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

400 lines
13 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 "engines/advancedDetector.h"
#include "common/translation.h"
#include "hypno/hypno.h"
#include "hypno/detection.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_ORIGINAL_CHEATS,
{
_s("Enable original cheats"),
_s("Allow cheats using the C key."),
"cheats",
true,
0,
0
}
},
{
GAMEOPTION_INFINITE_HEALTH,
{
_s("Enable infinite health cheat"),
_s("Player health will never decrease (except for game over scenes)."),
"infiniteHealth",
false,
0,
0
}
},
{
GAMEOPTION_INFINITE_AMMO,
{
_s("Enable infinite ammo cheat"),
_s("Player ammo will never decrease."),
"infiniteAmmo",
false,
0,
0
}
},
{
GAMEOPTION_UNLOCK_ALL_LEVELS,
{
_s("Unlock all levels"),
_s("All levels will be available to play."),
"unlockAllLevels",
false,
0,
0
}
},
{
GAMEOPTION_RESTORED_CONTENT,
{
_s("Enable restored content"),
_s("Add additional content that is not enabled the original implementation."),
"restored",
true,
0,
0
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
class HypnoMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
public:
const char *getName() const override {
return "hypno";
}
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return optionsList;
}
Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
Common::Error HypnoMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
if (Common::String(desc->gameId) == "wetlands") {
*engine = (Engine *)new Hypno::WetEngine(syst, desc);
} else if (Common::String(desc->gameId) == "sinistersix") {
*engine = (Engine *)new Hypno::SpiderEngine(syst, desc);
} else if (Common::String(desc->gameId) == "soldierboyz") {
*engine = (Engine *)new Hypno::BoyzEngine(syst, desc);
} else
return Common::kUnsupportedGameidError;
return Common::kNoError;
}
Common::KeymapArray HypnoMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Hypno;
Common::String gameId = ConfMan.get("gameid", target);
KeymapArray keymaps;
Keymap *engineKeymap = new Keymap(Keymap::kKeymapTypeGame, "hypno-default", _("Default keymappings"));
Keymap *introKeymap = new Keymap(Keymap::kKeymapTypeGame, "intro", _("Intro keymappings"));
Keymap *cutsceneKeymap = new Keymap(Keymap::kKeymapTypeGame, "cutscene", _("Cutscene keymappings"));
Common::Action *act;
act = new Common::Action(kStandardActionLeftClick, _("Primary shoot"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
engineKeymap->addAction(act);
act = new Common::Action(kStandardActionRightClick, _("Secondary shoot"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
engineKeymap->addAction(act);
act = new Common::Action("SKIPINTRO", _("Skip intro"));
act->setCustomEngineActionEvent(kActionSkipIntro);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
introKeymap->addAction(act);
act = new Common::Action("SKIPCUTSCENE", _("Skip cutscene"));
act->setCustomEngineActionEvent(kActionSkipCutscene);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
cutsceneKeymap->addAction(act);
keymaps.push_back(engineKeymap);
keymaps.push_back(introKeymap);
keymaps.push_back(cutsceneKeymap);
introKeymap->setEnabled(false);
cutsceneKeymap->setEnabled(false);
if (gameId == "soldierboyz") {
Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Keymap *exitMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "exit-menu", _("Exit menu keymappings"));
Keymap *difficulyMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "difficulty-menu", _("Difficulty selection menu keymappings"));
Keymap *retryMenuKeymap = new Keymap(Keymap::kKeymapTypeGame, "retry-menu", _("Retry menu keymappings"));
if (ConfMan.getBool("cheats",target)) {
act = new Common::Action("SKIPLEVEL", _("Skip level (cheat)"));
act->setCustomEngineActionEvent(kActionSkipLevel);
act->addDefaultInputMapping("c");
act->addDefaultInputMapping("JOY_X");
gameKeymap->addAction(act);
}
// I18N: (Game name: Soldier Boyz) player refers to the users own character.
act = new Common::Action("KILLPLAYER", _("Kill player"));
act->setCustomEngineActionEvent(kActionKillPlayer);
act->addDefaultInputMapping("k");
act->addDefaultInputMapping("JOY_LEFT");
gameKeymap->addAction(act);
act = new Common::Action("PAUSE", _("Pause"));
act->setCustomEngineActionEvent(kActionPause);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_UP");
gameKeymap->addAction(act);
act = new Common::Action("YES", _("Yes"));
act->setCustomEngineActionEvent(kActionYes);
act->addDefaultInputMapping("y");
act->addDefaultInputMapping("JOY_A");
exitMenuKeymap->addAction(act);
act = new Common::Action("NO", _("No"));
act->setCustomEngineActionEvent(kActionNo);
act->addDefaultInputMapping("n");
act->addDefaultInputMapping("JOY_B");
exitMenuKeymap->addAction(act);
// I18N: (Game name: Soldier Boyz) the game has 3 difficulty levels: Chump, Punk and Badass. Chump is the easy mode.
act = new Common::Action("CHUMP", _("Chump"));
act->setCustomEngineActionEvent(kActionDifficultyChump);
act->addDefaultInputMapping("c");
act->addDefaultInputMapping("JOY_LEFT");
difficulyMenuKeymap->addAction(act);
// I18N: (Game name: Soldier Boyz) the game has 3 difficulty levels: Chump, Punk and Badass. Punk is the medium mode.
act = new Common::Action("PUNK", _("Punk"));
act->setCustomEngineActionEvent(kActionDifficultyPunk);
act->addDefaultInputMapping("p");
act->addDefaultInputMapping("JOY_UP");
difficulyMenuKeymap->addAction(act);
// I18N: (Game name: Soldier Boyz) the game has 3 difficulty levels: Chump, Punk and Badass. Badass is the hard mode.
act = new Common::Action("BADASS", _("Badass"));
act->setCustomEngineActionEvent(kActionDifficultyBadass);
act->addDefaultInputMapping("b");
act->addDefaultInputMapping("JOY_RIGHT");
difficulyMenuKeymap->addAction(act);
act = new Common::Action("CANCEL", _("Cancel"));
act->setCustomEngineActionEvent(kActionDifficultExit);
act->addDefaultInputMapping("a");
act->addDefaultInputMapping("JOY_DOWN");
difficulyMenuKeymap->addAction(act);
// I18N: (Game name: Soldier Boyz) This makes the player restart from the last checkpoint.
act = new Common::Action("RETRY", _("Retry sector"));
act->setCustomEngineActionEvent(kActionRetry);
act->addDefaultInputMapping("s");
act->addDefaultInputMapping("JOY_LEFT");
retryMenuKeymap->addAction(act);
// I18N: (Game name: Soldier Boyz) This makes the player restart the current mission / level.
act = new Common::Action("RESTART", _("Restart territory"));
act->setCustomEngineActionEvent(kActionRestart);
act->addDefaultInputMapping("t");
act->addDefaultInputMapping("JOY_UP");
retryMenuKeymap->addAction(act);
act = new Common::Action("EXIT", _("Begin new mission"));
act->setCustomEngineActionEvent(kActionNewMission);
act->addDefaultInputMapping("n");
act->addDefaultInputMapping("JOY_RIGHT");
retryMenuKeymap->addAction(act);
act = new Common::Action("QUIT", _("Quit"));
act->setCustomEngineActionEvent(kActionQuit);
act->addDefaultInputMapping("q");
act->addDefaultInputMapping("JOY_DOWN");
retryMenuKeymap->addAction(act);
keymaps.push_back(gameKeymap);
keymaps.push_back(exitMenuKeymap);
keymaps.push_back(difficulyMenuKeymap);
keymaps.push_back(retryMenuKeymap);
exitMenuKeymap->setEnabled(false);
difficulyMenuKeymap->setEnabled(false);
retryMenuKeymap->setEnabled(false);
} else if (gameId == "sinistersix") {
Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
if (ConfMan.getBool("cheats", target)) {
act = new Common::Action("SKIPLEVEL", _("Skip level (cheat)"));
act->setCustomEngineActionEvent(kActionSkipLevel);
act->addDefaultInputMapping("c");
act->addDefaultInputMapping("JOY_X");
gameKeymap->addAction(act);
}
// I18N: (Game name: Marvel Comics Spider-Man: The Sinister Six) player refers to the users own character.
act = new Common::Action("KILLPLAYER", _("Kill player"));
act->setCustomEngineActionEvent(kActionKillPlayer);
act->addDefaultInputMapping("k");
act->addDefaultInputMapping("JOY_Y");
gameKeymap->addAction(act);
act = new Common::Action("LEFT", _("Move left"));
act->setCustomEngineActionEvent(kActionLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
gameKeymap->addAction(act);
act = new Common::Action("DOWN", _("Move down"));
act->setCustomEngineActionEvent(kActionDown);
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
gameKeymap->addAction(act);
act = new Common::Action("RIGHT", _("Move right"));
act->setCustomEngineActionEvent(kActionRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
gameKeymap->addAction(act);
act = new Common::Action("UP", _("Move up"));
act->setCustomEngineActionEvent(kActionUp);
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
gameKeymap->addAction(act);
keymaps.push_back(gameKeymap);
} else if (gameId == "wetlands") {
Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Keymap *menuKeymap = new Keymap(Keymap::kKeymapTypeGame, "menu", _("Menu keymappings"));
Keymap *pauseKeymap = new Keymap(Keymap::kKeymapTypeGame, "pause", _("Pause keymappings"));
Keymap *directionKeymap = new Keymap(Keymap::kKeymapTypeGame, "direction", _("Direction keymappings"));
act = new Common::Action("CREDITS", _("Show credits"));
act->setCustomEngineActionEvent(kActionCredits);
act->addDefaultInputMapping("c");
act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
gameKeymap->addAction(act);
act = new Common::Action("SKIPLEVEL", _("Skip level (cheat)"));
act->setCustomEngineActionEvent(kActionSkipLevel);
act->addDefaultInputMapping("s");
act->addDefaultInputMapping("JOY_X");
gameKeymap->addAction(act);
// I18N: (Game name: Wetlands) player refers to the users own character.
act = new Common::Action("KILLPLAYER", _("Kill player"));
act->setCustomEngineActionEvent(kActionKillPlayer);
act->addDefaultInputMapping("k");
act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
gameKeymap->addAction(act);
act = new Common::Action("LEFT", _("Move left"));
act->setCustomEngineActionEvent(kActionLeft);
act->allowKbdRepeats();
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
directionKeymap->addAction(act);
act = new Common::Action("DOWN", _("Move down"));
act->setCustomEngineActionEvent(kActionDown);
act->allowKbdRepeats();
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
directionKeymap->addAction(act);
act = new Common::Action("RIGHT", _("Move right"));
act->setCustomEngineActionEvent(kActionRight);
act->allowKbdRepeats();
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
directionKeymap->addAction(act);
act = new Common::Action("UP", _("Move up"));
act->setCustomEngineActionEvent(kActionUp);
act->allowKbdRepeats();
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
directionKeymap->addAction(act);
act = new Common::Action("SELECT", _("Select"));
act->setCustomEngineActionEvent(kActionSelect);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("JOY_X");
menuKeymap->addAction(act);
act = new Common::Action("PAUSE", _("Pause"));
act->setCustomEngineActionEvent(kActionPause);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
pauseKeymap->addAction(act);
keymaps.push_back(gameKeymap);
keymaps.push_back(menuKeymap);
keymaps.push_back(pauseKeymap);
keymaps.push_back(directionKeymap);
menuKeymap->setEnabled(false);
}
return keymaps;
}
namespace Hypno {
bool HypnoEngine::isDemo() const {
return (bool)(_gameDescription->flags & ADGF_DEMO);
}
} // End of namespace Hypno
#if PLUGIN_ENABLED_DYNAMIC(HYPNO)
REGISTER_PLUGIN_DYNAMIC(HYPNO, PLUGIN_TYPE_ENGINE, HypnoMetaEngine);
#else
REGISTER_PLUGIN_STATIC(HYPNO, PLUGIN_TYPE_ENGINE, HypnoMetaEngine);
#endif