new Action("GET", _("Get"));
act->setCustomEngineActionEvent(kActionTake);
act->addDefaultInputMapping("F4");
engineKeyMap->addAction(act);
act = new Action("USE", _("Use"));
act->setCustomEngineActionEvent(kActionUse);
act->addDefaultInputMapping("F5");
engineKeyMap->addAction(act);
act = new Action("GOTO", _("Goto"));
act->setCustomEngineActionEvent(kActionWalk);
act->addDefaultInputMapping("F6");
engineKeyMap->addAction(act);
act = new Action("TALK", _("Talk"));
act->setCustomEngineActionEvent(kActionTalk);
act->addDefaultInputMapping("F7");
engineKeyMap->addAction(act);
act = new Action("TRAVEL", _("Travel"));
act->setCustomEngineActionEvent(kActionTravel);
act->addDefaultInputMapping("F8");
engineKeyMap->addAction(act);
} else {
// Amazon keymaps
act = new Action("USE", _("Use"));
act->setCustomEngineActionEvent(kActionUse);
act->addDefaultInputMapping("F3");
engineKeyMap->addAction(act);
act = new Action("TAKE", _("Take"));
act->setCustomEngineActionEvent(kActionTake);
act->addDefaultInputMapping("F4");
engineKeyMap->addAction(act);
act = new Action("INVENTORY", _("Inventory"));
act->setCustomEngineActionEvent(kActionInventory);
act->addDefaultInputMapping("F5");
engineKeyMap->addAction(act);
act = new Action("CLIMB", _("Climb"));
act->setCustomEngineActionEvent(kActionClimb);
act->addDefaultInputMapping("F6");
engineKeyMap->addAction(act);
act = new Action("TALK", _("Talk"));
act->setCustomEngineActionEvent(kActionTalk);
act->addDefaultInputMapping("F7");
engineKeyMap->addAction(act);
act = new Action("WALK", _("Walk"));
act->setCustomEngineActionEvent(kActionWalk);
act->addDefaultInputMapping("F8");
engineKeyMap->addAction(act);
}
act = new Action("HELP", _("Help"));
act->setCustomEngineActionEvent(kActionHelp);
act->addDefaultInputMapping("F9");
engineKeyMap->addAction(act);
act = new Action("SAVELOAD", _("Open save/load menu"));
act->setCustomEngineActionEvent(kActionSaveLoad);
act->addDefaultInputMapping("F10");
engineKeyMap->addAction(act);
return Keymap::arrayOf(engineKeyMap);
}
#if PLUGIN_ENABLED_DYNAMIC(ACCESS)
REGISTER_PLUGIN_DYNAMIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine);
#else
REGISTER_PLUGIN_STATIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine);
#endif