/* 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 "engines/advancedDetector.h" #include "common/translation.h" #include "hypno/hypno.h" #include "hypno/detection.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_ORIGINAL_CHEATS, { _s("Enable original cheats"), _s("Allow cheats using the C key."), "cheats", true, 0, 0 } }, { GAMEOPTION_INFINITE_HEALTH, { _s("Enable infinite health cheat"), _s("Player health will never decrease (except for game over scenes)."), "infiniteHealth", false, 0, 0 } }, { GAMEOPTION_INFINITE_AMMO, { _s("Enable infinite ammo cheat"), _s("Player ammo will never decrease."), "infiniteAmmo", false, 0, 0 } }, { GAMEOPTION_UNLOCK_ALL_LEVELS, { _s("Unlock all levels"), _s("All levels will be available to play."), "unlockAllLevels", false, 0, 0 } }, { GAMEOPTION_RESTORED_CONTENT, { _s("Enable restored content"), _s("Add additional content that is not enabled the original implementation."), "restored", true, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; class HypnoMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "hypno"; } const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override { return optionsList; } Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override; Common::KeymapArray initKeymaps(const char *target) const override; }; Common::Error HypnoMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { if (Common::String(desc->gameId) == "wetlands") { *engine = (Engine *)new Hypno::WetEngine(syst, desc); } else if (Common::String(desc->gameId) == "sinistersix") { *engine = (Engine *)new Hypno::SpiderEngine(syst, desc); } else if (Common::String(desc->gameId) == "soldierboyz") { *engine = (Engine *)new Hypno::BoyzEngine(syst, desc); } else return Common::kUnsupportedGameidError; return Common::kNoError; } Common::KeymapArray HypnoMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Hypno; Common::String gameId = ConfMan.get("gameid", target); KeymapArray keymaps; Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "hypno-default", _("Default keymappings")); Keymap *introKeymap = new Keymap(Keymap::kKeymapTypeGame, "intro", _("Intro keymappings")); Keymap *cutsceneKeymap = new Keymap(Keymap::kKeymapTypeGame, "cutscene", _("Cutscene keymappings")); Common::Action *act; act = new Common::Action(kStandardActionLeftClick, _("Primary shoot")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeymap->addAction(act); act = new Common::Action(kStandardActionRightClick, _("Secondary shoot")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeymap->addAction(act); act = new Common::Action("SKIPINTRO", _("Skip intro")); act->setCustomEngineActionEvent(kActionSkipIntro); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_Y"); introKeymap->addAction(act); act = new Common::Action("SKIPCUTSCENE", _("Skip cutscene")); act->setCustomEngineActionEvent(kActionSkipCutscene); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_Y"); cutsceneKeymap->addAction(act); keymaps.push_back(engineKeymap); keymaps.push_back(introKeymap); keymaps.push_back(cutsceneKeymap); introKeymap->setEnabled(false); cutsceneKeymap->setEnabled(false); if (gameId == "soldierboyz") { Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *exitMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "exit-menu", _("Exit menu keymappings")); Keymap *difficulyMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "difficulty-menu", _("Difficulty selection menu keymappings")); Keymap *retryMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "retry-menu", _("Retry menu keymappings")); if (ConfMan.getBool("cheats",target)) { act = new Common::Action("SKIPLEVEL", _("Skip level (cheat)")); act->setCustomEngineActionEvent(kActionSkipLevel); act->addDefaultInputMapping("c"); act->addDefaultInputMapping("JOY_X"); gameKeymap->addAction(act); } // I18N: (Game name: Soldier Boyz) player refers to the users own character. act = new Common::Action("KILLPLAYER", _("Kill player")); act->setCustomEngineActionEvent(kActionKillPlayer); act->addDefaultInputMapping("k"); act->addDefaultInputMapping("JOY_LEFT"); gameKeymap->addAction(act); act = new Common::Action("PAUSE", _("Pause")); act->setCustomEngineActionEvent(kActionPause); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_UP"); gameKeymap->addAction(act); act = new Common::Action("YES", _("Yes")); act->setCustomEngineActionEvent(kActionYes); act->addDefaultInputMapping("y"); act->addDefaultInputMapping("JOY_A"); exitMenuKeymap->addAction(act); act = new Common::Action("NO", _("No")); act->setCustomEngineActionEvent(kActionNo); act->addDefaultInputMapping("n"); act->addDefaultInputMapping("JOY_B"); exitMenuKeymap->addAction(act); // I18N: (Game name: Soldier Boyz) the game has 3 difficulty levels: Chump, Punk and Badass. Chump is the easy mode. act = new Common::Action("CHUMP", _("Chump")); act->setCustomEngineActionEvent(kActionDifficultyChump); act->addDefaultInputMapping("c"); act->addDefaultInputMapping("JOY_LEFT"); difficulyMenuKeymap->addAction(act); // I18N: (Game name: Soldier Boyz) the game has 3 difficulty levels: Chump, Punk and Badass. Punk is the medium mode. act = new Common::Action("PUNK", _("Punk")); act->setCustomEngineActionEvent(kActionDifficultyPunk); act->addDefaultInputMapping("p"); act->addDefaultInputMapping("JOY_UP"); difficulyMenuKeymap->addAction(act); // I18N: (Game name: Soldier Boyz) the game has 3 difficulty levels: Chump, Punk and Badass. Badass is the hard mode. act = new Common::Action("BADASS", _("Badass")); act->setCustomEngineActionEvent(kActionDifficultyBadass); act->addDefaultInputMapping("b"); act->addDefaultInputMapping("JOY_RIGHT"); difficulyMenuKeymap->addAction(act); act = new Common::Action("CANCEL", _("Cancel")); act->setCustomEngineActionEvent(kActionDifficultExit); act->addDefaultInputMapping("a"); act->addDefaultInputMapping("JOY_DOWN"); difficulyMenuKeymap->addAction(act); // I18N: (Game name: Soldier Boyz) This makes the player restart from the last checkpoint. act = new Common::Action("RETRY", _("Retry sector")); act->setCustomEngineActionEvent(kActionRetry); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_LEFT"); retryMenuKeymap->addAction(act); // I18N: (Game name: Soldier Boyz) This makes the player restart the current mission / level. act = new Common::Action("RESTART", _("Restart territory")); act->setCustomEngineActionEvent(kActionRestart); act->addDefaultInputMapping("t"); act->addDefaultInputMapping("JOY_UP"); retryMenuKeymap->addAction(act); act = new Common::Action("EXIT", _("Begin new mission")); act->setCustomEngineActionEvent(kActionNewMission); act->addDefaultInputMapping("n"); act->addDefaultInputMapping("JOY_RIGHT"); retryMenuKeymap->addAction(act); act = new Common::Action("QUIT", _("Quit")); act->setCustomEngineActionEvent(kActionQuit); act->addDefaultInputMapping("q"); act->addDefaultInputMapping("JOY_DOWN"); retryMenuKeymap->addAction(act); keymaps.push_back(gameKeymap); keymaps.push_back(exitMenuKeymap); keymaps.push_back(difficulyMenuKeymap); keymaps.push_back(retryMenuKeymap); exitMenuKeymap->setEnabled(false); difficulyMenuKeymap->setEnabled(false); retryMenuKeymap->setEnabled(false); } else if (gameId == "sinistersix") { Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); if (ConfMan.getBool("cheats", target)) { act = new Common::Action("SKIPLEVEL", _("Skip level (cheat)")); act->setCustomEngineActionEvent(kActionSkipLevel); act->addDefaultInputMapping("c"); act->addDefaultInputMapping("JOY_X"); gameKeymap->addAction(act); } // I18N: (Game name: Marvel Comics Spider-Man: The Sinister Six) player refers to the users own character. act = new Common::Action("KILLPLAYER", _("Kill player")); act->setCustomEngineActionEvent(kActionKillPlayer); act->addDefaultInputMapping("k"); act->addDefaultInputMapping("JOY_Y"); gameKeymap->addAction(act); act = new Common::Action("LEFT", _("Move left")); act->setCustomEngineActionEvent(kActionLeft); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("JOY_LEFT"); gameKeymap->addAction(act); act = new Common::Action("DOWN", _("Move down")); act->setCustomEngineActionEvent(kActionDown); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("JOY_DOWN"); gameKeymap->addAction(act); act = new Common::Action("RIGHT", _("Move right")); act->setCustomEngineActionEvent(kActionRight); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeymap->addAction(act); act = new Common::Action("UP", _("Move up")); act->setCustomEngineActionEvent(kActionUp); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("JOY_UP"); gameKeymap->addAction(act); keymaps.push_back(gameKeymap); } else if (gameId == "wetlands") { Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *menuKeymap = new Keymap(Keymap::kKeymapTypeGame, "menu", _("Menu keymappings")); Keymap *pauseKeymap = new Keymap(Keymap::kKeymapTypeGame, "pause", _("Pause keymappings")); Keymap *directionKeymap = new Keymap(Keymap::kKeymapTypeGame, "direction", _("Direction keymappings")); act = new Common::Action("CREDITS", _("Show credits")); act->setCustomEngineActionEvent(kActionCredits); act->addDefaultInputMapping("c"); act->addDefaultInputMapping("JOY_LEFT_TRIGGER"); gameKeymap->addAction(act); act = new Common::Action("SKIPLEVEL", _("Skip level (cheat)")); act->setCustomEngineActionEvent(kActionSkipLevel); act->addDefaultInputMapping("s"); act->addDefaultInputMapping("JOY_X"); gameKeymap->addAction(act); // I18N: (Game name: Wetlands) player refers to the users own character. act = new Common::Action("KILLPLAYER", _("Kill player")); act->setCustomEngineActionEvent(kActionKillPlayer); act->addDefaultInputMapping("k"); act->addDefaultInputMapping("JOY_RIGHT_TRIGGER"); gameKeymap->addAction(act); act = new Common::Action("LEFT", _("Move left")); act->setCustomEngineActionEvent(kActionLeft); act->allowKbdRepeats(); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("JOY_LEFT"); directionKeymap->addAction(act); act = new Common::Action("DOWN", _("Move down")); act->setCustomEngineActionEvent(kActionDown); act->allowKbdRepeats(); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("JOY_DOWN"); directionKeymap->addAction(act); act = new Common::Action("RIGHT", _("Move right")); act->setCustomEngineActionEvent(kActionRight); act->allowKbdRepeats(); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("JOY_RIGHT"); directionKeymap->addAction(act); act = new Common::Action("UP", _("Move up")); act->setCustomEngineActionEvent(kActionUp); act->allowKbdRepeats(); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("JOY_UP"); directionKeymap->addAction(act); act = new Common::Action("SELECT", _("Select")); act->setCustomEngineActionEvent(kActionSelect); act->addDefaultInputMapping("RETURN"); act->addDefaultInputMapping("JOY_X"); menuKeymap->addAction(act); act = new Common::Action("PAUSE", _("Pause")); act->setCustomEngineActionEvent(kActionPause); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_Y"); pauseKeymap->addAction(act); keymaps.push_back(gameKeymap); keymaps.push_back(menuKeymap); keymaps.push_back(pauseKeymap); keymaps.push_back(directionKeymap); menuKeymap->setEnabled(false); } return keymaps; } namespace Hypno { bool HypnoEngine::isDemo() const { return (bool)(_gameDescription->flags & ADGF_DEMO); } } // End of namespace Hypno #if PLUGIN_ENABLED_DYNAMIC(HYPNO) REGISTER_PLUGIN_DYNAMIC(HYPNO, PLUGIN_TYPE_ENGINE, HypnoMetaEngine); #else REGISTER_PLUGIN_STATIC(HYPNO, PLUGIN_TYPE_ENGINE, HypnoMetaEngine); #endif