/* 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 . * */ #include "common/scummsys.h" #include "engines/advancedDetector.h" #include "zvision/zvision.h" #include "zvision/file/save_manager.h" #include "zvision/scripting/script_manager.h" #include "zvision/detection.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 ZVision { static const ADExtraGuiOptionsMap optionsList[] = { { GAMEOPTION_ORIGINAL_SAVELOAD, { _s("Use original save/load screens"), _s("Use the original save/load screens instead of the ScummVM ones"), "originalsaveload", false, 0, 0 } }, { GAMEOPTION_DOUBLE_FPS, { _s("Double FPS"), _s("Increase framerate from 30 to 60 FPS"), "doublefps", false, 0, 0 } }, { GAMEOPTION_ENABLE_VENUS, { _s("Enable Venus"), _s("Enable the Venus help system"), "venusenabled", true, 0, 0 } }, { GAMEOPTION_DISABLE_ANIM_WHILE_TURNING, { _s("Disable animation while turning"), _s("Disable animation while turning in panorama mode"), "noanimwhileturning", false, 0, 0 } }, { GAMEOPTION_USE_HIRES_MPEG_MOVIES, { _s("Use high resolution MPEG video"), _s("Use MPEG video from the DVD version instead of lower resolution AVI"), "mpegmovies", true, 0, 0 } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; ZVisionGameId ZVision::getGameId() const { return _gameDescription->gameId; } Common::Language ZVision::getLanguage() const { return _gameDescription->desc.language; } uint32 ZVision::getFeatures() const { return _gameDescription->desc.flags; } } // End of namespace ZVision class ZVisionMetaEngine : public AdvancedMetaEngine { public: const char *getName() const override { return "zvision"; } const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override { return ZVision::optionsList; } bool hasFeature(MetaEngineFeature f) const override; Common::KeymapArray initKeymaps(const char *target) const override; Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override; SaveStateList listSaves(const char *target) const override; int getMaximumSaveSlot() const override; void removeSaveState(const char *target, int slot) const override; SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override; }; bool ZVisionMetaEngine::hasFeature(MetaEngineFeature f) const { return (f == kSupportsListSaves) || (f == kSupportsLoadingDuringStartup) || (f == kSupportsDeleteSave) || (f == kSavesSupportMetaInfo) || (f == kSavesSupportThumbnail) || (f == kSavesSupportCreationDate) || (f == kSavesSupportPlayTime) || (f == kSimpleSavesNames); } bool ZVision::ZVision::hasFeature(EngineFeature f) const { return (f == kSupportsReturnToLauncher) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } Common::Error ZVision::ZVision::loadGameState(int slot) { return _saveManager->loadGame(slot); } Common::Error ZVision::ZVision::saveGameState(int slot, const Common::String &desc, bool isAutosave) { _saveManager->saveGame(slot, desc, false); return Common::kNoError; } bool ZVision::ZVision::canLoadGameStateCurrently(Common::U32String *msg) { return !_videoIsPlaying; } bool ZVision::ZVision::canSaveGameStateCurrently(Common::U32String *msg) { Location currentLocation = _scriptManager->getCurrentLocation(); return !_videoIsPlaying && currentLocation.world != 'g' && !(currentLocation.room == 'j' || currentLocation.room == 'a'); } Common::KeymapArray ZVisionMetaEngine::initKeymaps(const char *target) const { using namespace Common; using namespace ZVision; Keymap *mainKeymap = new Keymap(Keymap::kKeymapTypeGame, mainKeymapId, "Z-Vision"); Action *act; act = new Action(kStandardActionLeftClick, _("Left Click")); act->setLeftClickEvent(); act->addDefaultInputMapping("MOUSE_LEFT"); act->addDefaultInputMapping("JOY_A"); mainKeymap->addAction(act); act = new Action(kStandardActionRightClick, _("Right Click")); act->setRightClickEvent(); act->addDefaultInputMapping("MOUSE_RIGHT"); act->addDefaultInputMapping("JOY_B"); mainKeymap->addAction(act); Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, gameKeymapId, "Z-Vision - Game"); act = new Action(kStandardActionMoveUp, _("Look Up")); act->setCustomEngineActionEvent(kZVisionActionUp); act->addDefaultInputMapping("UP"); act->addDefaultInputMapping("JOY_UP"); gameKeymap->addAction(act); act = new Action(kStandardActionMoveDown, _("Look Down")); act->setCustomEngineActionEvent(kZVisionActionDown); act->addDefaultInputMapping("DOWN"); act->addDefaultInputMapping("JOY_DOWN"); gameKeymap->addAction(act); act = new Action(kStandardActionMoveLeft, _("Turn Left")); act->setCustomEngineActionEvent(kZVisionActionLeft); act->addDefaultInputMapping("LEFT"); act->addDefaultInputMapping("JOY_LEFT"); gameKeymap->addAction(act); act = new Action(kStandardActionMoveRight, _("Turn Right")); act->setCustomEngineActionEvent(kZVisionActionRight); act->addDefaultInputMapping("RIGHT"); act->addDefaultInputMapping("JOY_RIGHT"); gameKeymap->addAction(act); act = new Action("FPS", _("Show FPS")); act->setCustomEngineActionEvent(kZVisionActionShowFPS); act->addDefaultInputMapping("F10"); gameKeymap->addAction(act); act = new Action("HELP", _("Help")); act->setKeyEvent(KEYCODE_F1); act->addDefaultInputMapping("F1"); act->addDefaultInputMapping("JOY_LEFT_TRIGGER"); gameKeymap->addAction(act); act = new Action("INV", _("Inventory")); act->setKeyEvent(KEYCODE_F5); act->addDefaultInputMapping("F5"); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); gameKeymap->addAction(act); act = new Action("SPELL", _("Spellbook")); act->setKeyEvent(KEYCODE_F6); act->addDefaultInputMapping("F6"); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); gameKeymap->addAction(act); act = new Action("SCORE", _("Score")); act->setKeyEvent(KEYCODE_F7); act->addDefaultInputMapping("F7"); act->addDefaultInputMapping("JOY_RIGHT_TRIGGER"); gameKeymap->addAction(act); act = new Action("AWAY", _("Put away object")); act->setKeyEvent(KEYCODE_F8); act->addDefaultInputMapping("F8"); act->addDefaultInputMapping("JOY_X"); gameKeymap->addAction(act); act = new Action("COIN", _("Extract coin")); act->setKeyEvent(KEYCODE_F9); act->addDefaultInputMapping("F9"); act->addDefaultInputMapping("JOY_Y"); gameKeymap->addAction(act); act = new Action(kStandardActionSave, _("Save")); act->setCustomEngineActionEvent(kZVisionActionSave); act->addDefaultInputMapping("C+s"); gameKeymap->addAction(act); act = new Action(kStandardActionLoad, _("Restore")); act->setCustomEngineActionEvent(kZVisionActionRestore); act->addDefaultInputMapping("C+r"); gameKeymap->addAction(act); act = new Action("QUIT", _("Quit")); act->setCustomEngineActionEvent(kZVisionActionQuit); act->addDefaultInputMapping("C+q"); gameKeymap->addAction(act); act = new Action(kStandardActionOpenSettings, _("Preferences")); act->setCustomEngineActionEvent(kZVisionActionPreferences); act->addDefaultInputMapping("C+p"); gameKeymap->addAction(act); Keymap *cutscenesKeymap = new Keymap(Keymap::kKeymapTypeGame, cutscenesKeymapId, "Z-Vision - Cutscenes"); act = new Action(kStandardActionSkip, _("Skip cutscene")); act->setCustomEngineActionEvent(kZVisionActionSkipCutscene); act->addDefaultInputMapping("SPACE"); act->addDefaultInputMapping("JOY_Y"); cutscenesKeymap->addAction(act); act = new Action("QUIT", _("Quit")); act->setCustomEngineActionEvent(kZVisionActionQuit); act->addDefaultInputMapping("C+q"); cutscenesKeymap->addAction(act); KeymapArray keymaps(3); keymaps[0] = mainKeymap; keymaps[1] = gameKeymap; keymaps[2] = cutscenesKeymap; return keymaps; } Common::Error ZVisionMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const { *engine = new ZVision::ZVision(syst, (const ZVision::ZVisionGameDescription *)desc); return Common::kNoError; } SaveStateList ZVisionMetaEngine::listSaves(const char *target) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); ZVision::SaveGameHeader header; Common::String pattern = target; pattern += ".###"; Common::StringArray filenames; filenames = saveFileMan->listSavefiles(pattern.c_str()); SaveStateList saveList; // We only use readSaveGameHeader() here, which doesn't need an engine callback ZVision::SaveManager *zvisionSaveMan = new ZVision::SaveManager(NULL); 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->c_str()); if (in) { if (zvisionSaveMan->readSaveGameHeader(in, header)) { saveList.push_back(SaveStateDescriptor(this, slotNum, header.saveName)); } delete in; } } } delete zvisionSaveMan; // Sort saves based on slot number. Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator()); return saveList; } int ZVisionMetaEngine::getMaximumSaveSlot() const { return 999; } void ZVisionMetaEngine::removeSaveState(const char *target, int slot) const { Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); saveFileMan->removeSavefile(Common::String::format("%s.%03u", target, slot)); } SaveStateDescriptor ZVisionMetaEngine::querySaveMetaInfos(const char *target, int slot) const { Common::String filename = Common::String::format("%s.%03u", target, slot); Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename.c_str()); if (in) { ZVision::SaveGameHeader header; // We only use readSaveGameHeader() here, which doesn't need an engine callback ZVision::SaveManager *zvisionSaveMan = new ZVision::SaveManager(NULL); bool successfulRead = zvisionSaveMan->readSaveGameHeader(in, header, false); delete zvisionSaveMan; delete in; if (successfulRead) { SaveStateDescriptor desc(this, slot, header.saveName); desc.setThumbnail(header.thumbnail); if (header.version >= 1) { int day = header.saveDay; int month = header.saveMonth; int year = header.saveYear; desc.setSaveDate(year, month, day); int hour = header.saveHour; int minutes = header.saveMinutes; desc.setSaveTime(hour, minutes); } if (header.version >= 2) { desc.setPlayTime(header.playTime * 1000); } return desc; } } return SaveStateDescriptor(); } #if PLUGIN_ENABLED_DYNAMIC(ZVISION) REGISTER_PLUGIN_DYNAMIC(ZVISION, PLUGIN_TYPE_ENGINE, ZVisionMetaEngine); #else REGISTER_PLUGIN_STATIC(ZVISION, PLUGIN_TYPE_ENGINE, ZVisionMetaEngine); #endif