/* 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/system.h" #include "common/savefile.h" #include "engines/advancedDetector.h" #include "petka/petka.h" #include "common/translation.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymapper.h" #include "backends/keymapper/standard-actions.h" class PetkaMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "petka"; } bool hasFeature(MetaEngineFeature f) const override; int getMaximumSaveSlot() const override { return 17; } SaveStateList listSaves(const char *target) const override; bool removeSaveState(const char *target, int slot) const override; SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override; Common::KeymapArray initKeymaps(const char *target) const override; }; bool PetkaMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup) || (f == kSupportsDeleteSave) || (f == kSavesSupportMetaInfo) || (f == kSavesSupportThumbnail) || (f == kSavesSupportCreationDate) || (f == kSavesSupportPlayTime); } SaveStateList PetkaMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); Common::String pattern = Common::String::format("%s.s##", target); Common::StringArray filenames = saveFileMan->listSavefiles(pattern); SaveStateList saveList; for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) { // Obtain the last 2 digits of the filename, since they correspond to the save slot int slotNum = atoi(file->c_str() + file->size() - 2); if (slotNum >= 0 && slotNum <= getMaximumSaveSlot()) { Common::ScopedPtr in(saveFileMan->openForLoading(*file)); if (in) { SaveStateDescriptor desc; desc.setSaveSlot(slotNum); if (Petka::readSaveHeader(*in.get(), desc)) saveList.push_back(desc); } } } // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } bool PetkaMetaEngine::removeSaveState(const char *target, int slot) const { return g_system->getSavefileManager()->removeSavefile(Petka::generateSaveName(slot, target)); } SaveStateDescriptor PetkaMetaEngine::querySaveMetaInfos(const char *target, int slot) const { Common::ScopedPtr f(g_system->getSavefileManager()->openForLoading(Petka::generateSaveName(slot, target))); if (f) { SaveStateDescriptor desc; if (!Petka::readSaveHeader(*f.get(), desc, false)) return SaveStateDescriptor(); desc.setSaveSlot(slot); return desc; } return SaveStateDescriptor(); } Common::Error PetkaMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { *engine = new Petka::PetkaEngine(syst, desc); return Common::kNoError; } Common::KeymapArray PetkaMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace Petka; Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "petka-default", _("Default keymappings")); Action *act; act = new Action(kStandardActionLeftClick, _("Interact / Skip dialog")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); engineKeymap->addAction(act); // I18N: (Game Name: Red Comrades 1: Save the Galaxy) The game has multiple actions that you can perform(take, use, etc.), the action menu allows you to select one of them. act = new Action(kStandardActionRightClick, _("Open action menu / Close current interface")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); engineKeymap->addAction(act); act = new Action("LOOK", _("Look")); act->setCustomEngineActionEvent(kActionCursorLook); act->addDefaultInputMapping("1"); act->addDefaultInputMapping("l"); act->addDefaultInputMapping("JOY_DOWN"); engineKeymap->addAction(act); act = new Action("WALK", _("Walk")); act->setCustomEngineActionEvent(kActionCursorWalk); act->addDefaultInputMapping("2"); act->addDefaultInputMapping("w"); act->addDefaultInputMapping("JOY_LEFT"); engineKeymap->addAction(act); act = new Action("TAKE", _("Take")); act->setCustomEngineActionEvent(kActionCursorTake); act->addDefaultInputMapping("3"); act->addDefaultInputMapping("g"); act->addDefaultInputMapping("JOY_UP"); engineKeymap->addAction(act); act = new Action("USE", _("Use")); act->setCustomEngineActionEvent(kActionCursorUse); act->addDefaultInputMapping("4"); act->addDefaultInputMapping("u"); act->addDefaultInputMapping("JOY_RIGHT"); engineKeymap->addAction(act); act = new Action("TALK", _("Talk")); act->setCustomEngineActionEvent(kActionCursorTalk); act->addDefaultInputMapping("5"); act->addDefaultInputMapping("t"); act->addDefaultInputMapping("JOY_X"); engineKeymap->addAction(act); // I18N: (Game Name: Red Comrades 1: Save the Galaxy) The game features two characters, but all actions are normally performed by Petka. This action allows you to "use" an object specifically with Chapayev instead. act = new Action("CHAPAYEV", _("Chapayev use object")); act->setCustomEngineActionEvent(kActionCursorChapayev); act->addDefaultInputMapping("6"); act->addDefaultInputMapping("c"); act->addDefaultInputMapping("JOY_RIGHT_TRIGGER"); engineKeymap->addAction(act); act = new Action("INVENTORY", _("Inventory")); act->setCustomEngineActionEvent(kActionInventory); act->addDefaultInputMapping("i"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); engineKeymap->addAction(act); act = new Action("MAP", _("Map")); act->setCustomEngineActionEvent(kActionMap); act->addDefaultInputMapping("TAB"); act->addDefaultInputMapping("m"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); engineKeymap->addAction(act); act = new Action("OPTIONS", _("Show / Hide options screen")); act->setCustomEngineActionEvent(kActionOptions); act->addDefaultInputMapping("o"); act->addDefaultInputMapping("JOY_LEFT_TRIGGER"); engineKeymap->addAction(act); act = new Action("PREVIOUS_INTERFACE", _("Close current interface")); act->setCustomEngineActionEvent(kActionPrevInterface); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_Y"); engineKeymap->addAction(act); act = new Action("SAVE", _("Save game")); act->setCustomEngineActionEvent(kActionSave); act->addDefaultInputMapping("F2"); engineKeymap->addAction(act); act = new Action("LOAD", _("Load game")); act->setCustomEngineActionEvent(kActionLoad); act->addDefaultInputMapping("F3"); engineKeymap->addAction(act); return Keymap::arrayOf(engineKeymap); } #if PLUGIN_ENABLED_DYNAMIC(PETKA) REGISTER_PLUGIN_DYNAMIC(PETKA, PLUGIN_TYPE_ENGINE, PetkaMetaEngine); #else REGISTER_PLUGIN_STATIC(PETKA, PLUGIN_TYPE_ENGINE, PetkaMetaEngine); #endif