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ICB: Switch detection from exe to game data. Added El Dorado to game entries
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commit
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@ -21,66 +21,100 @@
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#include "engines/advancedDetector.h"
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#include "engines/icb/detection.h"
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namespace ICB {
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static const PlainGameDescriptor icbGames[] = {
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{ "icb", "In Cold Blood" },
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{ "eldorado", "The Road to El Dorado" },
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{ nullptr, nullptr }
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};
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static const char *directoryGlobs[] = {
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"engine",
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"linc",
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"demo",
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nullptr
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};
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static const ADGameDescription gameDescriptions[] = {
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static const IcbGameDescription gameDescriptions[] = {
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{
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// In Cold Blood
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// English GOG Version
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"icb",
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"GOG",
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AD_ENTRY1s("engine.exe", "0c4a7a5046ec13ccac89ab3f959cc217", 837632),
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Common::EN_ANY,
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Common::kPlatformWindows,
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ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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{
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// In Cold Blood
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// English GOG Version
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"icb",
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"GOG",
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AD_ENTRY2s("g/speech.clu", "ced60009bdffa9a1055863bf10d2e79e", 7683040, "g/g", "ebe9e5377ee9d231e7a7e33666eb517b", 63892),
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Common::EN_ANY,
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Common::kPlatformWindows,
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ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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},
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GType_ICB
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},
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{
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// In Cold Blood
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// English Demo
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"icb",
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"Demo",
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AD_ENTRY1s("engine.exe", "94222e343795853b0aa59cb9876415ae", 827392),
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Common::EN_GRB,
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Common::kPlatformWindows,
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ADGF_DEMO | ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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{
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// In Cold Blood
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// English Demo
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"icb",
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"Demo",
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AD_ENTRY2s("g/speech.clu", "ced60009bdffa9a1055863bf10d2e79e", 7683040, "g/g", "f8e1a762cc25554846f6e45d59f55159", 54560),
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Common::EN_GRB,
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Common::kPlatformWindows,
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ADGF_DEMO | ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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},
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GType_ICB
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},
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{
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// In Cold Blood
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// English Demo
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"icb",
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"Demo",
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AD_ENTRY1s("engine.exe", "d0702069d95423107463001b99a19e73", 939520),
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Common::EN_USA,
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Common::kPlatformWindows,
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ADGF_DEMO | ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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{
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// In Cold Blood
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// English Demo
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"icb",
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"Demo",
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AD_ENTRY2s("g/speech.clu", "ced60009bdffa9a1055863bf10d2e79e", 7683040, "g/g", "2b9a8ca8d7a1bd91701708535b171aa8", 62080),
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Common::EN_USA,
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Common::kPlatformWindows,
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ADGF_DEMO | ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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},
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GType_ICB
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},
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AD_TABLE_END_MARKER
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{
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{
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// The Road to El Dorado
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// English
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"eldorado",
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"",
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AD_ENTRY2s("g/speech.clu", "65acb862dcdef2a7a69b961760bd565e", 1927072, "g/g", "ed36c6fb807a3ececba1bbda94172842", 17704),
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Common::EN_ANY,
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Common::kPlatformWindows,
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ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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},
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GType_ELDORADO
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},
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{
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{
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// The Road to El Dorado
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// Polish
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"eldorado",
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"",
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AD_ENTRY2s("g/speech.clu", "b063eee3ae6e327c37149a8342700004", 2009640, "g/g", "1427ecf118fc37da4ebb2f29d16d3d9b", 18520),
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Common::PL_POL,
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Common::kPlatformWindows,
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ADGF_UNSTABLE,
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GUIO1(GUIO_NONE)
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},
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GType_ELDORADO
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},
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{ AD_TABLE_END_MARKER, GType_ICB }
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};
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class IcbMetaEngineDetection : public AdvancedMetaEngineDetection {
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public:
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IcbMetaEngineDetection() : AdvancedMetaEngineDetection(gameDescriptions, sizeof(ADGameDescription), icbGames) {
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IcbMetaEngineDetection() : AdvancedMetaEngineDetection(gameDescriptions, sizeof(IcbGameDescription), icbGames) {
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_guiOptions = GUIO_NOMIDI;
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_maxScanDepth = 3;
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_directoryGlobs = directoryGlobs;
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_flags = kADFlagMatchFullPaths;
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}
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const char *getEngineName() const override { return "In Cold Blood Engine"; }
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41
engines/icb/detection.h
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41
engines/icb/detection.h
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@ -0,0 +1,41 @@
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/* 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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#ifndef ICB_DETECTION_H
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#define ICB_DETECTION_H
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#include "engines/advancedDetector.h"
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namespace ICB {
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enum IcbGameType {
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GType_ICB,
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GType_ELDORADO
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};
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struct IcbGameDescription {
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ADGameDescription desc;
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IcbGameType gameType;
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};
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} // End of namespace ICB
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#endif // ICB_DETECTION_H
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@ -38,18 +38,19 @@
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#include "audio/mixer.h"
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namespace ICB {
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IcbEngine *g_icb;
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IcbEngine::IcbEngine(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
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IcbEngine::IcbEngine(OSystem *syst, const IcbGameDescription *gameDesc) : Engine(syst) {
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_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, 127);
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_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume"));
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_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume"));
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_randomSource = new Common::RandomSource("icb");
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g_icb = this;
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_gameDescription = &gameDesc->desc;
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_gameType = gameDesc->gameType;
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(void)_gameDescription; // silence warning
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}
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@ -133,6 +134,66 @@ Common::KeymapArray IcbEngine::initKeymapsIcb(const char *target) {
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return Keymap::arrayOf(engineKeyMap);
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}
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Common::KeymapArray IcbEngine::initKeymapsEldorado(const char *target) {
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using namespace Common;
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Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "eldorado", "The Road to El Dorado");
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Action *act;
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act = new Action(kStandardActionMoveUp, _("Up"));
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act->setKeyEvent(KEYCODE_UP);
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act->addDefaultInputMapping("JOY_UP");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Down"));
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act->setKeyEvent(KEYCODE_DOWN);
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act->addDefaultInputMapping("JOY_DOWN");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Left"));
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act->setKeyEvent(KEYCODE_LEFT);
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act->addDefaultInputMapping("JOY_LEFT");
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engineKeyMap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Right"));
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act->setKeyEvent(KEYCODE_RIGHT);
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act->addDefaultInputMapping("JOY_RIGHT");
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engineKeyMap->addAction(act);
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act = new Action("BUSE", _("Interact"));
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act->setKeyEvent(KeyState(KEYCODE_LCTRL));
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act->addDefaultInputMapping("JOY_A");
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engineKeyMap->addAction(act);
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act = new Action("BINV", _("Inventory"));
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act->setKeyEvent(KeyState(KEYCODE_RETURN));
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act->addDefaultInputMapping("JOY_B");
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engineKeyMap->addAction(act);
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act = new Action("BCRU", _("Crouch"));
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act->setKeyEvent(KeyState(KEYCODE_x));
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act->addDefaultInputMapping("JOY_Y");
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engineKeyMap->addAction(act);
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act = new Action("BSID", _("Side Step"));
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act->setKeyEvent(KeyState(KEYCODE_LSHIFT));
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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engineKeyMap->addAction(act);
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act = new Action("BRUN", _("Run"));
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act->setKeyEvent(KeyState(KEYCODE_z));
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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engineKeyMap->addAction(act);
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act = new Action("BPAS", _("Pause"));
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act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE));
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_BACK");
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engineKeyMap->addAction(act);
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return Keymap::arrayOf(engineKeyMap);
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}
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bool IcbEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher);
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@ -30,24 +30,30 @@
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#include "engines/advancedDetector.h"
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#include "engines/engine.h"
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#include "engines/icb/detection.h"
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#include "common/random.h"
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namespace ICB {
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class IcbEngine : public Engine {
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public:
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IcbEngine(OSystem *syst, const ADGameDescription *gameDesc);
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IcbEngine(OSystem *syst, const IcbGameDescription *gameDescIcb);
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virtual ~IcbEngine();
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Common::RandomSource *getRandomSource() { return _randomSource; }
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static Common::Array<Common::Keymap *> initKeymapsIcb(const char *target);
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static Common::Array<Common::Keymap *> initKeymapsEldorado(const char *target);
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bool hasFeature(EngineFeature f) const override;
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IcbGameType getGameType() { return _gameType; }
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protected:
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// Engine APIs
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Common::Error run() override;
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private:
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IcbGameType _gameType;
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void initGfx(bool hwAccel, bool fullscreen);
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void mainLoop();
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Common::RandomSource *_randomSource;
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};
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Common::Error IcbMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new IcbEngine(syst, desc);
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const IcbGameDescription *gd = (const IcbGameDescription *)desc;
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*engine = new IcbEngine(syst, gd);
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return Common::kNoError;
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}
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@ -49,6 +50,8 @@ Common::KeymapArray IcbMetaEngine::initKeymaps(const char *target) const {
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if (gameId == "icb") {
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return ICB::IcbEngine::initKeymapsIcb(target);
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} else if (gameId == "eldorado") {
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return ICB::IcbEngine::initKeymapsEldorado(target);
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}
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return AdvancedMetaEngine::initKeymaps(target);
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@ -37,6 +37,7 @@
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#include "engines/icb/mission.h"
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#include "engines/icb/cluster_manager_pc.h"
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#include "engines/icb/configfile.h"
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#include "engines/icb/icb.h"
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#include "common/str.h"
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#include "common/config-manager.h"
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@ -99,7 +100,12 @@ void ReadConfigFromIniFile() {
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char configFile[1024];
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uint32 temp;
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sprintf(configFile, CONFIG_INI_FILENAME);
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if (g_icb->getGameType() == GType_ICB)
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sprintf(configFile, "engine\\icb.ini");
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else if (g_icb->getGameType() == GType_ELDORADO)
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sprintf(configFile, "engine\\eldorado.ini");
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else
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assert(false);
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ConfigFile config;
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pxString filename = configFile;
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