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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 "common/savefile.h"
#include "common/system.h"
#include "common/translation.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "backends/keymapper/standard-actions.h"
#include "engines/advancedDetector.h"
#include "lure/lure.h"
#include "lure/detection.h"
namespace Lure {
static const ADExtraGuiOptionsMap optionsList[] = {
{
GAMEOPTION_COPY_PROTECTION,
{
_s("Enable copy protection"),
_s("Enable any copy protection that would otherwise be bypassed by default."),
"copy_protection",
false,
0,
0
},
},
#ifdef USE_TTS
{
GAMEOPTION_TTS_NARRATOR,
{
_s("TTS Narrator"),
_s("Use TTS to read the descriptions (if TTS is available)"),
"tts_narrator",
false,
0,
0
}
},
#endif
AD_EXTRA_GUI_OPTIONS_TERMINATOR
};
uint32 LureEngine::getFeatures() const { return _gameDescription->features; }
Common::Language LureEngine::getLanguage() const { return _gameDescription->desc.language; }
Common::Platform LureEngine::getPlatform() const { return _gameDescription->desc.platform; }
LureLanguage LureEngine::getLureLanguage() const {
switch (_gameDescription->desc.language) {
case Common::IT_ITA: return LANG_IT_ITA;
case Common::FR_FRA: return LANG_FR_FRA;
case Common::DE_DEU: return LANG_DE_DEU;
case Common::ES_ESP: return LANG_ES_ESP;
case Common::RU_RUS: return LANG_RU_RUS;
case Common::EN_ANY:
return isKonami() ? LANG_EN_KONAMI : LANG_EN_ANY;
case Common::UNK_LANG: return LANG_UNKNOWN;
default:
error("Unknown game language");
}
}
} // End of namespace Lure
class LureMetaEngine : public AdvancedMetaEngine<Lure::LureGameDescription> {
public:
const char *getName() const override {
return "lure";
}
const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
return Lure::optionsList;
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine, const Lure::LureGameDescription *desc) const override;
SaveStateList listSaves(const char *target) const override;
int getMaximumSaveSlot() const override;
bool removeSaveState(const char *target, int slot) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool LureMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSimpleSavesNames) ||
(f == kSupportsDeleteSave);
}
bool Lure::LureEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::Error LureMetaEngine::createInstance(OSystem *syst, Engine **engine, const Lure::LureGameDescription *desc) const {
*engine = new Lure::LureEngine(syst,desc);
return Common::kNoError;
}
SaveStateList LureMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String saveDesc;
Common::String pattern = "lure.###";
filenames = saveFileMan->listSavefiles(pattern);
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 3);
if (slotNum >= 0 && slotNum <= 999) {
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
saveDesc = Lure::getSaveName(in);
saveList.push_back(SaveStateDescriptor(this, slotNum, saveDesc));
delete in;
}
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int LureMetaEngine::getMaximumSaveSlot() const { return 999; }
bool LureMetaEngine::removeSaveState(const char *target, int slot) const {
Common::String filename = target;
filename += Common::String::format(".%03d", slot);
return g_system->getSavefileManager()->removeSavefile(filename);
}
Common::KeymapArray LureMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Lure;
Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "lure-default", _("Default keymappings"));
Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, "game-shortcuts", _("Game keymappings"));
Keymap *fightKeyMap = new Keymap(Keymap::kKeymapTypeGame, "fight-shortcut", _("Fight sequence keymappings"));
Keymap *indexKeyMap = new Keymap(Keymap::kKeymapTypeGame, "index-shortcut", _("Index keymappings"));
Keymap *yesNoKeyMap = new Keymap(Keymap::kKeymapTypeGame, "yesno-shortcut", _("Yes/No keymappings"));
Common::Action *act;
{
act = new Common::Action(kStandardActionLeftClick, _("Left Click"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
engineKeyMap->addAction(act);
act = new Common::Action(kStandardActionRightClick, _("Right Click"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
engineKeyMap->addAction(act);
}
{
act = new Common::Action("SAVEGAME", _("Save game"));
act->setCustomEngineActionEvent(kActionSaveGame);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("JOY_Y");
gameKeyMap->addAction(act);
act = new Common::Action("RESTOREGAME", _("Restore game"));
act->setCustomEngineActionEvent(kActionRestoreGame);
act->addDefaultInputMapping("F7");
act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
gameKeyMap->addAction(act);
act = new Common::Action("RESTARTGAME", _("Restart game"));
act->setCustomEngineActionEvent(kActionRestartGame);
act->addDefaultInputMapping("F9");
act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
gameKeyMap->addAction(act);
act = new Common::Action("ESC", _("Escape"));
act->setCustomEngineActionEvent(kActionEscape);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_X");
gameKeyMap->addAction(act);
}
{
// I18N: Move actor left during fight
act = new Common::Action("MOVELEFT", _("Move left"));
act->setCustomEngineActionEvent(kActionFightMoveLeft);
act->addDefaultInputMapping("LEFT");
act->addDefaultInputMapping("JOY_LEFT");
fightKeyMap->addAction(act);
// I18N: Move actor right during fight
act = new Common::Action("MOVERIGHT", _("Move right"));
act->setCustomEngineActionEvent(kActionFightMoveRight);
act->addDefaultInputMapping("RIGHT");
act->addDefaultInputMapping("JOY_RIGHT");
fightKeyMap->addAction(act);
// I18N: Shift Cursor during fight to top left
act = new Common::Action("CURSORLEFTTOP", _("Shift Cursor - Top left"));
act->setCustomEngineActionEvent(kActionFightCursorLeftTop);
act->addDefaultInputMapping("KP7");
fightKeyMap->addAction(act);
// I18N: Shift Cursor during fight to middle left
act = new Common::Action("CURSORLEFTMIDDLE", _("Shift Cursor - Middle left"));
act->setCustomEngineActionEvent(kActionFightCursorLeftTop);
act->addDefaultInputMapping("KP4");
fightKeyMap->addAction(act);
// I18N: Shift Cursor during fight to bottom left
act = new Common::Action("CURSORLEFTBOTTOM", _("Shift Cursor - Bottom left"));
act->setCustomEngineActionEvent(kActionFightCursorLeftTop);
act->addDefaultInputMapping("KP1");
fightKeyMap->addAction(act);
// I18N: Shift Cursor during fight to top right
act = new Common::Action("CURSORRIGHTTOP", _("Shift Cursor - Top right"));
act->setCustomEngineActionEvent(kActionFightCursorLeftTop);
act->addDefaultInputMapping("KP9");
fightKeyMap->addAction(act);
// I18N: Shift Cursor during fight to middle right
act = new Common::Action("CURSORRIGHTMIDDLE", _("Shift Cursor - Middle right"));
act->setCustomEngineActionEvent(kActionFightCursorLeftTop);
act->addDefaultInputMapping("KP6");
fightKeyMap->addAction(act);
// I18N: Shift Cursor during fight to bottom right
act = new Common::Action("CURSORRIGHTBOTTOM", _("Shift Cursor - Bottom right"));
act->setCustomEngineActionEvent(kActionFightCursorLeftTop);
act->addDefaultInputMapping("KP3");
fightKeyMap->addAction(act);
}
{
act = new Common::Action("INDEXPREVIOUS", _("Go to next index"));
act->setCustomEngineActionEvent(kActionIndexNext);
act->addDefaultInputMapping("KP2");
act->addDefaultInputMapping("DOWN");
act->addDefaultInputMapping("JOY_DOWN");
indexKeyMap->addAction(act);
act = new Common::Action("INDEXNEXT", _("Go to previous index"));
act->setCustomEngineActionEvent(kActionIndexPrevious);
act->addDefaultInputMapping("KP8");
act->addDefaultInputMapping("UP");
act->addDefaultInputMapping("JOY_UP");
indexKeyMap->addAction(act);
act = new Common::Action("INDEXSELECT", _("Select index"));
act->setCustomEngineActionEvent(kActionIndexSelect);
act->addDefaultInputMapping("KP3");
act->addDefaultInputMapping("JOY_CENTER");
indexKeyMap->addAction(act);
}
{
String s = ConfMan.get("language", target);
Language l = Common::parseLanguage(s);
act = new Common::Action("YES", _("Press \"Yes\" key"));
act->setCustomEngineActionEvent(kActionYes);
act->addDefaultInputMapping("JOY_LEFT_STICK");
if (l == Common::FR_FRA)
act->addDefaultInputMapping("o");
else if ((l == Common::DE_DEU) || (l == Common::NL_NLD))
act->addDefaultInputMapping("j");
else if ((l == Common::ES_ESP) || (l == Common::IT_ITA))
act->addDefaultInputMapping("s");
else if (l == Common::RU_RUS)
act->addDefaultInputMapping("l");
else
act->addDefaultInputMapping("y");
yesNoKeyMap->addAction(act);
act = new Common::Action("NO", _("Press \"No\" key"));
act->setCustomEngineActionEvent(kActionNo);
act->addDefaultInputMapping("JOY_RIGHT_STICK");
if (l == Common::RU_RUS)
act->addDefaultInputMapping("y");
else
act->addDefaultInputMapping("n");
yesNoKeyMap->addAction(act);
}
KeymapArray keymaps(5);
keymaps[0] = engineKeyMap;
keymaps[1] = gameKeyMap;
keymaps[2] = fightKeyMap;
keymaps[3] = indexKeyMap;
keymaps[4] = yesNoKeyMap;
yesNoKeyMap->setEnabled(false);
return keymaps;
}
#if PLUGIN_ENABLED_DYNAMIC(LURE)
REGISTER_PLUGIN_DYNAMIC(LURE, PLUGIN_TYPE_ENGINE, LureMetaEngine);
#else
REGISTER_PLUGIN_STATIC(LURE, PLUGIN_TYPE_ENGINE, LureMetaEngine);
#endif
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