/* 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/savefile.h" #include "common/system.h" #include "common/translation.h" #include "queen/input.h" #include "queen/queen.h" #include "queen/resource.h" #include "queen/detection.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_ALT_INTRO, { _s("Alternative intro"), _s("Use an alternative game intro (CD version only)"), "alt_intro", false, 0, 0 } }, { GAMEOPTION_ALT_FONT, { _s("Improved font"), _s("Use an easier to read custom font"), "alt_font", false, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; class QueenMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "queen"; } const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override { return optionsList; } bool hasFeature(MetaEngineFeature f) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const Queen::QueenGameDescription *desc) const override; SaveStateList listSaves(const char *target) const override; int getMaximumSaveSlot() const override { return 99; } bool removeSaveState(const char *target, int slot) const override; int getAutosaveSlot() const override { return 99; } Common::KeymapArray initKeymaps(const char *target) const override; }; bool QueenMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup) || (f == kSupportsDeleteSave); } SaveStateList QueenMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::StringArray filenames; char saveDesc[32]; Common::String pattern("queen.s##"); 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 <= 99) { Common::InSaveFile *in = saveFileMan->openForLoading(*file); if (in) { for (int i = 0; i < 4; i++) in->readUint32BE(); in->read(saveDesc, 32); saveList.push_back(SaveStateDescriptor(this, slotNum, saveDesc)); delete in; } } } // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } bool QueenMetaEngine::removeSaveState(const char *target, int slot) const { Common::String filename = Common::String::format("queen.s%02d", slot); return g_system->getSavefileManager()->removeSavefile(filename); } Common::Error QueenMetaEngine::createInstance(OSystem *syst, Engine **engine, const Queen::QueenGameDescription *desc) const { *engine = new Queen::QueenEngine(syst); //FIXME ,desc); return Common::kNoError; } static const char *const CommandKeys[] = { "ocmglptu", // English "osbgpnre", // German "ofdnepau", // French "acsdgpqu", // Italian "ocmglptu", // Hebrew "acodmthu" // Spanish }; const char *CurrentCommandKeys; Common::KeymapArray QueenMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Queen; Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "queen-default", _("Default keymappings")); Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *journalKeymap = new Keymap(Keymap::kKeymapTypeGame, "journal", _("Journal keymappings")); Action *act; Language language = parseLanguage(ConfMan.get("language")); switch (language) { case EN_ANY: case EL_GRC: case RU_RUS: CurrentCommandKeys = CommandKeys[0]; break; case DE_DEU: CurrentCommandKeys = CommandKeys[1]; break; case FR_FRA: CurrentCommandKeys = CommandKeys[2]; break; case IT_ITA: CurrentCommandKeys = CommandKeys[3]; break; case HE_ISR: CurrentCommandKeys = CommandKeys[4]; break; case ES_ESP: CurrentCommandKeys = CommandKeys[5]; break; default: error("Unknown language"); break; } act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeymap->addAction(act); act = new Action(kStandardActionRightClick, _("Move / Skip / Use default action with inventory item")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeymap->addAction(act); act = new Action("FASTMODE", _("Toggle fast mode")); act->setCustomEngineActionEvent(kActionFastMode); act->addDefaultInputMapping("C+f"); act->addDefaultInputMapping("JOY_Y"); gameKeymap->addAction(act); act = new Action("SKIPTEXT", _("Skip text")); act->setCustomEngineActionEvent(kActionSkipText); act->addDefaultInputMapping("SPACE"); gameKeymap->addAction(act); act = new Action("INVSCROLLUP", _("Scroll inventory up")); act->setCustomEngineActionEvent(kActionScrollUp); act->addDefaultInputMapping("COMMA"); act->addDefaultInputMapping("JOY_UP"); gameKeymap->addAction(act); act = new Action("INVSCROLLDOWN", _("Scroll inventory down")); act->setCustomEngineActionEvent(kActionScrollDown); act->addDefaultInputMapping("PERIOD"); act->addDefaultInputMapping("JOY_DOWN"); gameKeymap->addAction(act); act = new Action("INVITEM1", _("Inventory item 1")); act->setCustomEngineActionEvent(kActionInvSlot1); act->addDefaultInputMapping("1"); gameKeymap->addAction(act); act = new Action("INVITEM2", _("Inventory item 2")); act->setCustomEngineActionEvent(kActionInvSlot2); act->addDefaultInputMapping("2"); gameKeymap->addAction(act); act = new Action("INVITEM3", _("Inventory item 3")); act->setCustomEngineActionEvent(kActionInvSlot3); act->addDefaultInputMapping("3"); gameKeymap->addAction(act); act = new Action("INVITEM4", _("Inventory item 4")); act->setCustomEngineActionEvent(kActionInvSlot4); act->addDefaultInputMapping("4"); gameKeymap->addAction(act); act = new Action("SKIPCUTAWAY", _("Skip cutaway / dialog")); act->setCustomEngineActionEvent(kActionSkipCutaway); act->addDefaultInputMapping("ESCAPE"); gameKeymap->addAction(act); act = new Action("USEJOURNAL", _("Use journal")); act->setCustomEngineActionEvent(kActionJournal); act->addDefaultInputMapping("F1"); act->addDefaultInputMapping("F5"); act->addDefaultInputMapping("JOY_X"); gameKeymap->addAction(act); act = new Action("QUICKSAVE", _("Quick save")); act->setCustomEngineActionEvent(kActionSave); act->addDefaultInputMapping("F11"); act->addDefaultInputMapping("JOY_LEFT_TRIGGER"); gameKeymap->addAction(act); act = new Action("QUICKLOAD", _("Quick load")); act->setCustomEngineActionEvent(kActionLoad); act->addDefaultInputMapping("F12"); act->addDefaultInputMapping("JOY_RIGHT_TRIGGER"); gameKeymap->addAction(act); act = new Action("OPEN", _("Open")); act->setCustomEngineActionEvent(kActionOpen); act->addDefaultInputMapping(String(CurrentCommandKeys[0])); gameKeymap->addAction(act); act = new Action("CLOSE", _("Close")); act->setCustomEngineActionEvent(kActionClose); act->addDefaultInputMapping(String(CurrentCommandKeys[1])); gameKeymap->addAction(act); act = new Action("MOVE", _("Move")); act->setCustomEngineActionEvent(kActionMove); act->addDefaultInputMapping(String(CurrentCommandKeys[2])); gameKeymap->addAction(act); act = new Action("GIVE", _("Give")); act->setCustomEngineActionEvent(kActionGive); act->addDefaultInputMapping(String(CurrentCommandKeys[3])); gameKeymap->addAction(act); act = new Action("LOOK", _("Look at")); act->setCustomEngineActionEvent(kActionLook); act->addDefaultInputMapping(String(CurrentCommandKeys[4])); gameKeymap->addAction(act); act = new Action("PICKUP", _("Pick up")); act->setCustomEngineActionEvent(kActionPickUp); act->addDefaultInputMapping(String(CurrentCommandKeys[5])); gameKeymap->addAction(act); act = new Action("TALK", _("Talk to")); act->setCustomEngineActionEvent(kActionTalk); act->addDefaultInputMapping(String(CurrentCommandKeys[6])); gameKeymap->addAction(act); act = new Action("USE", _("Use")); act->setCustomEngineActionEvent(kActionUse); act->addDefaultInputMapping(String(CurrentCommandKeys[7])); gameKeymap->addAction(act); act = new Action("CLOSE", _("Close journal")); act->setCustomEngineActionEvent(kActionCloseJournal); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_X"); journalKeymap->addAction(act); KeymapArray keymaps(3); keymaps[0] = engineKeymap; keymaps[1] = gameKeymap; keymaps[2] = journalKeymap; journalKeymap->setEnabled(false); return keymaps; } #if PLUGIN_ENABLED_DYNAMIC(QUEEN) REGISTER_PLUGIN_DYNAMIC(QUEEN, PLUGIN_TYPE_ENGINE, QueenMetaEngine); #else REGISTER_PLUGIN_STATIC(QUEEN, PLUGIN_TYPE_ENGINE, QueenMetaEngine); #endif