/* 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/savefile.h" #include "common/system.h" #include "engines/advancedDetector.h" #include "graphics/surface.h" #include "access/access.h" #include "access/amazon/amazon_game.h" #include "access/martian/martian_game.h" #include "access/detection.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" #include "common/translation.h" #define MAX_SAVES 99 namespace Access { uint32 AccessEngine::getGameID() const { return _gameDescription->gameID; } uint32 AccessEngine::getGameFeatures() const { return _gameDescription->features; } uint32 AccessEngine::getFeatures() const { return _gameDescription->desc.flags; } bool AccessEngine::isCD() const { return (bool)(_gameDescription->desc.flags & ADGF_CD); } bool AccessEngine::isDemo() const { return (bool)(_gameDescription->desc.flags & ADGF_DEMO); } Common::Language AccessEngine::getLanguage() const { return _gameDescription->desc.language; } Common::Platform AccessEngine::getPlatform() const { return _gameDescription->desc.platform; } } // End of namespace Access class AccessMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "access"; } bool hasFeature(MetaEngineFeature f) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const Access::AccessGameDescription *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 AccessMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup) || (f == kSupportsDeleteSave) || (f == kSavesSupportMetaInfo) || (f == kSavesSupportThumbnail) || (f == kSimpleSavesNames); } bool Access::AccessEngine::hasFeature(EngineFeature f) const { return (f == kSupportsReturnToLauncher) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } Common::Error AccessMetaEngine::createInstance(OSystem *syst, Engine **engine, const Access::AccessGameDescription *gd) const { switch (gd->gameID) { case Access::kGameAmazon: *engine = new Access::Amazon::AmazonEngine(syst, gd); break; case Access::kGameMartianMemorandum: *engine = new Access::Martian::MartianEngine(syst, gd); break; default: return Common::kUnsupportedGameidError; } return Common::kNoError; } SaveStateList AccessMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::String saveDesc; Common::String pattern = Common::String::format("%s.0##", target); Common::StringArray filenames = saveFileMan->listSavefiles(pattern); Access::AccessSavegameHeader header; SaveStateList saveList; for (const auto &filename : filenames) { const char *ext = strrchr(filename.c_str(), '.'); int slot = ext ? atoi(ext + 1) : -1; if (slot >= 0 && slot < MAX_SAVES) { Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename); if (in) { if (Access::AccessEngine::readSavegameHeader(in, header)) saveList.push_back(SaveStateDescriptor(this, slot, header._saveName)); delete in; } } } // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } int AccessMetaEngine::getMaximumSaveSlot() const { return MAX_SAVES; } bool AccessMetaEngine::removeSaveState(const char *target, int slot) const { Common::String filename = Common::String::format("%s.%03d", target, slot); return g_system->getSavefileManager()->removeSavefile(filename); } SaveStateDescriptor AccessMetaEngine::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) { Access::AccessSavegameHeader header; if (!Access::AccessEngine::readSavegameHeader(f, header, false)) { delete f; return SaveStateDescriptor(); } delete f; // Create the return descriptor SaveStateDescriptor desc(this, slot, header._saveName); 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 AccessMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Access; // Get the game ID for the target const Common::String currDomain = ConfMan.getActiveDomainName(); ConfMan.setActiveDomain(target); const Common::String gameId = ConfMan.get("gameid"); ConfMan.setActiveDomain(currDomain); Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "access-default", _("Default keymappings")); Action *act; act = new Action(kStandardActionLeftClick, _("Move / Interact / Skip")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeyMap->addAction(act); act = new Action(kStandardActionRightClick, _("Skip")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeyMap->addAction(act); act = new Action("SKIP", _("Skip movie")); act->setCustomEngineActionEvent(kActionSkip); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_X"); engineKeyMap->addAction(act); act = new Action("UP", _("Move up")); act->setCustomEngineActionEvent(kActionMoveUp); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("KP8"); act->addDefaultInputMapping("JOY_UP"); engineKeyMap->addAction(act); act = new Action("DOWN", _("Move down")); act->setCustomEngineActionEvent(kActionMoveDown); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("KP2"); act->addDefaultInputMapping("JOY_DOWN"); engineKeyMap->addAction(act); act = new Action("LEFT", _("Move left")); act->setCustomEngineActionEvent(kActionMoveLeft); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("KP4"); act->addDefaultInputMapping("JOY_LEFT"); engineKeyMap->addAction(act); act = new Action("RIGHT", _("Move right")); act->setCustomEngineActionEvent(kActionMoveRight); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("KP6"); act->addDefaultInputMapping("JOY_RIGHT"); engineKeyMap->addAction(act); act = new Action("UPLEFT", _("Move up-left")); act->setCustomEngineActionEvent(kActionMoveUpLeft); act->addDefaultInputMapping("KP7"); engineKeyMap->addAction(act); act = new Action("UPRIGHT", _("Move up-right")); act->setCustomEngineActionEvent(kActionMoveUpRight); act->addDefaultInputMapping("KP9"); engineKeyMap->addAction(act); act = new Action("DOWNLEFT", _("Move down-left")); act->setCustomEngineActionEvent(kActionMoveDownLeft); act->addDefaultInputMapping("KP1"); engineKeyMap->addAction(act); act = new Action("DOWNRIGHT", _("Move down-right")); act->setCustomEngineActionEvent(kActionMoveDownRight); act->addDefaultInputMapping("KP3"); engineKeyMap->addAction(act); act = new Action("LOOK", _("Look")); act->setCustomEngineActionEvent(kActionLook); act->addDefaultInputMapping("F1"); if (strcmp(target, "amazon") == 0) act->addDefaultInputMapping("F2"); engineKeyMap->addAction(act); if (gameId.equals("martian")) { act = new Action("OPEN", _("Open")); act->setCustomEngineActionEvent(kActionOpen); act->addDefaultInputMapping("F2"); engineKeyMap->addAction(act); act = new Action("MOVE", _("Move")); act->setCustomEngineActionEvent(kActionMove); act->addDefaultInputMapping("F3"); engineKeyMap->addAction(act); act = new Action("GET", _("Get")); act->setCustomEngineActionEvent(kActionTake); act->addDefaultInputMapping("F4"); engineKeyMap->addAction(act); act = new Action("USE", _("Use")); act->setCustomEngineActionEvent(kActionUse); act->addDefaultInputMapping("F5"); engineKeyMap->addAction(act); act = new Action("GOTO", _("Goto")); act->setCustomEngineActionEvent(kActionWalk); act->addDefaultInputMapping("F6"); engineKeyMap->addAction(act); act = new Action("TALK", _("Talk")); act->setCustomEngineActionEvent(kActionTalk); act->addDefaultInputMapping("F7"); engineKeyMap->addAction(act); act = new Action("TRAVEL", _("Travel")); act->setCustomEngineActionEvent(kActionTravel); act->addDefaultInputMapping("F8"); engineKeyMap->addAction(act); } else { // Amazon keymaps act = new Action("USE", _("Use")); act->setCustomEngineActionEvent(kActionUse); act->addDefaultInputMapping("F3"); engineKeyMap->addAction(act); act = new Action("TAKE", _("Take")); act->setCustomEngineActionEvent(kActionTake); act->addDefaultInputMapping("F4"); engineKeyMap->addAction(act); act = new Action("INVENTORY", _("Inventory")); act->setCustomEngineActionEvent(kActionInventory); act->addDefaultInputMapping("F5"); engineKeyMap->addAction(act); act = new Action("CLIMB", _("Climb")); act->setCustomEngineActionEvent(kActionClimb); act->addDefaultInputMapping("F6"); engineKeyMap->addAction(act); act = new Action("TALK", _("Talk")); act->setCustomEngineActionEvent(kActionTalk); act->addDefaultInputMapping("F7"); engineKeyMap->addAction(act); act = new Action("WALK", _("Walk")); act->setCustomEngineActionEvent(kActionWalk); act->addDefaultInputMapping("F8"); engineKeyMap->addAction(act); } act = new Action("HELP", _("Help")); act->setCustomEngineActionEvent(kActionHelp); act->addDefaultInputMapping("F9"); engineKeyMap->addAction(act); act = new Action("SAVELOAD", _("Open save/load menu")); act->setCustomEngineActionEvent(kActionSaveLoad); act->addDefaultInputMapping("F10"); engineKeyMap->addAction(act); return Keymap::arrayOf(engineKeyMap); } #if PLUGIN_ENABLED_DYNAMIC(ACCESS) REGISTER_PLUGIN_DYNAMIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine); #else REGISTER_PLUGIN_STATIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine); #endif