Files
scummvm-cursorfix/engines/titanic/metaengine.cpp
2026-02-02 04:50:13 +01:00

424 lines
14 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "titanic/core/project_item.h"
#include "titanic/events.h"
#include "titanic/support/simple_file.h"
#include "titanic/titanic.h"
#include "base/plugins.h"
#include "common/savefile.h"
#include "common/str-array.h"
#include "common/memstream.h"
#include "engines/advancedDetector.h"
#include "common/system.h"
#include "graphics/surface.h"
#include "titanic/detection.h"
#include "common/translation.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
namespace Titanic {
uint32 TitanicEngine::getFeatures() const {
return _gameDescription->desc.flags;
}
Common::Language TitanicEngine::getLanguage() const {
return _gameDescription->desc.language;
}
} // End of namespace Titanic
class TitanicMetaEngine : public AdvancedMetaEngine<Titanic::TitanicGameDescription> {
public:
const char *getName() const override {
return "titanic";
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine, const Titanic::TitanicGameDescription *desc) const override;
SaveStateList listSaves(const char *target) const override;
int getMaximumSaveSlot() const override;
bool removeSaveState(const char *target, int slot) const override;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool TitanicMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportCreationDate) ||
(f == kSavesSupportPlayTime) ||
(f == kSavesSupportThumbnail) ||
(f == kSimpleSavesNames);
}
bool Titanic::TitanicEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::Error TitanicMetaEngine::createInstance(OSystem *syst, Engine **engine, const Titanic::TitanicGameDescription *desc) const {
*engine = new Titanic::TitanicEngine(syst,desc);
return Common::kNoError;
}
SaveStateList TitanicMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String saveDesc;
Common::String pattern = Common::String::format("%s.0##", target);
Titanic::TitanicSavegameHeader header;
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
const char *ext = strrchr(file->c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
if (slot >= 0 && slot <= MAX_SAVES) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file);
if (in) {
Titanic::CompressedFile cf;
cf.open(in);
if (Titanic::CProjectItem::readSavegameHeader(&cf, header))
saveList.push_back(SaveStateDescriptor(this, slot, header._saveName));
cf.close();
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int TitanicMetaEngine::getMaximumSaveSlot() const {
return MAX_SAVES;
}
bool TitanicMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
return g_system->getSavefileManager()->removeSavefile(filename);
}
SaveStateDescriptor TitanicMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String filename = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
if (f) {
Titanic::CompressedFile file;
file.open(f);
Titanic::TitanicSavegameHeader header;
if (!Titanic::CProjectItem::readSavegameHeader(&file, header, false)) {
file.close();
return SaveStateDescriptor();
}
file.close();
// Create the return descriptor
SaveStateDescriptor desc(this, slot, header._saveName);
if (header._version) {
desc.setThumbnail(header._thumbnail);
desc.setSaveDate(header._year, header._month, header._day);
desc.setSaveTime(header._hour, header._minute);
desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
}
return desc;
}
return SaveStateDescriptor();
}
Common::KeymapArray TitanicMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Titanic;
Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "titanic-default", _("Default keymappings"));
Keymap *petKeymap = new Keymap(Keymap::kKeymapTypeGame, "pet", _("PET keymappings"));
Keymap *realLifeKeymap = new Keymap(Keymap::kKeymapTypeGame, "real-life", _("Real Life keymappings"));
Keymap *invShortcutKeymap = new Keymap(Keymap::kKeymapTypeGame, "inv-shortcut", _("Inventory shortcut"));
Keymap *contSaveKeymap = new Keymap(Keymap::kKeymapTypeGame, "cont-save", _("Continue game dialogue keymappings"));
Keymap *starMapKeymap = new Keymap(Keymap::kKeymapTypeGame, "star-map", _("Star Map keymappings"));
Keymap *movementKeymap = new Keymap(Keymap::kKeymapTypeGame, "movement", _("Movement keymappings"));
Action *act;
act = new Action(kStandardActionLeftClick, _("Select / Interact / Move"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
engineKeymap->addAction(act);
act = new Action(kStandardActionRightClick, _("Select / Interact / Quick move"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
engineKeymap->addAction(act);
act = new Action("CHEAT", _("Cheat menu"));
act->setCustomEngineActionEvent(kActionCheat);
act->addDefaultInputMapping("C+c");
engineKeymap->addAction(act);
act = new Action("SAVE", _("Save game"));
act->setCustomEngineActionEvent(kActionSave);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
engineKeymap->addAction(act);
act = new Action("LOAD", _("Load game"));
act->setCustomEngineActionEvent(kActionLoad);
act->addDefaultInputMapping("F7");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
engineKeymap->addAction(act);
act = new Action("SHIFT", _("Shift"));
act->setCustomEngineActionEvent(kActionShift);
act->addDefaultInputMapping("LSHIFT");
act->addDefaultInputMapping("RSHIFT");
act->addDefaultInputMapping("JOY_X");
engineKeymap->addAction(act);
act = new Action("UP", _("Scroll up"));
act->setCustomEngineActionEvent(kActionUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("JOY_UP");
realLifeKeymap->addAction(act);
act = new Action("DOWN", _("Scroll down"));
act->setCustomEngineActionEvent(kActionDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("TAB");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("JOY_DOWN");
realLifeKeymap->addAction(act);
act = new Action("SELECT", _("Select"));
act->setCustomEngineActionEvent(kActionSelect);
act->addDefaultInputMapping("Return");
act->addDefaultInputMapping("KP_ENTER");
realLifeKeymap->addAction(act);
act = new Action("CONVERSATION", _("Conversation"));
act->setCustomEngineActionEvent(kActionPETConversation);
act->addDefaultInputMapping("F1");
petKeymap->addAction(act);
act = new Action("INVENTORY", _("Inventory"));
act->setCustomEngineActionEvent(kActionPETInventory);
act->addDefaultInputMapping("F2");
petKeymap->addAction(act);
act = new Action("REMOTE", _("Remote"));
act->setCustomEngineActionEvent(kActionPETRemote);
act->addDefaultInputMapping("F3");
petKeymap->addAction(act);
act = new Action("ROOMS", _("Rooms"));
act->setCustomEngineActionEvent(kActionPETRooms);
act->addDefaultInputMapping("F4");
petKeymap->addAction(act);
act = new Action("REALLIFE", _("Real life"));
act->setCustomEngineActionEvent(kActionPETRealLife);
act->addDefaultInputMapping("F6");
petKeymap->addAction(act);
act = new Action("SCROLLUP", _("Previous page"));
act->setCustomEngineActionEvent(kActionPETScrollPageUp);
act->addDefaultInputMapping("PAGEUP");
act->addDefaultInputMapping("KP9");
act->addDefaultInputMapping("JOY_UP");
petKeymap->addAction(act);
act = new Action("SCROLLDOWN", _("Next page"));
act->setCustomEngineActionEvent(kActionPETScrollPageDown);
act->addDefaultInputMapping("PAGEDOWN");
act->addDefaultInputMapping("KP3");
act->addDefaultInputMapping("JOY_DOWN");
petKeymap->addAction(act);
act = new Action("SCROLLTOP", _("Scroll to top"));
act->setCustomEngineActionEvent(kActionPETScrollTop);
act->addDefaultInputMapping("HOME");
act->addDefaultInputMapping("KP7");
petKeymap->addAction(act);
act = new Action("SCROLLBOTTOM", _("Scroll to bottom"));
act->setCustomEngineActionEvent(kActionPeTScrollBottom);
act->addDefaultInputMapping("END");
act->addDefaultInputMapping("KP1");
petKeymap->addAction(act);
if (Common::parseLanguage(ConfMan.get("language", target)) == Common::DE_DEU) {
act = new Action("TRANSLATION", _("Translation"));
act->setCustomEngineActionEvent(kActionPETTranslation);
act->addDefaultInputMapping("F8");
petKeymap->addAction(act);
}
act = new Action("INVENTORY", _("Inventory"));
act->setCustomEngineActionEvent(kActionPETInventory);
act->addDefaultInputMapping("TAB");
invShortcutKeymap->addAction(act);
act = new Action("QUIT", _("Quit"));
act->setCustomEngineActionEvent(kActionQuit);
act->addDefaultInputMapping("ESCAPE");
contSaveKeymap->addAction(act);
act = new Action("TOGGLE", _("Toggle between Star Map and photo of your home"));
act->setCustomEngineActionEvent(kActionStarMapToggle);
act->addDefaultInputMapping("TAB");
starMapKeymap->addAction(act);
act = new Action("LEFT", _("Move left"));
act->setCustomEngineActionEvent(kActionStarMapLeft);
act->allowKbdRepeats();
act->addDefaultInputMapping("z");
starMapKeymap->addAction(act);
act = new Action("RIGHT", _("Move right"));
act->setCustomEngineActionEvent(kActionStarMapRight);
act->allowKbdRepeats();
act->addDefaultInputMapping("x");
starMapKeymap->addAction(act);
act = new Action("UP", _("Move up"));
act->setCustomEngineActionEvent(kActionStarMapUp);
act->allowKbdRepeats();
act->addDefaultInputMapping("QUOTE");
starMapKeymap->addAction(act);
act = new Action("DOWN", _("Move down"));
act->setCustomEngineActionEvent(kActionStarMapDown);
act->allowKbdRepeats();
act->addDefaultInputMapping("SLASH");
starMapKeymap->addAction(act);
act = new Action("FORWARD", _("Move forward"));
act->setCustomEngineActionEvent(kActionStarMapForward);
act->allowKbdRepeats();
act->addDefaultInputMapping("SEMICOLON");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
starMapKeymap->addAction(act);
act = new Action("BACKWARD", _("Move backward"));
act->setCustomEngineActionEvent(kActionStarMapBackward);
act->allowKbdRepeats();
act->addDefaultInputMapping("PERIOD");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
starMapKeymap->addAction(act);
act = new Action("STOP", _("Stop moving"));
act->setCustomEngineActionEvent(kActionStarMapStop);
act->addDefaultInputMapping("SPACE");
act->addDefaultInputMapping("JOY_Y");
starMapKeymap->addAction(act);
act = new Action("LOCK", _("Lock coordinate"));
act->setCustomEngineActionEvent(kActionStarMapLock);
act->addDefaultInputMapping("l");
act->addDefaultInputMapping("JOY_UP");
starMapKeymap->addAction(act);
act = new Action("UNLOCK", _("Unlock coordinate"));
act->setCustomEngineActionEvent(kActionStarMapUnlock);
act->addDefaultInputMapping("d");
act->addDefaultInputMapping("JOY_DOWN");
starMapKeymap->addAction(act);
act = new Action("CONSTELLATIONS", _("View constellations"));
act->setCustomEngineActionEvent(kActionStarMapConstellations);
act->addDefaultInputMapping("c");
starMapKeymap->addAction(act);
act = new Action("BOUNDARIES", _("View boundaries"));
act->setCustomEngineActionEvent(kActionStarMapBoundaries);
act->addDefaultInputMapping("b");
starMapKeymap->addAction(act);
act = new Action("MFORWARD", _("Move forward"));
act->setCustomEngineActionEvent(kActionMovementForwards);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
movementKeymap->addAction(act);
act = new Action("MBACKWARD", _("Move backward"));
act->setCustomEngineActionEvent(kActionMovementBackwards);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
movementKeymap->addAction(act);
act = new Action("MLEFT", _("Move left"));
act->setCustomEngineActionEvent(kActionMovementLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
movementKeymap->addAction(act);
act = new Action("MRIGHT", _("Move right"));
act->setCustomEngineActionEvent(kActionMovementRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
movementKeymap->addAction(act);
KeymapArray keymaps(7);
keymaps[0] = engineKeymap;
keymaps[1] = realLifeKeymap;
keymaps[2] = petKeymap;
keymaps[3] = invShortcutKeymap;
keymaps[4] = contSaveKeymap;
keymaps[5] = starMapKeymap;
keymaps[6] = movementKeymap;
contSaveKeymap->setEnabled(false);
realLifeKeymap->setEnabled(false);
starMapKeymap->setEnabled(false);
return keymaps;
}
#if PLUGIN_ENABLED_DYNAMIC(TITANIC)
REGISTER_PLUGIN_DYNAMIC(TITANIC, PLUGIN_TYPE_ENGINE, TitanicMetaEngine);
#else
REGISTER_PLUGIN_STATIC(TITANIC, PLUGIN_TYPE_ENGINE, TitanicMetaEngine);
#endif