/* 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 "base/plugins.h" #include "common/savefile.h" #include "common/system.h" #include "common/translation.h" #include "engines/advancedDetector.h" #include "buried/buried.h" #include "buried/detection.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" namespace Buried { static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_ALLOW_SKIP, { // I18N: This option allows the user to skip cutscenes. _s("Skip support"), _s("Allow cutscenes to be skipped"), "skip_support", true, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; bool BuriedEngine::hasFeature(EngineFeature f) const { return (f == kSupportsReturnToLauncher) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } bool BuriedEngine::isDemo() const { // The trial is a demo for the user's sake, but not internally. return (_gameDescription->flags & ADGF_DEMO) != 0 && !isTrial(); } bool BuriedEngine::isTrial() const { return (_gameDescription->flags & GF_TRIAL) != 0; } bool BuriedEngine::isTrueColor() const { return (_gameDescription->flags & GF_TRUECOLOR) != 0; } bool BuriedEngine::isWin95() const { return (_gameDescription->flags & GF_WIN95) != 0; } bool BuriedEngine::isCompressed() const { return (_gameDescription->flags & GF_COMPRESSED) != 0; } Common::Path BuriedEngine::getEXEName() const { return _gameDescription->filesDescriptions[0].fileName; } Common::Path BuriedEngine::getLibraryName() const { return _gameDescription->filesDescriptions[1].fileName; } Common::Language BuriedEngine::getLanguage() const { return _gameDescription->language; } } // End of namespace Buried class BuriedMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "buried"; } const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override { return Buried::optionsList; } bool hasFeature(MetaEngineFeature f) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override; int getMaximumSaveSlot() const override { return 999; } Common::String getSavegameFile(int saveGameIdx, const char *target) const override { // We set a standard target because saves are compatible among all versions return AdvancedMetaEngine::getSavegameFile(saveGameIdx, "buried"); } Common::KeymapArray initKeymaps(const char *target) const override; }; bool BuriedMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsLoadingDuringStartup) || checkExtendedSaves(f); } Common::Error BuriedMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { *engine = new Buried::BuriedEngine(syst, desc); return Common::kNoError; } Common::KeymapArray BuriedMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Buried; Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "buried-default", _("Default keymappings")); Keymap *cutSceneKeyMap = new Keymap(Keymap::kKeymapTypeGame, "cutscene", _("Cutscene keymappings")); Keymap *mainMenuKeyMap = new Keymap(Keymap::kKeymapTypeGame, "main-menu", _("Main menu keymappings")); Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings")); Keymap *inventoryKeyMap = new Keymap(Keymap::kKeymapTypeGame, "inventory", _("Inventory keymappings")); Action *act; act = new Action(kStandardActionLeftClick, _("Select / Interact")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeyMap->addAction(act); // I18N: This action refers to the control key on the keyboard. act = new Action("CTRL", _("Control key")); act->setCustomEngineActionEvent(kActionControl); act->addDefaultInputMapping("LCTRL"); act->addDefaultInputMapping("RCTRL"); engineKeyMap->addAction(act); act = new Action("QUIT", _("Quit")); act->setCustomEngineActionEvent(kActionQuit); act->addDefaultInputMapping("ESCAPE"); mainMenuKeyMap->addAction(act); if (ConfMan.getBool("skip_support", target)) { act = new Action("SKIP", _("Skip cutscene")); act->setCustomEngineActionEvent(kActionSkip); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_Y"); cutSceneKeyMap->addAction(act); } act = new Action("PAUSE", _("Pause")); act->setCustomEngineActionEvent(kActionPause); act->addDefaultInputMapping("C+p"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeyMap->addAction(act); act = new Action("QUITMENU", _("Quit to main menu")); act->setCustomEngineActionEvent(kActionQuitToMainMenu); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_B"); gameKeyMap->addAction(act); act = new Action("SAVE", _("Save game")); act->setCustomEngineActionEvent(kActionSave); act->addDefaultInputMapping("C+s"); gameKeyMap->addAction(act); act = new Action("LOAD", _("Load game")); act->setCustomEngineActionEvent(kActionLoad); act->addDefaultInputMapping("C+l"); act->addDefaultInputMapping("C+o"); gameKeyMap->addAction(act); act = new Action("MOVEUP", _("Look up")); act->setCustomEngineActionEvent(kActionMoveUp); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("KP8"); act->addDefaultInputMapping("JOY_UP"); gameKeyMap->addAction(act); act = new Action("MOVEDOWN", _("Look down")); act->setCustomEngineActionEvent(kActionMoveDown); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("KP2"); act->addDefaultInputMapping("JOY_DOWN"); gameKeyMap->addAction(act); act = new Action("MOVELEFT", _("Look left")); act->setCustomEngineActionEvent(kActionMoveLeft); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("KP4"); act->addDefaultInputMapping("JOY_LEFT"); gameKeyMap->addAction(act); act = new Action("MOVERIGHT", _("Look right")); act->setCustomEngineActionEvent(kActionMoveRight); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("KP6"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeyMap->addAction(act); act = new Action("MOVEFORWARD", _("Move forward")); act->setCustomEngineActionEvent(kActionMoveForward); act->addDefaultInputMapping("KP5"); act->addDefaultInputMapping("JOY_X"); gameKeyMap->addAction(act); act = new Action("QUITMENUINV", _("Quit to main menu")); act->setCustomEngineActionEvent(kActionQuitToMainMenuInv); act->addDefaultInputMapping("C+q"); gameKeyMap->addAction(act); // I18N: AI is Artificial Intelligence act = new Action("AICOMMENTS", _("Replay last AI comment")); act->setCustomEngineActionEvent(kActionAIComment); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the Artificial Intelligence biochip. act = new Action("BIOAI", _("Biochip AI")); act->setCustomEngineActionEvent(kActionBiochipAI); act->addDefaultInputMapping("C+a"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the blank biochip. act = new Action("BIOBLANK", _("Biochip blank")); act->setCustomEngineActionEvent(kActionBiochipBlank); act->addDefaultInputMapping("C+b"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the cloak biochip. act = new Action("BIOCLOAK", _("Biochip cloak")); act->setCustomEngineActionEvent(kActionBiochipCloak); act->addDefaultInputMapping("C+c"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the evidence biochip. act = new Action("BIOEVIDENCE", _("Biochip evidence")); act->setCustomEngineActionEvent(kActionBiochipEvidence); act->addDefaultInputMapping("C+e"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the files biochip. act = new Action("BIOFILES", _("Biochip files")); act->setCustomEngineActionEvent(kActionBiochipFiles); act->addDefaultInputMapping("C+f"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the interface biochip. act = new Action("BIOINTERFACE", _("Biochip interface")); act->setCustomEngineActionEvent(kActionBiochipInterface); act->addDefaultInputMapping("C+i"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the jump biochip. act = new Action("BIOJUMP", _("Biochip jump")); act->setCustomEngineActionEvent(kActionBiochipJump); act->addDefaultInputMapping("C+j"); inventoryKeyMap->addAction(act); // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the translate biochip. act = new Action("BIOTRANSLATE", _("Biochip translate")); act->setCustomEngineActionEvent(kActionBiochipTranslate); act->addDefaultInputMapping("C+t"); inventoryKeyMap->addAction(act); // I18N: Shows a summary of collected points in the game. act = new Action("SHOWPOINTS", _("Show points")); act->setCustomEngineActionEvent(kActionPoints); act->addDefaultInputMapping("C+d"); inventoryKeyMap->addAction(act); Common::KeymapArray keymaps(5); keymaps[0] = engineKeyMap; keymaps[1] = cutSceneKeyMap; keymaps[2] = mainMenuKeyMap; keymaps[3] = gameKeyMap; keymaps[4] = inventoryKeyMap; cutSceneKeyMap->setEnabled(false); mainMenuKeyMap->setEnabled(false); gameKeyMap->setEnabled(false); inventoryKeyMap->setEnabled(false); return keymaps; } #if PLUGIN_ENABLED_DYNAMIC(BURIED) REGISTER_PLUGIN_DYNAMIC(BURIED, PLUGIN_TYPE_ENGINE, BuriedMetaEngine); #else REGISTER_PLUGIN_STATIC(BURIED, PLUGIN_TYPE_ENGINE, BuriedMetaEngine); #endif