216 lines
7.7 KiB
C++
216 lines
7.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/system.h"
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#include "common/savefile.h"
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#include "engines/advancedDetector.h"
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#include "petka/petka.h"
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#include "common/translation.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymapper.h"
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#include "backends/keymapper/standard-actions.h"
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class PetkaMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
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public:
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const char *getName() const override {
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return "petka";
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}
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bool hasFeature(MetaEngineFeature f) const override;
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int getMaximumSaveSlot() const override { return 17; }
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SaveStateList listSaves(const char *target) const override;
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bool removeSaveState(const char *target, int slot) const override;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
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Common::KeymapArray initKeymaps(const char *target) const override;
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};
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bool PetkaMetaEngine::hasFeature(MetaEngineFeature f) const {
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return
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(f == kSupportsListSaves) ||
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(f == kSupportsLoadingDuringStartup) ||
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(f == kSupportsDeleteSave) ||
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(f == kSavesSupportMetaInfo) ||
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(f == kSavesSupportThumbnail) ||
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(f == kSavesSupportCreationDate) ||
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(f == kSavesSupportPlayTime);
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}
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SaveStateList PetkaMetaEngine::listSaves(const char *target) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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Common::String pattern = Common::String::format("%s.s##", target);
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Common::StringArray filenames = saveFileMan->listSavefiles(pattern);
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SaveStateList saveList;
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for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
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// Obtain the last 2 digits of the filename, since they correspond to the save slot
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int slotNum = atoi(file->c_str() + file->size() - 2);
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if (slotNum >= 0 && slotNum <= getMaximumSaveSlot()) {
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Common::ScopedPtr<Common::InSaveFile> in(saveFileMan->openForLoading(*file));
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if (in) {
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SaveStateDescriptor desc;
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desc.setSaveSlot(slotNum);
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if (Petka::readSaveHeader(*in.get(), desc))
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saveList.push_back(desc);
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}
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}
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}
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// Sort saves based on slot number.
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Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
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return saveList;
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}
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bool PetkaMetaEngine::removeSaveState(const char *target, int slot) const {
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return g_system->getSavefileManager()->removeSavefile(Petka::generateSaveName(slot, target));
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}
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SaveStateDescriptor PetkaMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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Common::ScopedPtr<Common::InSaveFile> f(g_system->getSavefileManager()->openForLoading(Petka::generateSaveName(slot, target)));
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if (f) {
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SaveStateDescriptor desc;
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if (!Petka::readSaveHeader(*f.get(), desc, false))
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return SaveStateDescriptor();
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desc.setSaveSlot(slot);
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return desc;
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}
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return SaveStateDescriptor();
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}
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Common::Error PetkaMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new Petka::PetkaEngine(syst, desc);
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return Common::kNoError;
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}
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Common::KeymapArray PetkaMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace Petka;
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Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "petka-default", _("Default keymappings"));
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Action *act;
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act = new Action(kStandardActionLeftClick, _("Interact / Skip dialog"));
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act->setLeftClickEvent();
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act->addDefaultInputMapping("MOUSE_LEFT");
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act->addDefaultInputMapping("JOY_A");
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engineKeymap->addAction(act);
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// 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.
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act = new Action(kStandardActionRightClick, _("Open action menu / Close current interface"));
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act->setRightClickEvent();
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act->addDefaultInputMapping("MOUSE_RIGHT");
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act->addDefaultInputMapping("JOY_B");
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engineKeymap->addAction(act);
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act = new Action("LOOK", _("Look"));
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act->setCustomEngineActionEvent(kActionCursorLook);
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act->addDefaultInputMapping("1");
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act->addDefaultInputMapping("l");
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act->addDefaultInputMapping("JOY_DOWN");
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engineKeymap->addAction(act);
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act = new Action("WALK", _("Walk"));
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act->setCustomEngineActionEvent(kActionCursorWalk);
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act->addDefaultInputMapping("2");
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act->addDefaultInputMapping("w");
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act->addDefaultInputMapping("JOY_LEFT");
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engineKeymap->addAction(act);
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act = new Action("TAKE", _("Take"));
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act->setCustomEngineActionEvent(kActionCursorTake);
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act->addDefaultInputMapping("3");
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act->addDefaultInputMapping("g");
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act->addDefaultInputMapping("JOY_UP");
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engineKeymap->addAction(act);
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act = new Action("USE", _("Use"));
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act->setCustomEngineActionEvent(kActionCursorUse);
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act->addDefaultInputMapping("4");
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act->addDefaultInputMapping("u");
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act->addDefaultInputMapping("JOY_RIGHT");
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engineKeymap->addAction(act);
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act = new Action("TALK", _("Talk"));
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act->setCustomEngineActionEvent(kActionCursorTalk);
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act->addDefaultInputMapping("5");
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act->addDefaultInputMapping("t");
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act->addDefaultInputMapping("JOY_X");
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engineKeymap->addAction(act);
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// 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.
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act = new Action("CHAPAYEV", _("Chapayev use object"));
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act->setCustomEngineActionEvent(kActionCursorChapayev);
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act->addDefaultInputMapping("6");
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act->addDefaultInputMapping("c");
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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engineKeymap->addAction(act);
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act = new Action("INVENTORY", _("Inventory"));
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act->setCustomEngineActionEvent(kActionInventory);
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act->addDefaultInputMapping("i");
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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engineKeymap->addAction(act);
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act = new Action("MAP", _("Map"));
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act->setCustomEngineActionEvent(kActionMap);
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act->addDefaultInputMapping("TAB");
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act->addDefaultInputMapping("m");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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engineKeymap->addAction(act);
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act = new Action("OPTIONS", _("Show / Hide options screen"));
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act->setCustomEngineActionEvent(kActionOptions);
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act->addDefaultInputMapping("o");
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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engineKeymap->addAction(act);
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act = new Action("PREVIOUS_INTERFACE", _("Close current interface"));
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act->setCustomEngineActionEvent(kActionPrevInterface);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_Y");
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engineKeymap->addAction(act);
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act = new Action("SAVE", _("Save game"));
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act->setCustomEngineActionEvent(kActionSave);
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act->addDefaultInputMapping("F2");
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engineKeymap->addAction(act);
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act = new Action("LOAD", _("Load game"));
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act->setCustomEngineActionEvent(kActionLoad);
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act->addDefaultInputMapping("F3");
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engineKeymap->addAction(act);
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return Keymap::arrayOf(engineKeymap);
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}
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#if PLUGIN_ENABLED_DYNAMIC(PETKA)
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REGISTER_PLUGIN_DYNAMIC(PETKA, PLUGIN_TYPE_ENGINE, PetkaMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(PETKA, PLUGIN_TYPE_ENGINE, PetkaMetaEngine);
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#endif
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