361 lines
11 KiB
C++
361 lines
11 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/savefile.h"
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#include "common/system.h"
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#include "engines/advancedDetector.h"
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#include "graphics/surface.h"
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#include "access/access.h"
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#include "access/amazon/amazon_game.h"
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#include "access/martian/martian_game.h"
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#include "access/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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#include "common/translation.h"
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#define MAX_SAVES 99
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namespace Access {
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uint32 AccessEngine::getGameID() const {
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return _gameDescription->gameID;
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}
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uint32 AccessEngine::getGameFeatures() const {
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return _gameDescription->features;
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}
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uint32 AccessEngine::getFeatures() const {
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return _gameDescription->desc.flags;
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}
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bool AccessEngine::isCD() const {
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return (bool)(_gameDescription->desc.flags & ADGF_CD);
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}
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bool AccessEngine::isDemo() const {
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return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
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}
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Common::Language AccessEngine::getLanguage() const {
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return _gameDescription->desc.language;
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}
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Common::Platform AccessEngine::getPlatform() const {
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return _gameDescription->desc.platform;
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}
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} // End of namespace Access
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class AccessMetaEngine : public AdvancedMetaEngine<Access::AccessGameDescription> {
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public:
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const char *getName() const override {
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return "access";
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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 Access::AccessGameDescription *desc) const override;
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SaveStateList listSaves(const char *target) const override;
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int getMaximumSaveSlot() 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::KeymapArray initKeymaps(const char *target) const override;
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};
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bool AccessMetaEngine::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 == kSimpleSavesNames);
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}
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bool Access::AccessEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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Common::Error AccessMetaEngine::createInstance(OSystem *syst, Engine **engine, const Access::AccessGameDescription *gd) const {
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switch (gd->gameID) {
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case Access::kGameAmazon:
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*engine = new Access::Amazon::AmazonEngine(syst, gd);
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break;
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case Access::kGameMartianMemorandum:
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*engine = new Access::Martian::MartianEngine(syst, gd);
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break;
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default:
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return Common::kUnsupportedGameidError;
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}
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return Common::kNoError;
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}
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SaveStateList AccessMetaEngine::listSaves(const char *target) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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Common::String saveDesc;
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Common::String pattern = Common::String::format("%s.0##", target);
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Common::StringArray filenames = saveFileMan->listSavefiles(pattern);
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Access::AccessSavegameHeader header;
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SaveStateList saveList;
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for (const auto &filename : filenames) {
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const char *ext = strrchr(filename.c_str(), '.');
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int slot = ext ? atoi(ext + 1) : -1;
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if (slot >= 0 && slot < MAX_SAVES) {
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename);
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if (in) {
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if (Access::AccessEngine::readSavegameHeader(in, header))
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saveList.push_back(SaveStateDescriptor(this, slot, header._saveName));
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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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int AccessMetaEngine::getMaximumSaveSlot() const {
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return MAX_SAVES;
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}
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bool AccessMetaEngine::removeSaveState(const char *target, int slot) const {
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Common::String filename = Common::String::format("%s.%03d", target, slot);
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return g_system->getSavefileManager()->removeSavefile(filename);
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}
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SaveStateDescriptor AccessMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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Common::String filename = Common::String::format("%s.%03d", target, slot);
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Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(filename);
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if (f) {
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Access::AccessSavegameHeader header;
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if (!Access::AccessEngine::readSavegameHeader(f, header, false)) {
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delete f;
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return SaveStateDescriptor();
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}
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delete f;
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// Create the return descriptor
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SaveStateDescriptor desc(this, slot, header._saveName);
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desc.setThumbnail(header._thumbnail);
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desc.setSaveDate(header._year, header._month, header._day);
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desc.setSaveTime(header._hour, header._minute);
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desc.setPlayTime(header._totalFrames * GAME_FRAME_TIME);
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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::KeymapArray AccessMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace Access;
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// Get the game ID for the target
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const Common::String currDomain = ConfMan.getActiveDomainName();
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ConfMan.setActiveDomain(target);
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const Common::String gameId = ConfMan.get("gameid");
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ConfMan.setActiveDomain(currDomain);
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Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "access-default", _("Default keymappings"));
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Action *act;
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act = new Action(kStandardActionLeftClick, _("Move / Interact / Skip"));
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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, _("Skip"));
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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("SKIP", _("Skip movie"));
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act->setCustomEngineActionEvent(kActionSkip);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_X");
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engineKeyMap->addAction(act);
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act = new Action("UP", _("Move up"));
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act->setCustomEngineActionEvent(kActionMoveUp);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("KP8");
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act->addDefaultInputMapping("JOY_UP");
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engineKeyMap->addAction(act);
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act = new Action("DOWN", _("Move down"));
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act->setCustomEngineActionEvent(kActionMoveDown);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("KP2");
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act->addDefaultInputMapping("JOY_DOWN");
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engineKeyMap->addAction(act);
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act = new Action("LEFT", _("Move left"));
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act->setCustomEngineActionEvent(kActionMoveLeft);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("KP4");
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act->addDefaultInputMapping("JOY_LEFT");
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engineKeyMap->addAction(act);
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act = new Action("RIGHT", _("Move right"));
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act->setCustomEngineActionEvent(kActionMoveRight);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("KP6");
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act->addDefaultInputMapping("JOY_RIGHT");
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engineKeyMap->addAction(act);
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act = new Action("UPLEFT", _("Move up-left"));
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act->setCustomEngineActionEvent(kActionMoveUpLeft);
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act->addDefaultInputMapping("KP7");
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engineKeyMap->addAction(act);
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act = new Action("UPRIGHT", _("Move up-right"));
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act->setCustomEngineActionEvent(kActionMoveUpRight);
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act->addDefaultInputMapping("KP9");
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engineKeyMap->addAction(act);
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act = new Action("DOWNLEFT", _("Move down-left"));
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act->setCustomEngineActionEvent(kActionMoveDownLeft);
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act->addDefaultInputMapping("KP1");
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engineKeyMap->addAction(act);
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act = new Action("DOWNRIGHT", _("Move down-right"));
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act->setCustomEngineActionEvent(kActionMoveDownRight);
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act->addDefaultInputMapping("KP3");
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engineKeyMap->addAction(act);
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act = new Action("LOOK", _("Look"));
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act->setCustomEngineActionEvent(kActionLook);
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act->addDefaultInputMapping("F1");
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if (strcmp(target, "amazon") == 0)
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act->addDefaultInputMapping("F2");
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engineKeyMap->addAction(act);
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if (gameId.equals("martian")) {
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act = new Action("OPEN", _("Open"));
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act->setCustomEngineActionEvent(kActionOpen);
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act->addDefaultInputMapping("F2");
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engineKeyMap->addAction(act);
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act = new Action("MOVE", _("Move"));
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act->setCustomEngineActionEvent(kActionMove);
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act->addDefaultInputMapping("F3");
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engineKeyMap->addAction(act);
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act = new Action("GET", _("Get"));
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act->setCustomEngineActionEvent(kActionTake);
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act->addDefaultInputMapping("F4");
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engineKeyMap->addAction(act);
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act = new Action("USE", _("Use"));
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act->setCustomEngineActionEvent(kActionUse);
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act->addDefaultInputMapping("F5");
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engineKeyMap->addAction(act);
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act = new Action("GOTO", _("Goto"));
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act->setCustomEngineActionEvent(kActionWalk);
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act->addDefaultInputMapping("F6");
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engineKeyMap->addAction(act);
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act = new Action("TALK", _("Talk"));
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act->setCustomEngineActionEvent(kActionTalk);
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act->addDefaultInputMapping("F7");
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engineKeyMap->addAction(act);
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act = new Action("TRAVEL", _("Travel"));
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act->setCustomEngineActionEvent(kActionTravel);
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act->addDefaultInputMapping("F8");
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engineKeyMap->addAction(act);
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} else {
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// Amazon keymaps
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act = new Action("USE", _("Use"));
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act->setCustomEngineActionEvent(kActionUse);
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act->addDefaultInputMapping("F3");
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engineKeyMap->addAction(act);
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act = new Action("TAKE", _("Take"));
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act->setCustomEngineActionEvent(kActionTake);
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act->addDefaultInputMapping("F4");
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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("F5");
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engineKeyMap->addAction(act);
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act = new Action("CLIMB", _("Climb"));
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act->setCustomEngineActionEvent(kActionClimb);
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act->addDefaultInputMapping("F6");
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engineKeyMap->addAction(act);
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act = new Action("TALK", _("Talk"));
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act->setCustomEngineActionEvent(kActionTalk);
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act->addDefaultInputMapping("F7");
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engineKeyMap->addAction(act);
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act = new Action("WALK", _("Walk"));
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act->setCustomEngineActionEvent(kActionWalk);
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act->addDefaultInputMapping("F8");
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engineKeyMap->addAction(act);
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}
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act = new Action("HELP", _("Help"));
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act->setCustomEngineActionEvent(kActionHelp);
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act->addDefaultInputMapping("F9");
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engineKeyMap->addAction(act);
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act = new Action("SAVELOAD", _("Open save/load menu"));
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act->setCustomEngineActionEvent(kActionSaveLoad);
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act->addDefaultInputMapping("F10");
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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(ACCESS)
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REGISTER_PLUGIN_DYNAMIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(ACCESS, PLUGIN_TYPE_ENGINE, AccessMetaEngine);
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#endif
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