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/* 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 "engines/stark/savemetadata.h"
#include "engines/stark/stark.h"
#include "engines/stark/services/stateprovider.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/translation.h"
namespace Stark {
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_ASSETS_MOD,
{
_s("Load modded assets"),
_s("Enable loading of external replacement assets."),
"enable_assets_mod",
true,
0,
0
}
},
{
GAMEOPTION_LINEAR_FILTERING,
{
_s("Enable linear filtering of the backgrounds images"),
_s("When linear filtering is enabled the background graphics are smoother in full screen mode, at the cost of some details."),
"use_linear_filtering",
true,
0,
0
}
},
{
GAMEOPTION_FONT_ANTIALIASING,
{
_s("Enable font anti-aliasing"),
_s("When font anti-aliasing is enabled, the text is smoother."),
"enable_font_antialiasing",
true,
0,
0
}
},
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
class StarkMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
public:
const char *getName() const override {
return "stark";
}
Common::KeymapArray initKeymaps(const char *target) const override;
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return optionsList;
}
bool hasFeature(MetaEngineFeature f) const override {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave) ||
(f == kSavesSupportThumbnail) ||
(f == kSavesSupportMetaInfo) ||
(f == kSavesSupportPlayTime) ||
(f == kSavesSupportCreationDate);
}
int getMaximumSaveSlot() const override {
return 999;
}
SaveStateList listSaves(const char *target) const override {
Common::StringArray filenames = StarkEngine::listSaveNames(target);
SaveStateList saveList;
for (Common::StringArray::const_iterator filename = filenames.begin(); filename != filenames.end(); ++filename) {
int slot = StarkEngine::getSaveNameSlot(target, *filename);
// Read the description from the save
Common::String description;
Common::InSaveFile *save = g_system->getSavefileManager()->openForLoading(*filename);
if (save) {
StateReadStream stream(save);
description = stream.readString();
}
saveList.push_back(SaveStateDescriptor(this, slot, description));
}
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override {
Common::String filename = StarkEngine::formatSaveName(target, slot);
Common::InSaveFile *save = g_system->getSavefileManager()->openForLoading(filename);
if (!save) {
return SaveStateDescriptor();
}
SaveStateDescriptor descriptor;
descriptor.setSaveSlot(slot);
SaveMetadata metadata;
Common::ErrorCode readError = metadata.read(save, filename);
if (readError != Common::kNoError) {
delete save;
return descriptor;
}
descriptor.setDescription(metadata.description);
if (metadata.version >= 9) {
Graphics::Surface *thumb = metadata.readGameScreenThumbnail(save);
descriptor.setThumbnail(thumb);
descriptor.setPlayTime(metadata.totalPlayTime);
descriptor.setSaveDate(metadata.saveYear, metadata.saveMonth, metadata.saveDay);
descriptor.setSaveTime(metadata.saveHour, metadata.saveMinute);
}
if (metadata.version >= 13) {
descriptor.setAutosave(metadata.isAutoSave);
}
delete save;
return descriptor;
}
bool removeSaveState(const char *target, int slot) const override {
Common::String filename = StarkEngine::formatSaveName(target, slot);
return g_system->getSavefileManager()->removeSavefile(filename);
}
Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override {
*engine = new StarkEngine(syst, desc);
return Common::kNoError;
}
Common::String getSavegameFile(int saveGameIdx, const char *target) const override {
if (!target)
target = getName();
if (saveGameIdx == kSavegameFilePattern)
return Common::String::format("%s-###.tlj", target);
else
return StarkEngine::formatSaveName(target, saveGameIdx);
}
};
Common::KeymapArray StarkMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Stark;
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "stark-default", _("Default keymappings"));
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Action *act;
act = new Action(kStandardActionLeftClick, _("Left Click"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
engineKeyMap->addAction(act);
act = new Action(kStandardActionRightClick, _("Right Click"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
engineKeyMap->addAction(act);
// I18N: Opens in-game Diary
act = new Action("DIARYMENU", _("Diary menu"));
act->setCustomEngineActionEvent(kActionDiaryMenu);
act->addDefaultInputMapping("F1");
act->addDefaultInputMapping("JOY_X");
gameKeyMap->addAction(act);
act = new Action("SAVEGAME", _("Save game"));
act->setCustomEngineActionEvent(kActionSaveGame);
act->addDefaultInputMapping("F2");
gameKeyMap->addAction(act);
act = new Action("LOADGAME", _("Load game"));
act->setCustomEngineActionEvent(kActionLoadGame);
act->addDefaultInputMapping("F3");
gameKeyMap->addAction(act);
// I18N: Opens in-game conversation log
act = new Action("CONVOLOG", _("Conversation log"));
act->setCustomEngineActionEvent(kActionConversationLog);
act->addDefaultInputMapping("F4");
gameKeyMap->addAction(act);
// I18N: Opens in-game Diary. April is the female protagonist name
act = new Action("APRILSDIARY", _("April's diary (initially disabled)"));
act->setCustomEngineActionEvent(kActionAprilsDiary);
act->addDefaultInputMapping("F5");
gameKeyMap->addAction(act);
act = new Action("VIDREPLAY", _("Video replay"));
act->setCustomEngineActionEvent(kActionVideoReplay);
act->addDefaultInputMapping("F6");
gameKeyMap->addAction(act);
act = new Action("GAMESETTINGS", _("Game settings"));
act->setCustomEngineActionEvent(kActionGameSettings);
act->addDefaultInputMapping("F7");
gameKeyMap->addAction(act);
act = new Action("SAVESCRNSHOT", _("Save screenshot"));
act->setCustomEngineActionEvent(kActionSaveScreenshot);
act->addDefaultInputMapping("F8");
gameKeyMap->addAction(act);
act = new Action("TOGGLESUBS", _("Toggle subtitles"));
act->setCustomEngineActionEvent(kActionToggleSubtitles);
act->addDefaultInputMapping("F9");
gameKeyMap->addAction(act);
act = new Action("QUITTOMENU", _("Quit to menu"));
act->setCustomEngineActionEvent(kActionQuitToMenu);
act->addDefaultInputMapping("F10");
gameKeyMap->addAction(act);
act = new Action("CYCLEBACK", _("Cycle back through inventory cursor items"));
act->setCustomEngineActionEvent(kActionCycleForwardInventory);
act->addDefaultInputMapping("a");
act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
gameKeyMap->addAction(act);
act = new Action("CYCLEFORWARD", _("Cycle forward through inventory cursor items"));
act->setCustomEngineActionEvent(kActionCycleBackInventory);
act->addDefaultInputMapping("s");
act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
gameKeyMap->addAction(act);
act = new Action("INVENTORY", _("Inventory"));
act->setCustomEngineActionEvent(kActionInventory);
act->addDefaultInputMapping("i");
act->addDefaultInputMapping("JOY_Y");
gameKeyMap->addAction(act);
// I18N: A popup on screen shows shows the exits
act = new Action("DISPLAYEXITS", _("Display all exits on current location"));
act->setCustomEngineActionEvent(kActionDisplayExits);
act->addDefaultInputMapping("x");
act->addDefaultInputMapping("JOY_RIGHT_STICK");
gameKeyMap->addAction(act);
act = new Action("EXITGAME", _("Exit game"));
act->setCustomEngineActionEvent(kActionExitGame);
act->addDefaultInputMapping("A+x");
act->addDefaultInputMapping("A+q");
gameKeyMap->addAction(act);
act = new Action("PAUSE", _("Pause game"));
act->setCustomEngineActionEvent(kActionPause);
act->addDefaultInputMapping("p");
act->addDefaultInputMapping("JOY_LEFT_STICK");
gameKeyMap->addAction(act);
act = new Action("SCROLLUPINV", _("Scroll up in inventory"));
act->setCustomEngineActionEvent(kActionInventoryScrollUp);
act->addDefaultInputMapping("PAGEUP");
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("SCROLLDOWNINV", _("Scroll down in inventory"));
act->setCustomEngineActionEvent(kActionInventoryScrollDown);
act->addDefaultInputMapping("PAGEDOWN");
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("SCROLLUPDILOG", _("Scroll up in your dialogues"));
act->setCustomEngineActionEvent(kActionDialogueScrollUp);
act->addDefaultInputMapping("PAGEUP");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("SCROLLDOWNDILOG", _("Scroll down in your dialogues"));
act->setCustomEngineActionEvent(kActionDialogueScrollDown);
act->addDefaultInputMapping("PAGEDOWN");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
gameKeyMap->addAction(act);
act = new Action("SCROLLUPINVPREVDILOG", _("Go to next dialogue"));
act->setCustomEngineActionEvent(kActionNextDialogue);
act->addDefaultInputMapping("DOWN");
gameKeyMap->addAction(act);
act = new Action("SCROLLDOWNINVNEXTDILOG", _("Go to previous dialogues"));
act->setCustomEngineActionEvent(kActionPrevDialogue);
act->addDefaultInputMapping("UP");
gameKeyMap->addAction(act);
act = new Action("SELECTDILOG", _("Select dialogue"));
act->setCustomEngineActionEvent(kActionSelectDialogue);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("KP_ENTER");
act->addDefaultInputMapping("JOY_RIGHT");
gameKeyMap->addAction(act);
act = new Action("SKIP", _("Skip video sequence or dialogue"));
act->setCustomEngineActionEvent(kActionSkip);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_BACK");
gameKeyMap->addAction(act);
KeymapArray keymaps(2);
keymaps[0] = engineKeyMap;
keymaps[1] = gameKeyMap;
return keymaps;
}
} // End of namespace Stark
#if PLUGIN_ENABLED_DYNAMIC(STARK)
REGISTER_PLUGIN_DYNAMIC(STARK, PLUGIN_TYPE_ENGINE, Stark::StarkMetaEngine);
#else
REGISTER_PLUGIN_STATIC(STARK, PLUGIN_TYPE_ENGINE, Stark::StarkMetaEngine);
#endif
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