322 lines
9.8 KiB
C++
322 lines
9.8 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 "engines/advancedDetector.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/translation.h"
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#include "queen/input.h"
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#include "queen/queen.h"
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#include "queen/resource.h"
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#include "queen/detection.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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static const ADExtraGuiOptionsMap optionsList[] = {
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{
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GAMEOPTION_ALT_INTRO,
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{
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_s("Alternative intro"),
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_s("Use an alternative game intro (CD version only)"),
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"alt_intro",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_ALT_FONT,
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{
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_s("Improved font"),
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_s("Use an easier to read custom font"),
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"alt_font",
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false,
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0,
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0
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}
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},
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AD_EXTRA_GUI_OPTIONS_TERMINATOR
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};
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class QueenMetaEngine : public AdvancedMetaEngine<Queen::QueenGameDescription> {
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public:
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const char *getName() const override {
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return "queen";
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}
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const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
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return optionsList;
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}
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bool hasFeature(MetaEngineFeature f) const override;
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Common::Error createInstance(OSystem *syst, Engine **engine, const Queen::QueenGameDescription *desc) const override;
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SaveStateList listSaves(const char *target) const override;
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int getMaximumSaveSlot() const override { return 99; }
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bool removeSaveState(const char *target, int slot) const override;
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int getAutosaveSlot() const override { return 99; }
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Common::KeymapArray initKeymaps(const char *target) const override;
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};
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bool QueenMetaEngine::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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}
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SaveStateList QueenMetaEngine::listSaves(const char *target) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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Common::StringArray filenames;
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char saveDesc[32];
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Common::String pattern("queen.s##");
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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 <= 99) {
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Common::InSaveFile *in = saveFileMan->openForLoading(*file);
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if (in) {
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for (int i = 0; i < 4; i++)
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in->readUint32BE();
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in->read(saveDesc, 32);
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saveList.push_back(SaveStateDescriptor(this, slotNum, saveDesc));
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delete in;
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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 QueenMetaEngine::removeSaveState(const char *target, int slot) const {
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Common::String filename = Common::String::format("queen.s%02d", slot);
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return g_system->getSavefileManager()->removeSavefile(filename);
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}
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Common::Error QueenMetaEngine::createInstance(OSystem *syst, Engine **engine, const Queen::QueenGameDescription *desc) const {
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*engine = new Queen::QueenEngine(syst); //FIXME ,desc);
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return Common::kNoError;
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}
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static const char *const CommandKeys[] = {
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"ocmglptu", // English
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"osbgpnre", // German
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"ofdnepau", // French
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"acsdgpqu", // Italian
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"ocmglptu", // Hebrew
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"acodmthu" // Spanish
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};
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const char *CurrentCommandKeys;
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Common::KeymapArray QueenMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace Queen;
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Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "queen-default", _("Default keymappings"));
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Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
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Keymap *journalKeymap = new Keymap(Keymap::kKeymapTypeGame, "journal", _("Journal keymappings"));
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Action *act;
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Language language = parseLanguage(ConfMan.get("language"));
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switch (language) {
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case EN_ANY:
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case EL_GRC:
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case RU_RUS:
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CurrentCommandKeys = CommandKeys[0];
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break;
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case DE_DEU:
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CurrentCommandKeys = CommandKeys[1];
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break;
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case FR_FRA:
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CurrentCommandKeys = CommandKeys[2];
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break;
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case IT_ITA:
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CurrentCommandKeys = CommandKeys[3];
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break;
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case HE_ISR:
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CurrentCommandKeys = CommandKeys[4];
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break;
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case ES_ESP:
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CurrentCommandKeys = CommandKeys[5];
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break;
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default:
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error("Unknown language");
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break;
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}
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act = new Action(kStandardActionLeftClick, _("Move / Interact"));
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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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act = new Action(kStandardActionRightClick, _("Move / Skip / Use default action with inventory item"));
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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("FASTMODE", _("Toggle fast mode"));
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act->setCustomEngineActionEvent(kActionFastMode);
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act->addDefaultInputMapping("C+f");
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act->addDefaultInputMapping("JOY_Y");
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gameKeymap->addAction(act);
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act = new Action("SKIPTEXT", _("Skip text"));
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act->setCustomEngineActionEvent(kActionSkipText);
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act->addDefaultInputMapping("SPACE");
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gameKeymap->addAction(act);
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act = new Action("INVSCROLLUP", _("Scroll inventory up"));
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act->setCustomEngineActionEvent(kActionScrollUp);
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act->addDefaultInputMapping("COMMA");
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act->addDefaultInputMapping("JOY_UP");
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gameKeymap->addAction(act);
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act = new Action("INVSCROLLDOWN", _("Scroll inventory down"));
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act->setCustomEngineActionEvent(kActionScrollDown);
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act->addDefaultInputMapping("PERIOD");
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act->addDefaultInputMapping("JOY_DOWN");
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gameKeymap->addAction(act);
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act = new Action("INVITEM1", _("Inventory item 1"));
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act->setCustomEngineActionEvent(kActionInvSlot1);
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act->addDefaultInputMapping("1");
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gameKeymap->addAction(act);
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act = new Action("INVITEM2", _("Inventory item 2"));
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act->setCustomEngineActionEvent(kActionInvSlot2);
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act->addDefaultInputMapping("2");
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gameKeymap->addAction(act);
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act = new Action("INVITEM3", _("Inventory item 3"));
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act->setCustomEngineActionEvent(kActionInvSlot3);
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act->addDefaultInputMapping("3");
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gameKeymap->addAction(act);
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act = new Action("INVITEM4", _("Inventory item 4"));
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act->setCustomEngineActionEvent(kActionInvSlot4);
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act->addDefaultInputMapping("4");
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gameKeymap->addAction(act);
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act = new Action("SKIPCUTAWAY", _("Skip cutaway / dialog"));
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act->setCustomEngineActionEvent(kActionSkipCutaway);
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act->addDefaultInputMapping("ESCAPE");
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gameKeymap->addAction(act);
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act = new Action("USEJOURNAL", _("Use journal"));
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act->setCustomEngineActionEvent(kActionJournal);
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act->addDefaultInputMapping("F1");
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act->addDefaultInputMapping("F5");
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act->addDefaultInputMapping("JOY_X");
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gameKeymap->addAction(act);
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act = new Action("QUICKSAVE", _("Quick save"));
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act->setCustomEngineActionEvent(kActionSave);
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act->addDefaultInputMapping("F11");
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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gameKeymap->addAction(act);
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act = new Action("QUICKLOAD", _("Quick load"));
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act->setCustomEngineActionEvent(kActionLoad);
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act->addDefaultInputMapping("F12");
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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gameKeymap->addAction(act);
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act = new Action("OPEN", _("Open"));
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act->setCustomEngineActionEvent(kActionOpen);
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act->addDefaultInputMapping(String(CurrentCommandKeys[0]));
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gameKeymap->addAction(act);
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act = new Action("CLOSE", _("Close"));
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act->setCustomEngineActionEvent(kActionClose);
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act->addDefaultInputMapping(String(CurrentCommandKeys[1]));
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gameKeymap->addAction(act);
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act = new Action("MOVE", _("Move"));
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act->setCustomEngineActionEvent(kActionMove);
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act->addDefaultInputMapping(String(CurrentCommandKeys[2]));
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gameKeymap->addAction(act);
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act = new Action("GIVE", _("Give"));
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act->setCustomEngineActionEvent(kActionGive);
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act->addDefaultInputMapping(String(CurrentCommandKeys[3]));
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gameKeymap->addAction(act);
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act = new Action("LOOK", _("Look at"));
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act->setCustomEngineActionEvent(kActionLook);
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act->addDefaultInputMapping(String(CurrentCommandKeys[4]));
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gameKeymap->addAction(act);
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act = new Action("PICKUP", _("Pick up"));
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act->setCustomEngineActionEvent(kActionPickUp);
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act->addDefaultInputMapping(String(CurrentCommandKeys[5]));
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gameKeymap->addAction(act);
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act = new Action("TALK", _("Talk to"));
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act->setCustomEngineActionEvent(kActionTalk);
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act->addDefaultInputMapping(String(CurrentCommandKeys[6]));
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gameKeymap->addAction(act);
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act = new Action("USE", _("Use"));
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act->setCustomEngineActionEvent(kActionUse);
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act->addDefaultInputMapping(String(CurrentCommandKeys[7]));
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gameKeymap->addAction(act);
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act = new Action("CLOSE", _("Close journal"));
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act->setCustomEngineActionEvent(kActionCloseJournal);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_X");
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journalKeymap->addAction(act);
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KeymapArray keymaps(3);
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keymaps[0] = engineKeymap;
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keymaps[1] = gameKeymap;
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keymaps[2] = journalKeymap;
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journalKeymap->setEnabled(false);
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return keymaps;
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}
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#if PLUGIN_ENABLED_DYNAMIC(QUEEN)
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REGISTER_PLUGIN_DYNAMIC(QUEEN, PLUGIN_TYPE_ENGINE, QueenMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(QUEEN, PLUGIN_TYPE_ENGINE, QueenMetaEngine);
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#endif
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