/* 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 "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" #include "common/translation.h" #include "tot/metaengine.h" #include "tot/detection.h" #include "tot/statics.h" #include "tot/tot.h" static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_COPY_PROTECTION, { _s("Copy protection"), _s("Enable copy protection"), "copy_protection", false, 0, 0 } }, { GAMEOPTION_NO_TRANSITIONS, { _s("Disable scene transitions"), _s("Disable original transition effects between scenes"), "transitions_disable", false, 0, 0 } }, { GAMEOPTION_ORIGINAL_SAVELOAD_DIALOG, { _s("Original save/load dialog"), _s("Use original save and load dialogs"), "originalsaveload", false, 0, 0 } }, { GAMEOPTION_OPL3_MODE, { _s("AdLib OPL3 mode"), _s("When AdLib is selected, OPL3 features will be used. Depending on the game, this will prevent cut-off notes, add extra notes or instruments and/or add stereo."), "opl3_mode", false, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; const char *TotMetaEngine::getName() const { return "tot"; } Common::Error TotMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { *engine = new Tot::TotEngine(syst, desc); return Common::kNoError; } bool TotMetaEngine::hasFeature(MetaEngineFeature f) const { return checkExtendedSaves(f) || (f == kSupportsLoadingDuringStartup); } const ADExtraGuiOptionsMap *TotMetaEngine::getAdvancedExtraGuiOptions() const { return optionsList; } Common::KeymapArray TotMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Tot; Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "tot-default", _("Default keymappings")); Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *quitDialogKeyMap = new Keymap(Keymap::kKeymapTypeGame, "quit-dialog", _("Quit dialog keymappings")); Common::Language lang = Common::parseLanguage(ConfMan.get("language", target)); static const char *const *defaultTotKeys = (lang == ES_ESP) ? keys[0] : keys[1]; Action *act; act = new Action(kStandardActionLeftClick, _("Move / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Default action")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeyMap->addAction(act); act = new Action("TALK", _("Talk")); act->setCustomEngineActionEvent(kActionTalk); act->addDefaultInputMapping(defaultTotKeys[KEY_TALK]); gameKeyMap->addAction(act); act = new Action("PICK", _("Pick")); act->setCustomEngineActionEvent(kActionPickup); act->addDefaultInputMapping(defaultTotKeys[KEY_PICKUP]); gameKeyMap->addAction(act); act = new Action("LOOK", _("Look")); act->setCustomEngineActionEvent(kActionLookAt); act->addDefaultInputMapping(defaultTotKeys[KEY_LOOKAT]); gameKeyMap->addAction(act); act = new Action("USE", _("Use")); act->setCustomEngineActionEvent(kActionUse); act->addDefaultInputMapping(defaultTotKeys[KEY_USE]); gameKeyMap->addAction(act); act = new Action("OPEN", _("Open")); act->setCustomEngineActionEvent(kActionOpen); act->addDefaultInputMapping(defaultTotKeys[KEY_OPEN]); gameKeyMap->addAction(act); act = new Action("CLOSE", _("Close")); act->setCustomEngineActionEvent(kActionClose); act->addDefaultInputMapping(defaultTotKeys[KEY_CLOSE]); gameKeyMap->addAction(act); act = new Action("SAVELOAD", _("Save and load game")); act->setCustomEngineActionEvent(kActionSaveLoad); act->addDefaultInputMapping("F2"); gameKeyMap->addAction(act); act = new Action("VOLCONTROLS", _("Volume controls")); act->setCustomEngineActionEvent(kActionVolume); act->addDefaultInputMapping("F1"); gameKeyMap->addAction(act); act = new Action("MAINMENU", _("Main menu/Exit")); act->setCustomEngineActionEvent(kActionEscape); act->addDefaultInputMapping("ESCAPE"); gameKeyMap->addAction(act); act = new Action("QUITCONFIRM", _("Confirm quit")); act->setCustomEngineActionEvent(kActionYes); act->addDefaultInputMapping(defaultTotKeys[KEY_YES]); act->addDefaultInputMapping("JOY_RIGHT_TRIGGER"); quitDialogKeyMap->addAction(act); act = new Action("QUITCANCEL", _("Cancel quit")); act->setCustomEngineActionEvent(kActionNo); act->addDefaultInputMapping(defaultTotKeys[KEY_NO]); act->addDefaultInputMapping("JOY_KEFT_TRIGGER"); quitDialogKeyMap->addAction(act); KeymapArray keymaps(3); keymaps[0] = engineKeyMap; keymaps[1] = gameKeyMap; keymaps[2] = quitDialogKeyMap; return keymaps; } #if PLUGIN_ENABLED_DYNAMIC(TOT) REGISTER_PLUGIN_DYNAMIC(TOT, PLUGIN_TYPE_ENGINE, TotMetaEngine); #else REGISTER_PLUGIN_STATIC(TOT, PLUGIN_TYPE_ENGINE, TotMetaEngine); #endif