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

311 lines
11 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 "base/plugins.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/translation.h"
#include "engines/advancedDetector.h"
#include "buried/buried.h"
#include "buried/detection.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
namespace Buried {
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_ALLOW_SKIP,
{
// I18N: This option allows the user to skip cutscenes.
_s("Skip support"),
_s("Allow cutscenes to be skipped"),
"skip_support",
true,
0,
0
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
bool BuriedEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher)
|| (f == kSupportsLoadingDuringRuntime)
|| (f == kSupportsSavingDuringRuntime);
}
bool BuriedEngine::isDemo() const {
// The trial is a demo for the user's sake, but not internally.
return (_gameDescription->flags & ADGF_DEMO) != 0 && !isTrial();
}
bool BuriedEngine::isTrial() const {
return (_gameDescription->flags & GF_TRIAL) != 0;
}
bool BuriedEngine::isTrueColor() const {
return (_gameDescription->flags & GF_TRUECOLOR) != 0;
}
bool BuriedEngine::isWin95() const {
return (_gameDescription->flags & GF_WIN95) != 0;
}
bool BuriedEngine::isCompressed() const {
return (_gameDescription->flags & GF_COMPRESSED) != 0;
}
Common::Path BuriedEngine::getEXEName() const {
return _gameDescription->filesDescriptions[0].fileName;
}
Common::Path BuriedEngine::getLibraryName() const {
return _gameDescription->filesDescriptions[1].fileName;
}
Common::Language BuriedEngine::getLanguage() const {
return _gameDescription->language;
}
} // End of namespace Buried
class BuriedMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
public:
const char *getName() const override {
return "buried";
}
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return Buried::optionsList;
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
int getMaximumSaveSlot() const override { return 999; }
Common::String getSavegameFile(int saveGameIdx, const char *target) const override {
// We set a standard target because saves are compatible among all versions
return AdvancedMetaEngine::getSavegameFile(saveGameIdx, "buried");
}
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool BuriedMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsLoadingDuringStartup) ||
checkExtendedSaves(f);
}
Common::Error BuriedMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
*engine = new Buried::BuriedEngine(syst, desc);
return Common::kNoError;
}
Common::KeymapArray BuriedMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Buried;
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "buried-default", _("Default keymappings"));
Keymap *cutSceneKeyMap = new Keymap(Keymap::kKeymapTypeGame, "cutscene", _("Cutscene keymappings"));
Keymap *mainMenuKeyMap = new Keymap(Keymap::kKeymapTypeGame, "main-menu", _("Main menu keymappings"));
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Keymap *inventoryKeyMap = new Keymap(Keymap::kKeymapTypeGame, "inventory", _("Inventory keymappings"));
Action *act;
act = new Action(kStandardActionLeftClick, _("Select / Interact"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
engineKeyMap->addAction(act);
// I18N: This action refers to the control key on the keyboard.
act = new Action("CTRL", _("Control key"));
act->setCustomEngineActionEvent(kActionControl);
act->addDefaultInputMapping("LCTRL");
act->addDefaultInputMapping("RCTRL");
engineKeyMap->addAction(act);
act = new Action("QUIT", _("Quit"));
act->setCustomEngineActionEvent(kActionQuit);
act->addDefaultInputMapping("ESCAPE");
mainMenuKeyMap->addAction(act);
if (ConfMan.getBool("skip_support", target)) {
act = new Action("SKIP", _("Skip cutscene"));
act->setCustomEngineActionEvent(kActionSkip);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
cutSceneKeyMap->addAction(act);
}
act = new Action("PAUSE", _("Pause"));
act->setCustomEngineActionEvent(kActionPause);
act->addDefaultInputMapping("C+p");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("QUITMENU", _("Quit to main menu"));
act->setCustomEngineActionEvent(kActionQuitToMainMenu);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_B");
gameKeyMap->addAction(act);
act = new Action("SAVE", _("Save game"));
act->setCustomEngineActionEvent(kActionSave);
act->addDefaultInputMapping("C+s");
gameKeyMap->addAction(act);
act = new Action("LOAD", _("Load game"));
act->setCustomEngineActionEvent(kActionLoad);
act->addDefaultInputMapping("C+l");
act->addDefaultInputMapping("C+o");
gameKeyMap->addAction(act);
act = new Action("MOVEUP", _("Look up"));
act->setCustomEngineActionEvent(kActionMoveUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("JOY_UP");
gameKeyMap->addAction(act);
act = new Action("MOVEDOWN", _("Look down"));
act->setCustomEngineActionEvent(kActionMoveDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("JOY_DOWN");
gameKeyMap->addAction(act);
act = new Action("MOVELEFT", _("Look left"));
act->setCustomEngineActionEvent(kActionMoveLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("KP4");
act->addDefaultInputMapping("JOY_LEFT");
gameKeyMap->addAction(act);
act = new Action("MOVERIGHT", _("Look right"));
act->setCustomEngineActionEvent(kActionMoveRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("KP6");
act->addDefaultInputMapping("JOY_RIGHT");
gameKeyMap->addAction(act);
act = new Action("MOVEFORWARD", _("Move forward"));
act->setCustomEngineActionEvent(kActionMoveForward);
act->addDefaultInputMapping("KP5");
act->addDefaultInputMapping("JOY_X");
gameKeyMap->addAction(act);
act = new Action("QUITMENUINV", _("Quit to main menu"));
act->setCustomEngineActionEvent(kActionQuitToMainMenuInv);
act->addDefaultInputMapping("C+q");
gameKeyMap->addAction(act);
// I18N: AI is Artificial Intelligence
act = new Action("AICOMMENTS", _("Replay last AI comment"));
act->setCustomEngineActionEvent(kActionAIComment);
act->addDefaultInputMapping("SPACE");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the Artificial Intelligence biochip.
act = new Action("BIOAI", _("Biochip AI"));
act->setCustomEngineActionEvent(kActionBiochipAI);
act->addDefaultInputMapping("C+a");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the blank biochip.
act = new Action("BIOBLANK", _("Biochip blank"));
act->setCustomEngineActionEvent(kActionBiochipBlank);
act->addDefaultInputMapping("C+b");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the cloak biochip.
act = new Action("BIOCLOAK", _("Biochip cloak"));
act->setCustomEngineActionEvent(kActionBiochipCloak);
act->addDefaultInputMapping("C+c");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the evidence biochip.
act = new Action("BIOEVIDENCE", _("Biochip evidence"));
act->setCustomEngineActionEvent(kActionBiochipEvidence);
act->addDefaultInputMapping("C+e");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the files biochip.
act = new Action("BIOFILES", _("Biochip files"));
act->setCustomEngineActionEvent(kActionBiochipFiles);
act->addDefaultInputMapping("C+f");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the interface biochip.
act = new Action("BIOINTERFACE", _("Biochip interface"));
act->setCustomEngineActionEvent(kActionBiochipInterface);
act->addDefaultInputMapping("C+i");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the jump biochip.
act = new Action("BIOJUMP", _("Biochip jump"));
act->setCustomEngineActionEvent(kActionBiochipJump);
act->addDefaultInputMapping("C+j");
inventoryKeyMap->addAction(act);
// I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the translate biochip.
act = new Action("BIOTRANSLATE", _("Biochip translate"));
act->setCustomEngineActionEvent(kActionBiochipTranslate);
act->addDefaultInputMapping("C+t");
inventoryKeyMap->addAction(act);
// I18N: Shows a summary of collected points in the game.
act = new Action("SHOWPOINTS", _("Show points"));
act->setCustomEngineActionEvent(kActionPoints);
act->addDefaultInputMapping("C+d");
inventoryKeyMap->addAction(act);
Common::KeymapArray keymaps(5);
keymaps[0] = engineKeyMap;
keymaps[1] = cutSceneKeyMap;
keymaps[2] = mainMenuKeyMap;
keymaps[3] = gameKeyMap;
keymaps[4] = inventoryKeyMap;
cutSceneKeyMap->setEnabled(false);
mainMenuKeyMap->setEnabled(false);
gameKeyMap->setEnabled(false);
inventoryKeyMap->setEnabled(false);
return keymaps;
}
#if PLUGIN_ENABLED_DYNAMIC(BURIED)
REGISTER_PLUGIN_DYNAMIC(BURIED, PLUGIN_TYPE_ENGINE, BuriedMetaEngine);
#else
REGISTER_PLUGIN_STATIC(BURIED, PLUGIN_TYPE_ENGINE, BuriedMetaEngine);
#endif