/* 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 "titanic/core/project_item.h" #include "titanic/events.h" #include "titanic/support/simple_file.h" #include "titanic/titanic.h" #include "base/plugins.h" #include "common/savefile.h" #include "common/str-array.h" #include "common/memstream.h" #include "engines/advancedDetector.h" #include "common/system.h" #include "graphics/surface.h" #include "titanic/detection.h" #include "common/translation.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" namespace Titanic { uint32 TitanicEngine::getFeatures() const { return _gameDescription->desc.flags; } Common::Language TitanicEngine::getLanguage() const { return _gameDescription->desc.language; } } // End of namespace Titanic class TitanicMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "titanic"; } bool hasFeature(MetaEngineFeature f) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const Titanic::TitanicGameDescription *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 TitanicMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup) || (f == kSupportsDeleteSave) || (f == kSavesSupportMetaInfo) || (f == kSavesSupportCreationDate) || (f == kSavesSupportPlayTime) || (f == kSavesSupportThumbnail) || (f == kSimpleSavesNames); } bool Titanic::TitanicEngine::hasFeature(EngineFeature f) const { return (f == kSupportsReturnToLauncher) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } Common::Error TitanicMetaEngine::createInstance(OSystem *syst, Engine **engine, const Titanic::TitanicGameDescription *desc) const { *engine = new Titanic::TitanicEngine(syst,desc); return Common::kNoError; } SaveStateList TitanicMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::StringArray filenames; Common::String saveDesc; Common::String pattern = Common::String::format("%s.0##", target); Titanic::TitanicSavegameHeader header; filenames = saveFileMan->listSavefiles(pattern); SaveStateList saveList; for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) { const char *ext = strrchr(file->c_str(), '.'); int slot = ext ? atoi(ext + 1) : -1; if (slot >= 0 && slot <= MAX_SAVES) { Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file); if (in) { Titanic::CompressedFile cf; cf.open(in); if (Titanic::CProjectItem::readSavegameHeader(&cf, header)) saveList.push_back(SaveStateDescriptor(this, slot, header._saveName)); cf.close(); } } } // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } int TitanicMetaEngine::getMaximumSaveSlot() const { return MAX_SAVES; } bool TitanicMetaEngine::removeSaveState(const char *target, int slot) const { Common::String filename = Common::String::format("%s.%03d", target, slot); return g_system->getSavefileManager()->removeSavefile(filename); } SaveStateDescriptor TitanicMetaEngine::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) { Titanic::CompressedFile file; file.open(f); Titanic::TitanicSavegameHeader header; if (!Titanic::CProjectItem::readSavegameHeader(&file, header, false)) { file.close(); return SaveStateDescriptor(); } file.close(); // Create the return descriptor SaveStateDescriptor desc(this, slot, header._saveName); if (header._version) { 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 TitanicMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Titanic; Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "titanic-default", _("Default keymappings")); Keymap *petKeymap = new Keymap(Keymap::kKeymapTypeGame, "pet", _("PET keymappings")); Keymap *realLifeKeymap = new Keymap(Keymap::kKeymapTypeGame, "real-life", _("Real Life keymappings")); Keymap *invShortcutKeymap = new Keymap(Keymap::kKeymapTypeGame, "inv-shortcut", _("Inventory shortcut")); Keymap *contSaveKeymap = new Keymap(Keymap::kKeymapTypeGame, "cont-save", _("Continue game dialogue keymappings")); Keymap *starMapKeymap = new Keymap(Keymap::kKeymapTypeGame, "star-map", _("Star Map keymappings")); Keymap *movementKeymap = new Keymap(Keymap::kKeymapTypeGame, "movement", _("Movement keymappings")); Action *act; act = new Action(kStandardActionLeftClick, _("Select / Interact / Move")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeymap->addAction(act); act = new Action(kStandardActionRightClick, _("Select / Interact / Quick move")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeymap->addAction(act); act = new Action("CHEAT", _("Cheat menu")); act->setCustomEngineActionEvent(kActionCheat); act->addDefaultInputMapping("C+c"); engineKeymap->addAction(act); act = new Action("SAVE", _("Save game")); act->setCustomEngineActionEvent(kActionSave); act->addDefaultInputMapping("F5"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); engineKeymap->addAction(act); act = new Action("LOAD", _("Load game")); act->setCustomEngineActionEvent(kActionLoad); act->addDefaultInputMapping("F7"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); engineKeymap->addAction(act); act = new Action("SHIFT", _("Shift")); act->setCustomEngineActionEvent(kActionShift); act->addDefaultInputMapping("LSHIFT"); act->addDefaultInputMapping("RSHIFT"); act->addDefaultInputMapping("JOY_X"); engineKeymap->addAction(act); act = new Action("UP", _("Scroll up")); act->setCustomEngineActionEvent(kActionUp); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("KP8"); act->addDefaultInputMapping("JOY_UP"); realLifeKeymap->addAction(act); act = new Action("DOWN", _("Scroll down")); act->setCustomEngineActionEvent(kActionDown); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("TAB"); act->addDefaultInputMapping("KP2"); act->addDefaultInputMapping("JOY_DOWN"); realLifeKeymap->addAction(act); act = new Action("SELECT", _("Select")); act->setCustomEngineActionEvent(kActionSelect); act->addDefaultInputMapping("Return"); act->addDefaultInputMapping("KP_ENTER"); realLifeKeymap->addAction(act); act = new Action("CONVERSATION", _("Conversation")); act->setCustomEngineActionEvent(kActionPETConversation); act->addDefaultInputMapping("F1"); petKeymap->addAction(act); act = new Action("INVENTORY", _("Inventory")); act->setCustomEngineActionEvent(kActionPETInventory); act->addDefaultInputMapping("F2"); petKeymap->addAction(act); act = new Action("REMOTE", _("Remote")); act->setCustomEngineActionEvent(kActionPETRemote); act->addDefaultInputMapping("F3"); petKeymap->addAction(act); act = new Action("ROOMS", _("Rooms")); act->setCustomEngineActionEvent(kActionPETRooms); act->addDefaultInputMapping("F4"); petKeymap->addAction(act); act = new Action("REALLIFE", _("Real life")); act->setCustomEngineActionEvent(kActionPETRealLife); act->addDefaultInputMapping("F6"); petKeymap->addAction(act); act = new Action("SCROLLUP", _("Previous page")); act->setCustomEngineActionEvent(kActionPETScrollPageUp); act->addDefaultInputMapping("PAGEUP"); act->addDefaultInputMapping("KP9"); act->addDefaultInputMapping("JOY_UP"); petKeymap->addAction(act); act = new Action("SCROLLDOWN", _("Next page")); act->setCustomEngineActionEvent(kActionPETScrollPageDown); act->addDefaultInputMapping("PAGEDOWN"); act->addDefaultInputMapping("KP3"); act->addDefaultInputMapping("JOY_DOWN"); petKeymap->addAction(act); act = new Action("SCROLLTOP", _("Scroll to top")); act->setCustomEngineActionEvent(kActionPETScrollTop); act->addDefaultInputMapping("HOME"); act->addDefaultInputMapping("KP7"); petKeymap->addAction(act); act = new Action("SCROLLBOTTOM", _("Scroll to bottom")); act->setCustomEngineActionEvent(kActionPeTScrollBottom); act->addDefaultInputMapping("END"); act->addDefaultInputMapping("KP1"); petKeymap->addAction(act); if (Common::parseLanguage(ConfMan.get("language", target)) == Common::DE_DEU) { act = new Action("TRANSLATION", _("Translation")); act->setCustomEngineActionEvent(kActionPETTranslation); act->addDefaultInputMapping("F8"); petKeymap->addAction(act); } act = new Action("INVENTORY", _("Inventory")); act->setCustomEngineActionEvent(kActionPETInventory); act->addDefaultInputMapping("TAB"); invShortcutKeymap->addAction(act); act = new Action("QUIT", _("Quit")); act->setCustomEngineActionEvent(kActionQuit); act->addDefaultInputMapping("ESCAPE"); contSaveKeymap->addAction(act); act = new Action("TOGGLE", _("Toggle between Star Map and photo of your home")); act->setCustomEngineActionEvent(kActionStarMapToggle); act->addDefaultInputMapping("TAB"); starMapKeymap->addAction(act); act = new Action("LEFT", _("Move left")); act->setCustomEngineActionEvent(kActionStarMapLeft); act->allowKbdRepeats(); act->addDefaultInputMapping("z"); starMapKeymap->addAction(act); act = new Action("RIGHT", _("Move right")); act->setCustomEngineActionEvent(kActionStarMapRight); act->allowKbdRepeats(); act->addDefaultInputMapping("x"); starMapKeymap->addAction(act); act = new Action("UP", _("Move up")); act->setCustomEngineActionEvent(kActionStarMapUp); act->allowKbdRepeats(); act->addDefaultInputMapping("QUOTE"); starMapKeymap->addAction(act); act = new Action("DOWN", _("Move down")); act->setCustomEngineActionEvent(kActionStarMapDown); act->allowKbdRepeats(); act->addDefaultInputMapping("SLASH"); starMapKeymap->addAction(act); act = new Action("FORWARD", _("Move forward")); act->setCustomEngineActionEvent(kActionStarMapForward); act->allowKbdRepeats(); act->addDefaultInputMapping("SEMICOLON"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); starMapKeymap->addAction(act); act = new Action("BACKWARD", _("Move backward")); act->setCustomEngineActionEvent(kActionStarMapBackward); act->allowKbdRepeats(); act->addDefaultInputMapping("PERIOD"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); starMapKeymap->addAction(act); act = new Action("STOP", _("Stop moving")); act->setCustomEngineActionEvent(kActionStarMapStop); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("JOY_Y"); starMapKeymap->addAction(act); act = new Action("LOCK", _("Lock coordinate")); act->setCustomEngineActionEvent(kActionStarMapLock); act->addDefaultInputMapping("l"); act->addDefaultInputMapping("JOY_UP"); starMapKeymap->addAction(act); act = new Action("UNLOCK", _("Unlock coordinate")); act->setCustomEngineActionEvent(kActionStarMapUnlock); act->addDefaultInputMapping("d"); act->addDefaultInputMapping("JOY_DOWN"); starMapKeymap->addAction(act); act = new Action("CONSTELLATIONS", _("View constellations")); act->setCustomEngineActionEvent(kActionStarMapConstellations); act->addDefaultInputMapping("c"); starMapKeymap->addAction(act); act = new Action("BOUNDARIES", _("View boundaries")); act->setCustomEngineActionEvent(kActionStarMapBoundaries); act->addDefaultInputMapping("b"); starMapKeymap->addAction(act); act = new Action("MFORWARD", _("Move forward")); act->setCustomEngineActionEvent(kActionMovementForwards); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("JOY_UP"); movementKeymap->addAction(act); act = new Action("MBACKWARD", _("Move backward")); act->setCustomEngineActionEvent(kActionMovementBackwards); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("JOY_DOWN"); movementKeymap->addAction(act); act = new Action("MLEFT", _("Move left")); act->setCustomEngineActionEvent(kActionMovementLeft); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("JOY_LEFT"); movementKeymap->addAction(act); act = new Action("MRIGHT", _("Move right")); act->setCustomEngineActionEvent(kActionMovementRight); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("JOY_RIGHT"); movementKeymap->addAction(act); KeymapArray keymaps(7); keymaps[0] = engineKeymap; keymaps[1] = realLifeKeymap; keymaps[2] = petKeymap; keymaps[3] = invShortcutKeymap; keymaps[4] = contSaveKeymap; keymaps[5] = starMapKeymap; keymaps[6] = movementKeymap; contSaveKeymap->setEnabled(false); realLifeKeymap->setEnabled(false); starMapKeymap->setEnabled(false); return keymaps; } #if PLUGIN_ENABLED_DYNAMIC(TITANIC) REGISTER_PLUGIN_DYNAMIC(TITANIC, PLUGIN_TYPE_ENGINE, TitanicMetaEngine); #else REGISTER_PLUGIN_STATIC(TITANIC, PLUGIN_TYPE_ENGINE, TitanicMetaEngine); #endif