/* 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/system.h" #include "engines/advancedDetector.h" #include "pink/pink.h" #include "common/translation.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" namespace Pink { Common::Language PinkEngine::getLanguage() const { return _desc->language; } } // End of Namespace Pink class PinkMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "pink"; } bool hasFeature(MetaEngineFeature f) const override; int getMaximumSaveSlot() const override { return 99; } SaveStateList listSaves(const char *target) const override; bool removeSaveState(const char *target, int slot) const override; SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override; Common::KeymapArray initKeymaps(const char *target) const override; }; bool PinkMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsDeleteSave) || (f == kSavesSupportMetaInfo) || (f == kSavesSupportThumbnail) || (f == kSavesSupportCreationDate) || (f == kSavesSupportPlayTime) || (f == kSupportsLoadingDuringStartup); } SaveStateList PinkMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::String pattern = Common::String::format("%s.s##", target); Common::StringArray filenames = saveFileMan->listSavefiles(pattern); SaveStateList saveList; for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) { // Obtain the last 2 digits of the filename, since they correspond to the save slot int slotNum = atoi(file->c_str() + file->size() - 2); if (slotNum >= 0 && slotNum <= getMaximumSaveSlot()) { Common::ScopedPtr in(saveFileMan->openForLoading(*file)); if (in) { SaveStateDescriptor desc; desc.setSaveSlot(slotNum); if (Pink::readSaveHeader(*in.get(), desc)) saveList.push_back(desc); } } } // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } bool PinkMetaEngine::removeSaveState(const char *target, int slot) const { return g_system->getSavefileManager()->removeSavefile(Pink::generateSaveName(slot, target)); } SaveStateDescriptor PinkMetaEngine::querySaveMetaInfos(const char *target, int slot) const { Common::ScopedPtr f(g_system->getSavefileManager()->openForLoading(Pink::generateSaveName(slot, target))); if (f) { SaveStateDescriptor desc; if (!Pink::readSaveHeader(*f.get(), desc, false)) return SaveStateDescriptor(); return desc; } return SaveStateDescriptor(); } Common::Error PinkMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { *engine = new Pink::PinkEngine(syst, desc); return Common::kNoError; } Common::KeymapArray PinkMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Pink; Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "pink-default", "Default keymappings"); Action *act; String gameId = ConfMan.get("gameid", target); act = new Action(kStandardActionLeftClick, _("Interact / Select")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeyMap->addAction(act); if (gameId == "peril") { // I18N: (Game Name: Pink Panther) The player normally clicks on a target (character/object) to move toward it and interact (talk,use etc.) with it. This action makes the player still walk to the target but not start interacting when they arrive. act = new Action(kStandardActionRightClick, _("Cancel interaction")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeyMap->addAction(act); } // I18N: (Game Name: Pink Panther) The player normally clicks on a target (character/object) to move toward it and interact (talk,use etc.) with it. This action skips the walking animation and immediately start interacting. act = new Action("SKIPWALK", _("Skip walk")); act->setCustomEngineActionEvent(kActionSkipWalk); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("JOY_X"); engineKeyMap->addAction(act); // I18N: (Game Name: Pink Panther) The player normally clicks on a target (character/object) to move toward it and interact (talk,use etc.) with it. This action skips the walking animation and also prevents the interaction, instead instantly placing the player next to the target. act = new Action("SKIPWALKANDCANCEL", _("Skip walk and cancel interaction")); act->setCustomEngineActionEvent(kActionSkipWalkAndCancelInteraction); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_Y"); engineKeyMap->addAction(act); // I18N: (Game Name: Pink Panther) This action fully skips the current running sequence (cutscene, dialog, interaction, etc). act = new Action("SKIPSEQUENCE", _("Skip sequence")); act->setCustomEngineActionEvent(kActionSkipSequence); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_UP"); engineKeyMap->addAction(act); // I18N: (Game Name: Pink Panther) This action skips part of the current running sequence (cutscene, dialog, interaction, etc). act = new Action("SKIPSUBSEQUENCE", _("Skip sub-sequence")); act->setCustomEngineActionEvent(kActionSkipSubSequence); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("JOY_RIGHT"); engineKeyMap->addAction(act); // I18N: (Game Name: Pink Panther) This action restarts the current running sequence (cutscene, dialog, interaction, etc). act = new Action("RESTARTSEQUENCE", _("Restart sequence")); act->setCustomEngineActionEvent(kActionRestartSequence); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("JOY_LEFT"); engineKeyMap->addAction(act); return Keymap::arrayOf(engineKeyMap); } #if PLUGIN_ENABLED_DYNAMIC(PINK) REGISTER_PLUGIN_DYNAMIC(PINK, PLUGIN_TYPE_ENGINE, PinkMetaEngine); #else REGISTER_PLUGIN_STATIC(PINK, PLUGIN_TYPE_ENGINE, PinkMetaEngine); #endif