/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "engines/icb/icb.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymap.h" #include "backends/keymapper/standard-actions.h" #include "common/config-manager.h" #include "common/events.h" #include "common/savefile.h" #include "common/system.h" #include "common/translation.h" #include "audio/mixer.h" #include "graphics/pixelbuffer.h" namespace ICB { IcbEngine *g_icb; IcbEngine::IcbEngine(OSystem *syst, const ADGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) { _mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, 127); _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, ConfMan.getInt("sfx_volume")); _mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, ConfMan.getInt("speech_volume")); _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, ConfMan.getInt("music_volume")); _randomSource = new Common::RandomSource("icb"); g_icb = this; (void)_gameDescription; // silence warning } IcbEngine::~IcbEngine() { delete _randomSource; g_icb = NULL; } Common::KeymapArray IcbEngine::initKeymapsIcb(const char *target) { using namespace Common; Keymap *engineKeyMap = new Keymap(Keymap::kKeymapTypeGame, "icb", "In Cold Blood"); Action *act; act = new Action(kStandardActionMoveUp, _("Up")); act->setKeyEvent(KEYCODE_UP); act->addDefaultInputMapping("JOY_UP"); engineKeyMap->addAction(act); act = new Action(kStandardActionMoveDown, _("Down")); act->setKeyEvent(KEYCODE_DOWN); act->addDefaultInputMapping("JOY_DOWN"); engineKeyMap->addAction(act); act = new Action(kStandardActionMoveLeft, _("Left")); act->setKeyEvent(KEYCODE_LEFT); act->addDefaultInputMapping("JOY_LEFT"); engineKeyMap->addAction(act); act = new Action(kStandardActionMoveRight, _("Right")); act->setKeyEvent(KEYCODE_RIGHT); act->addDefaultInputMapping("JOY_RIGHT"); engineKeyMap->addAction(act); act = new Action("BFIR", _("Fire")); act->setKeyEvent(KeyState(KEYCODE_SPACE)); act->addDefaultInputMapping("JOY_RIGHT_SHOULDER"); engineKeyMap->addAction(act); act = new Action("BUSE", _("Interact")); act->setKeyEvent(KeyState(KEYCODE_LCTRL)); act->addDefaultInputMapping("JOY_A"); engineKeyMap->addAction(act); act = new Action("BINV", _("Inventory")); act->setKeyEvent(KeyState(KEYCODE_RETURN)); act->addDefaultInputMapping("JOY_B"); engineKeyMap->addAction(act); act = new Action("BARM", _("Arm")); act->setKeyEvent(KeyState(KEYCODE_LALT)); act->addDefaultInputMapping("JOY_LEFT_SHOULDER"); engineKeyMap->addAction(act); act = new Action("BREM", _("Remora")); act->setKeyEvent(KeyState(KEYCODE_r)); act->addDefaultInputMapping("JOY_X"); engineKeyMap->addAction(act); act = new Action("BCRU", _("Crouch")); act->setKeyEvent(KeyState(KEYCODE_x)); act->addDefaultInputMapping("JOY_Y"); engineKeyMap->addAction(act); act = new Action("BSID", _("Side Step")); act->setKeyEvent(KeyState(KEYCODE_LSHIFT)); act->addDefaultInputMapping("JOY_RIGHT_TRIGGER"); engineKeyMap->addAction(act); act = new Action("BRUN", _("Run")); act->setKeyEvent(KeyState(KEYCODE_z)); act->addDefaultInputMapping("JOY_LEFT_TRIGGER"); engineKeyMap->addAction(act); act = new Action("BPAS", _("Pause")); act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); act->addDefaultInputMapping("ESCAPE"); act->addDefaultInputMapping("JOY_BACK"); engineKeyMap->addAction(act); return Keymap::arrayOf(engineKeyMap); } bool IcbEngine::hasFeature(EngineFeature f) const { return (f == kSupportsReturnToLauncher); } // TODO: Refactor, this is currently implemented in p4_pc.cpp void InitEngine(const char *cmdLine); bool mainLoopIteration(); void quitEngine(); Common::Error IcbEngine::run() { initGfx(false, false); InitEngine(""); mainLoop(); return Common::kNoError; } // TODO: This should be refactored void IcbEngine::initGfx(bool hwAccel, bool fullscreen) { } void IcbEngine::mainLoop() { while (mainLoopIteration()) { if (shouldQuit()) { quitEngine(); break; } } } } // End of namespace ICB