/* 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 "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "common/system.h"
#include "common/savefile.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "efh/detection.h"
#include "efh/efh.h"
namespace Efh {
#ifdef USE_TTS
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_TTS,
{
_s("Enable Text to Speech"),
_s("Use TTS to read text in the game (if TTS is available)"),
"tts_enabled",
false,
0,
0
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
#endif
uint32 EfhEngine::getFeatures() const {
return _gameDescription->flags;
}
const char *EfhEngine::getGameId() const {
return _gameDescription->gameId;
}
void EfhEngine::initGame(const ADGameDescription *gd) {
_platform = gd->platform;
}
bool EfhEngine::hasFeature(EngineFeature f) const {
return (f == kSupportsReturnToLauncher) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime);
}
const char *EfhEngine::getCopyrightString() const {
return "Escape From Hell (C) Electronic Arts, 1990";
}
Common::Platform EfhEngine::getPlatform() const {
return _platform;
}
} // End of namespace Efh
namespace Efh {
class EfhMetaEngine : public AdvancedMetaEngine {
public:
const char *getName() const override {
return "efh";
}
#ifdef USE_TTS
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return Efh::optionsList;
}
#endif
Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const override;
bool hasFeature(MetaEngineFeature f) const override;
int getMaximumSaveSlot() const override;
SaveStateList listSaves(const char *target) const override;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
bool removeSaveState(const char *target, int slot) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
Common::Error EfhMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const {
*engine = new EfhEngine(syst, gd);
((EfhEngine *)*engine)->initGame(gd);
return Common::kNoError;
}
bool EfhMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportCreationDate);
}
int EfhMetaEngine::getMaximumSaveSlot() const {
return 99;
}
SaveStateList EfhMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::String pattern = target;
pattern += ".###";
Common::StringArray filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
char slot[3];
for (const auto &filename : filenames) {
slot[0] = filename.c_str()[filename.size() - 2];
slot[1] = filename.c_str()[filename.size() - 1];
slot[2] = '\0';
// Obtain the last 2 digits of the filename (without extension), since they correspond to the save slot
int slotNum = atoi(slot);
if (slotNum >= 0 && slotNum <= getMaximumSaveSlot()) {
Common::InSaveFile *file = saveFileMan->openForLoading(filename);
if (file) {
uint32 sign = file->readUint32LE();
uint8 saveVersion = file->readByte();
if (sign != EFH_SAVE_HEADER || saveVersion > kSavegameVersion) {
warning("Incompatible savegame");
delete file;
continue;
}
// read name
uint16 nameSize = file->readUint16LE();
if (nameSize >= 255) {
delete file;
continue;
}
char name[256];
file->read(name, nameSize);
name[nameSize] = 0;
saveList.push_back(SaveStateDescriptor(this, slotNum, name));
delete file;
}
}
}
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
SaveStateDescriptor EfhMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *file = g_system->getSavefileManager()->openForLoading(fileName);
if (file) {
uint32 sign = file->readUint32LE();
uint8 saveVersion = file->readByte();
if (sign != EFH_SAVE_HEADER || saveVersion > kSavegameVersion) {
warning("Incompatible savegame");
delete file;
return SaveStateDescriptor();
}
uint32 saveNameLength = file->readUint16LE();
Common::String saveName;
for (uint32 i = 0; i < saveNameLength; ++i) {
char curChr = file->readByte();
saveName += curChr;
}
SaveStateDescriptor desc(this, slot, saveName);
Graphics::Surface *thumbnail;
if (!Graphics::loadThumbnail(*file, thumbnail)) {
delete file;
return SaveStateDescriptor();
}
desc.setThumbnail(thumbnail);
// Read in save date/time
int16 year = file->readSint16LE();
int16 month = file->readSint16LE();
int16 day = file->readSint16LE();
int16 hour = file->readSint16LE();
int16 minute = file->readSint16LE();
desc.setSaveDate(year, month, day);
desc.setSaveTime(hour, minute);
desc.setDeletableFlag(slot != 0);
desc.setWriteProtectedFlag(slot == 0);
delete file;
return desc;
}
return SaveStateDescriptor();
}
bool EfhMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
return g_system->getSavefileManager()->removeSavefile(fileName);
}
struct EfhSubMenuOption {
EFHAction _action;
const char *_id;
const char *_inputKey;
const char *_desc;
};
static const EfhSubMenuOption _efhSubMenuOptions[] = {
{ kActionOption1, "OPTION1", "a", _s("Select option 1") },
{ kActionOption2, "OPTION2", "b", _s("Select option 2") },
{ kActionOption3, "OPTION3", "c", _s("Select option 3") },
{ kActionOption4, "OPTION4", "d", _s("Select option 4") },
{ kActionOption5, "OPTION5", "e", _s("Select option 5") },
{ kActionOption6, "OPTION6", "f", _s("Select option 6") },
{ kActionOption7, "OPTION7", "g", _s("Select option 7") },
{ kActionOption8, "OPTION8", "h", _s("Select option 8") },
{ kActionOption9, "OPTION9", "i", _s("Select option 9") },
{ kActionOption10, "OPTION10", "j", _s("Select option 10") },
{ kActionOption11, "OPTION11", "k", _s("Select option 11") },
{ kActionOption12, "OPTION12", "l", _s("Select option 12") },
{ kActionOption13, "OPTION13", "m", _s("Select option 13") },
{ kActionOption14, "OPTION14", "n", _s("Select option 14") },
{ kActionNone, nullptr, nullptr, nullptr }
};
Common::KeymapArray EfhMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "efh-default", _("Default keymappings"));
Keymap *menuKeymap = new Keymap(Keymap::kKeymapTypeGame, "menu", _("Menu keymappings"));
Keymap *quitKeymap = new Keymap(Keymap::kKeymapTypeGame, "efh-quit", _("Quit keymappings"));
Keymap *skipVideoKeymap = new Keymap(Keymap::kKeymapTypeGame, "skip-video", _("Skip video keymappings"));
Keymap *skipSongKeymap = new Keymap(Keymap::kKeymapTypeGame, "skip-song", _("Skip song keymappings"));
Keymap *statusMenuNavigationKeymap = new Keymap(Keymap::kKeymapTypeGame, "status-menu-navigation", _("Status menu navigation keymappings"));
Keymap *statusMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "status-menu", _("Status menu keymappings"));
Keymap *statusMenuSubMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "status-menu-submenu", _("Status menu submenu keymappings"));
Keymap *interactionKeymap = new Keymap(Keymap::kKeymapTypeGame, "interaction", _("Interaction keymappings"));
Keymap *fightKeymap = new Keymap(Keymap::kKeymapTypeGame, "fight", _("Fight keymappings"));
Keymap *characterSelectionKeymap = new Keymap(Keymap::kKeymapTypeGame, "character-selection", _("Character selection keymappings"));
Keymap *enemySelectionKeymap = new Keymap(Keymap::kKeymapTypeGame, "enemy-selection", _("Enemy selection keymappings"));
Keymap *deathMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "death-menu", _("Death menu keymappings"));
Action *act;
act = new Action(kStandardActionSave, _("Save game"));
act->setCustomEngineActionEvent(kActionSave);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("C+s");
act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
engineKeymap->addAction(act);
act = new Action(kStandardActionLoad, _("Load game"));
act->setCustomEngineActionEvent(kActionLoad);
act->addDefaultInputMapping("F7");
act->addDefaultInputMapping("C+l");
act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
engineKeymap->addAction(act);
act = new Action("MOVEUP", _("Move up"));
act->setCustomEngineActionEvent(kActionMoveUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("JOY_UP");
engineKeymap->addAction(act);
act = new Action("MOVEDOWN", _("Move down"));
act->setCustomEngineActionEvent(kActionMoveDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("JOY_DOWN");
engineKeymap->addAction(act);
act = new Action("MOVELEFT", _("Move left"));
act->setCustomEngineActionEvent(kActionMoveLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("JOY_LEFT");
engineKeymap->addAction(act);
act = new Action("MOVERIGHT", _("Move right"));
act->setCustomEngineActionEvent(kActionMoveRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("JOY_RIGHT");
engineKeymap->addAction(act);
act = new Action("MOVEUPLEFT", _("Move up-left"));
act->setCustomEngineActionEvent(kActionMoveUpLeft);
act->addDefaultInputMapping("HOME");
act->addDefaultInputMapping("KP7");
engineKeymap->addAction(act);
act = new Action("MOVEUPRIGHT", _("Move up-right"));
act->setCustomEngineActionEvent(kActionMoveUpRight);
act->addDefaultInputMapping("PAGEUP");
act->addDefaultInputMapping("KP9");
engineKeymap->addAction(act);
act = new Action("MOVEDOWNLEFT", _("Move down-left"));
act->setCustomEngineActionEvent(kActionMoveDownLeft);
act->addDefaultInputMapping("END");
act->addDefaultInputMapping("KP1");
engineKeymap->addAction(act);
act = new Action("MOVEDOWNRIGHT", _("Move down-right"));
act->setCustomEngineActionEvent(kActionMoveDownRight);
act->addDefaultInputMapping("PAGEDOWN");
act->addDefaultInputMapping("KP3");
engineKeymap->addAction(act);
// I18N: (Game name: Escape from hell) Character is a hero in-game
act = new Action("CHARACTER1STATUS", _("Character 1 status"));
act->setCustomEngineActionEvent(kActionCharacter1Status);
act->addDefaultInputMapping("1");
act->addDefaultInputMapping("F1");
act->addDefaultInputMapping("JOY_A");
engineKeymap->addAction(act);
// I18N: (Game name: Escape from hell) Character is a hero in-game
act = new Action("CHARACTER2STATUS", _("Character 2 status"));
act->setCustomEngineActionEvent(kActionCharacter2Status);
act->addDefaultInputMapping("2");
act->addDefaultInputMapping("F2");
act->addDefaultInputMapping("JOY_X");
engineKeymap->addAction(act);
// I18N: (Game name: Escape from hell) Character is a hero in-game
act = new Action("CHARACTER3STATUS", _("Character 3 status"));
act->setCustomEngineActionEvent(kActionCharacter3Status);
act->addDefaultInputMapping("3");
act->addDefaultInputMapping("F3");
act->addDefaultInputMapping("JOY_Y");
engineKeymap->addAction(act);
act = new Action("YES", _("Yes"));
act->setCustomEngineActionEvent(kActionYes);
act->addDefaultInputMapping("y");
act->addDefaultInputMapping("JOY_A");
menuKeymap->addAction(act);
act = new Action("NO", _("No"));
act->setCustomEngineActionEvent(kActionNo);
act->addDefaultInputMapping("JOY_B");
menuKeymap->addAction(act);
act = new Action("QUIT", _("Quit game"));
act->setCustomEngineActionEvent(kActionQuit);
act->addDefaultInputMapping("C+q");
act->addDefaultInputMapping("C+x");
quitKeymap->addAction(act);
act = new Action("SKIP", _("Skip"));
act->setCustomEngineActionEvent(kActionSkipVideo);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_A");
skipVideoKeymap->addAction(act);
act = new Action("SKIPSONG", _("Skip song"));
act->setCustomEngineActionEvent(kActionSkipSong);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("JOY_A");
skipSongKeymap->addAction(act);
act = new Action("SKIPSONGANDINTRO", _("Skip song and intro"));
act->setCustomEngineActionEvent(kActionSkipSongAndIntro);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_B");
skipSongKeymap->addAction(act);
act = new Action("SELECT", _("Select"));
act->setCustomEngineActionEvent(kActionSelect);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("JOY_A");
statusMenuNavigationKeymap->addAction(act);
act = new Action("SCROLLDOWN", _("Scroll down"));
act->setCustomEngineActionEvent(kActionScrollDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("2");
act->addDefaultInputMapping("6");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("JOY_DOWN");
act->addDefaultInputMapping("JOY_RIGHT");
statusMenuNavigationKeymap->addAction(act);
act = new Action("SCROLLUP", _("Scroll up"));
act->setCustomEngineActionEvent(kActionScrollUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("8");
act->addDefaultInputMapping("4");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("JOY_UP");
act->addDefaultInputMapping("JOY_LEFT");
statusMenuNavigationKeymap->addAction(act);
act = new Action("ACTIVE", _("Active skills"));
act->setCustomEngineActionEvent(kActionActive);
act->addDefaultInputMapping("a");
statusMenuKeymap->addAction(act);
act = new Action("DROP", _("Drop"));
act->setCustomEngineActionEvent(kActionDrop);
act->addDefaultInputMapping("d");
statusMenuKeymap->addAction(act);
act = new Action("EQUIP", _("Equip"));
act->setCustomEngineActionEvent(kActionEquip);
act->addDefaultInputMapping("e");
statusMenuKeymap->addAction(act);
act = new Action("GIVE", _("Give"));
act->setCustomEngineActionEvent(kActionGive);
act->addDefaultInputMapping("g");
statusMenuKeymap->addAction(act);
act = new Action("INFO", _("Info"));
act->setCustomEngineActionEvent(kActionInfo);
act->addDefaultInputMapping("i");
statusMenuKeymap->addAction(act);
act = new Action("PASSIVE", _("Passive skills"));
act->setCustomEngineActionEvent(kActionPassive);
act->addDefaultInputMapping("p");
statusMenuKeymap->addAction(act);
act = new Action("TRADE", _("Trade"));
act->setCustomEngineActionEvent(kActionTrade);
act->addDefaultInputMapping("t");
statusMenuKeymap->addAction(act);
act = new Action("USE", _("Use"));
act->setCustomEngineActionEvent(kActionUse);
act->addDefaultInputMapping("u");
statusMenuKeymap->addAction(act);
act = new Action("EXIT", _("Exit status menu"));
act->setCustomEngineActionEvent(kActionExitStatusMenu);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("l");
act->addDefaultInputMapping("JOY_B");
statusMenuKeymap->addAction(act);
for (const EfhSubMenuOption *i = _efhSubMenuOptions; i->_id; ++i) {
act = new Action(i->_id, _(i->_desc));
act->setCustomEngineActionEvent(i->_action);
act->addDefaultInputMapping(i->_inputKey);
statusMenuSubMenuKeymap->addAction(act);
}
act = new Action("EXIT", _("Exit submenu"));
act->setCustomEngineActionEvent(kActionExitSubMenu);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_B");
statusMenuSubMenuKeymap->addAction(act);
act = new Action("STARTFIGHT", _("Attack"));
act->setCustomEngineActionEvent(kActionStartFight);
act->addDefaultInputMapping("a");
act->addDefaultInputMapping("JOY_UP");
interactionKeymap->addAction(act);
act = new Action("LEAVE", _("Leave"));
act->setCustomEngineActionEvent(kActionLeave);
act->addDefaultInputMapping("l");
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_DOWN");
interactionKeymap->addAction(act);
act = new Action("STATUS", _("Status"));
act->setCustomEngineActionEvent(kActionStatus);
act->addDefaultInputMapping("s");
act->addDefaultInputMapping("JOY_LEFT");
interactionKeymap->addAction(act);
act = new Action("TALK", _("Talk"));
act->setCustomEngineActionEvent(kActionTalk);
act->addDefaultInputMapping("t");
act->addDefaultInputMapping("JOY_RIGHT");
interactionKeymap->addAction(act);
act = new Action("ATTACK", _("Attack"));
act->setCustomEngineActionEvent(kActionAttack);
act->addDefaultInputMapping("a");
act->addDefaultInputMapping("JOY_UP");
fightKeymap->addAction(act);
act = new Action("DEFEND", _("Defend"));
act->setCustomEngineActionEvent(kActionDefend);
act->addDefaultInputMapping("d");
act->addDefaultInputMapping("JOY_DOWN");
fightKeymap->addAction(act);
act = new Action("HIDE", _("Hide"));
act->setCustomEngineActionEvent(kActionHide);
act->addDefaultInputMapping("h");
act->addDefaultInputMapping("JOY_LEFT");
fightKeymap->addAction(act);
act = new Action("RUN", _("Run"));
act->setCustomEngineActionEvent(kActionRun);
act->addDefaultInputMapping("r");
act->addDefaultInputMapping("JOY_RIGHT");
fightKeymap->addAction(act);
act = new Action("STATUS", _("Status"));
act->setCustomEngineActionEvent(kActionTeamStatus);
act->addDefaultInputMapping("s");
act->addDefaultInputMapping("JOY_Y");
fightKeymap->addAction(act);
// I18N: (Game name: Escape from hell) This action is used to view the terrain during a fight so that the player can see where they can move if they decide to run.
act = new Action("TERRAIN", _("View terrain"));
act->setCustomEngineActionEvent(kActionTerrain);
act->addDefaultInputMapping("t");
act->addDefaultInputMapping("JOY_X");
fightKeymap->addAction(act);
// I18N: (Game name: Escape from hell) Character is a hero in-game
act = new Action("CHARACTER1", _("Select character 1"));
act->setCustomEngineActionEvent(kActionCharacter1);
act->addDefaultInputMapping("1");
act->addDefaultInputMapping("JOY_UP");
characterSelectionKeymap->addAction(act);
// I18N: (Game name: Escape from hell) Character is a hero in-game
act = new Action("CHARACTER2", _("Select character 2"));
act->setCustomEngineActionEvent(kActionCharacter2);
act->addDefaultInputMapping("2");
act->addDefaultInputMapping("JOY_RIGHT");
characterSelectionKeymap->addAction(act);
// I18N: (Game name: Escape from hell) Character is a hero in-game
act = new Action("CHARACTER3", _("Select character 3"));
act->setCustomEngineActionEvent(kActionCharacter3);
act->addDefaultInputMapping("3");
act->addDefaultInputMapping("JOY_DOWN");
characterSelectionKeymap->addAction(act);
act = new Action("CHARACTERSELECTIONCANCEL", _("Cancel character selection"));
act->setCustomEngineActionEvent(kActionCancelCharacterSelection);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("0");
act->addDefaultInputMapping("JOY_B");
characterSelectionKeymap->addAction(act);
act = new Action("ENEMY1", _("Select enemy 1"));
act->setCustomEngineActionEvent(kActionEnemy1);
act->addDefaultInputMapping("a");
act->addDefaultInputMapping("JOY_UP");
enemySelectionKeymap->addAction(act);
act = new Action("ENEMY2", _("Select enemy 2"));
act->setCustomEngineActionEvent(kActionEnemy2);
act->addDefaultInputMapping("b");
act->addDefaultInputMapping("JOY_RIGHT");
enemySelectionKeymap->addAction(act);
act = new Action("ENEMY3", _("Select enemy 3"));
act->setCustomEngineActionEvent(kActionEnemy3);
act->addDefaultInputMapping("c");
act->addDefaultInputMapping("JOY_DOWN");
enemySelectionKeymap->addAction(act);
act = new Action("ENEMY4", _("Select enemy 4"));
act->setCustomEngineActionEvent(kActionEnemy4);
act->addDefaultInputMapping("d");
act->addDefaultInputMapping("JOY_LEFT");
enemySelectionKeymap->addAction(act);
act = new Action("ENEMY5", _("Select enemy 5"));
act->setCustomEngineActionEvent(kActionEnemy5);
act->addDefaultInputMapping("e");
act->addDefaultInputMapping("JOY_Y");
enemySelectionKeymap->addAction(act);
act = new Action("CANCEL", _("Cancel enemy selection"));
act->setCustomEngineActionEvent(kActionCancelEnemySelection);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_B");
enemySelectionKeymap->addAction(act);
act = new Action(kStandardActionLoad, _("Load game"));
act->setCustomEngineActionEvent(kActionLoad);
act->addDefaultInputMapping("l");
act->addDefaultInputMapping("JOY_LEFT");
deathMenuKeymap->addAction(act);
act = new Action(kStandardActionSave, _("Quit game"));
act->setCustomEngineActionEvent(kActionQuit);
act->addDefaultInputMapping("q");
act->addDefaultInputMapping("JOY_RIGHT");
deathMenuKeymap->addAction(act);
act = new Action("RESET", _("Restart game"));
act->setCustomEngineActionEvent(kActionreset);
act->addDefaultInputMapping("r");
act->addDefaultInputMapping("JOY_UP");
deathMenuKeymap->addAction(act);
if (ConfMan.getBool("dump_scripts")) {
act = new Action("SOUND13", _("Play sound type 13"));
act->setCustomEngineActionEvent(kActionSound13);
act->addDefaultInputMapping("4");
engineKeymap->addAction(act);
act = new Action("SOUND14", _("Play sound type 14"));
act->setCustomEngineActionEvent(kActionSound14);
act->addDefaultInputMapping("5");
engineKeymap->addAction(act);
act = new Action("SOUND15", _("Play sound type 15"));
act->setCustomEngineActionEvent(kActionSound15);
act->addDefaultInputMapping("6");
engineKeymap->addAction(act);
act = new Action("SOUND5", _("Play sound type 5"));
act->setCustomEngineActionEvent(kActionSound5);
act->addDefaultInputMapping("7");
engineKeymap->addAction(act);
act = new Action("SOUND10", _("Play sound type 10"));
act->setCustomEngineActionEvent(kActionSound10);
act->addDefaultInputMapping("8");
engineKeymap->addAction(act);
act = new Action("SOUND9", _("Play sound type 9"));
act->setCustomEngineActionEvent(kActionSound9);
act->addDefaultInputMapping("9");
engineKeymap->addAction(act);
act = new Action("SOUND16", _("Play sound type 16"));
act->setCustomEngineActionEvent(kActionSound16);
act->addDefaultInputMapping("0");
engineKeymap->addAction(act);
}
KeymapArray keymap(13);
keymap[0] = engineKeymap;
keymap[1] = menuKeymap;
keymap[2] = quitKeymap;
keymap[3] = skipVideoKeymap;
keymap[4] = skipSongKeymap;
keymap[5] = statusMenuNavigationKeymap;
keymap[6] = statusMenuKeymap;
keymap[7] = statusMenuSubMenuKeymap;
keymap[8] = interactionKeymap;
keymap[9] = fightKeymap;
keymap[10] = characterSelectionKeymap;
keymap[11] = enemySelectionKeymap;
keymap[12] = deathMenuKeymap;
menuKeymap->setEnabled(false);
skipVideoKeymap->setEnabled(false);
skipSongKeymap->setEnabled(false);
statusMenuNavigationKeymap->setEnabled(false);
statusMenuKeymap->setEnabled(false);
statusMenuSubMenuKeymap->setEnabled(false);
interactionKeymap->setEnabled(false);
fightKeymap->setEnabled(false);
characterSelectionKeymap->setEnabled(false);
enemySelectionKeymap->setEnabled(false);
deathMenuKeymap->setEnabled(false);
return keymap;
}
} // End of namespace Efh
#if PLUGIN_ENABLED_DYNAMIC(EFH)
REGISTER_PLUGIN_DYNAMIC(EFH, PLUGIN_TYPE_ENGINE, Efh::EfhMetaEngine);
#else
REGISTER_PLUGIN_STATIC(EFH, PLUGIN_TYPE_ENGINE, Efh::EfhMetaEngine);
#endif