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7adad5aaf5
Some engines call setAutosave and some don't. isAutosave is used to determine if a saved game is an autosave, but in fact, on most cases it just falls back to comparing the name to "Autosave". This is wrong for several reasons: * Older versions of ScummVM used Autosave 0. * The name "Autosave" is translated, so if you change the language, it won't be detected. Instead of relying on the name, use the well-known getAutosaveSlot() from Engine/MetaEngine. Fixes #12735.
331 lines
10 KiB
C++
331 lines
10 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "engines/advancedDetector.h"
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#include "zvision/zvision.h"
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#include "zvision/file/save_manager.h"
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#include "zvision/scripting/script_manager.h"
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#include "zvision/detection.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymapper.h"
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#include "backends/keymapper/standard-actions.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/translation.h"
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namespace ZVision {
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ZVisionGameId ZVision::getGameId() const {
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return _gameDescription->gameId;
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}
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Common::Language ZVision::getLanguage() const {
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return _gameDescription->desc.language;
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}
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uint32 ZVision::getFeatures() const {
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return _gameDescription->desc.flags;
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}
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} // End of namespace ZVision
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class ZVisionMetaEngine : public AdvancedMetaEngine {
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public:
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const char *getName() const override {
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return "zvision";
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}
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bool hasFeature(MetaEngineFeature f) const override;
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Common::KeymapArray initKeymaps(const char *target) const override;
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
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SaveStateList listSaves(const char *target) const override;
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int getMaximumSaveSlot() const override;
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void removeSaveState(const char *target, int slot) const override;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const override;
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};
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bool ZVisionMetaEngine::hasFeature(MetaEngineFeature f) const {
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return
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(f == kSupportsListSaves) ||
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(f == kSupportsLoadingDuringStartup) ||
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(f == kSupportsDeleteSave) ||
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(f == kSavesSupportMetaInfo) ||
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(f == kSavesSupportThumbnail) ||
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(f == kSavesSupportCreationDate) ||
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(f == kSavesSupportPlayTime) ||
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(f == kSimpleSavesNames);
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}
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bool ZVision::ZVision::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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Common::Error ZVision::ZVision::loadGameState(int slot) {
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return _saveManager->loadGame(slot);
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}
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Common::Error ZVision::ZVision::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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_saveManager->saveGame(slot, desc, false);
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return Common::kNoError;
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}
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bool ZVision::ZVision::canLoadGameStateCurrently() {
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return !_videoIsPlaying;
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}
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bool ZVision::ZVision::canSaveGameStateCurrently() {
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Location currentLocation = _scriptManager->getCurrentLocation();
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return !_videoIsPlaying && currentLocation.world != 'g' && !(currentLocation.room == 'j' || currentLocation.room == 'a');
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}
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Common::KeymapArray ZVisionMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace ZVision;
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Keymap *mainKeymap = new Keymap(Keymap::kKeymapTypeGame, mainKeymapId, "Z-Vision");
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Action *act;
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act = new Action(kStandardActionLeftClick, _("Left Click"));
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act->setLeftClickEvent();
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act->addDefaultInputMapping("MOUSE_LEFT");
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act->addDefaultInputMapping("JOY_A");
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mainKeymap->addAction(act);
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act = new Action(kStandardActionRightClick, _("Right Click"));
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act->setRightClickEvent();
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act->addDefaultInputMapping("MOUSE_RIGHT");
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act->addDefaultInputMapping("JOY_B");
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mainKeymap->addAction(act);
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Keymap *gameKeymap = new Keymap(Keymap::kKeymapTypeGame, gameKeymapId, "Z-Vision - Game");
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act = new Action(kStandardActionMoveUp, _("Look Up"));
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act->setCustomEngineActionEvent(kZVisionActionUp);
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act->addDefaultInputMapping("UP");
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act->addDefaultInputMapping("JOY_UP");
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gameKeymap->addAction(act);
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act = new Action(kStandardActionMoveDown, _("Look Down"));
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act->setCustomEngineActionEvent(kZVisionActionDown);
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act->addDefaultInputMapping("DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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gameKeymap->addAction(act);
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act = new Action(kStandardActionMoveLeft, _("Turn Left"));
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act->setCustomEngineActionEvent(kZVisionActionLeft);
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act->addDefaultInputMapping("LEFT");
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act->addDefaultInputMapping("JOY_LEFT");
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gameKeymap->addAction(act);
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act = new Action(kStandardActionMoveRight, _("Turn Right"));
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act->setCustomEngineActionEvent(kZVisionActionRight);
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act->addDefaultInputMapping("RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT");
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gameKeymap->addAction(act);
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act = new Action("FPS", _("Show FPS"));
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act->setCustomEngineActionEvent(kZVisionActionShowFPS);
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act->addDefaultInputMapping("F10");
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gameKeymap->addAction(act);
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act = new Action("HELP", _("Help"));
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act->setKeyEvent(KEYCODE_F1);
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act->addDefaultInputMapping("F1");
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act->addDefaultInputMapping("JOY_LEFT_TRIGGER");
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gameKeymap->addAction(act);
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act = new Action("INV", _("Inventory"));
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act->setKeyEvent(KEYCODE_F5);
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act->addDefaultInputMapping("F5");
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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gameKeymap->addAction(act);
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act = new Action("SPELL", _("Spellbook"));
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act->setKeyEvent(KEYCODE_F6);
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act->addDefaultInputMapping("F6");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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gameKeymap->addAction(act);
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act = new Action("SCORE", _("Score"));
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act->setKeyEvent(KEYCODE_F7);
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act->addDefaultInputMapping("F7");
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act->addDefaultInputMapping("JOY_RIGHT_TRIGGER");
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gameKeymap->addAction(act);
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act = new Action("AWAY", _("Put away object"));
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act->setKeyEvent(KEYCODE_F8);
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act->addDefaultInputMapping("F8");
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act->addDefaultInputMapping("JOY_X");
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gameKeymap->addAction(act);
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act = new Action("COIN", _("Extract coin"));
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act->setKeyEvent(KEYCODE_F9);
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act->addDefaultInputMapping("F9");
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act->addDefaultInputMapping("JOY_Y");
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gameKeymap->addAction(act);
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act = new Action(kStandardActionSave, _("Save"));
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act->setCustomEngineActionEvent(kZVisionActionSave);
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act->addDefaultInputMapping("C+s");
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gameKeymap->addAction(act);
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act = new Action(kStandardActionLoad, _("Restore"));
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act->setCustomEngineActionEvent(kZVisionActionRestore);
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act->addDefaultInputMapping("C+r");
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gameKeymap->addAction(act);
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act = new Action("QUIT", _("Quit"));
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act->setCustomEngineActionEvent(kZVisionActionQuit);
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act->addDefaultInputMapping("C+q");
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gameKeymap->addAction(act);
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act = new Action(kStandardActionOpenSettings, _("Preferences"));
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act->setCustomEngineActionEvent(kZVisionActionPreferences);
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act->addDefaultInputMapping("C+p");
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gameKeymap->addAction(act);
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Keymap *cutscenesKeymap = new Keymap(Keymap::kKeymapTypeGame, cutscenesKeymapId, "Z-Vision - Cutscenes");
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act = new Action(kStandardActionSkip, _("Skip cutscene"));
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act->setCustomEngineActionEvent(kZVisionActionSkipCutscene);
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act->addDefaultInputMapping("SPACE");
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act->addDefaultInputMapping("JOY_Y");
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cutscenesKeymap->addAction(act);
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act = new Action("QUIT", _("Quit"));
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act->setCustomEngineActionEvent(kZVisionActionQuit);
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act->addDefaultInputMapping("C+q");
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cutscenesKeymap->addAction(act);
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KeymapArray keymaps(3);
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keymaps[0] = mainKeymap;
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keymaps[1] = gameKeymap;
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keymaps[2] = cutscenesKeymap;
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return keymaps;
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}
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Common::Error ZVisionMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new ZVision::ZVision(syst, (const ZVision::ZVisionGameDescription *)desc);
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return Common::kNoError;
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}
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SaveStateList ZVisionMetaEngine::listSaves(const char *target) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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ZVision::SaveGameHeader header;
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Common::String pattern = target;
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pattern += ".###";
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Common::StringArray filenames;
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filenames = saveFileMan->listSavefiles(pattern.c_str());
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SaveStateList saveList;
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// We only use readSaveGameHeader() here, which doesn't need an engine callback
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ZVision::SaveManager *zvisionSaveMan = new ZVision::SaveManager(NULL);
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for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); file++) {
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// Obtain the last 3 digits of the filename, since they correspond to the save slot
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int slotNum = atoi(file->c_str() + file->size() - 3);
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if (slotNum >= 0 && slotNum <= 999) {
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Common::InSaveFile *in = saveFileMan->openForLoading(file->c_str());
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if (in) {
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if (zvisionSaveMan->readSaveGameHeader(in, header)) {
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saveList.push_back(SaveStateDescriptor(slotNum, header.saveName));
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}
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delete in;
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}
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}
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}
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delete zvisionSaveMan;
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// Sort saves based on slot number.
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Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
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return saveList;
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}
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int ZVisionMetaEngine::getMaximumSaveSlot() const {
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return 999;
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}
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void ZVisionMetaEngine::removeSaveState(const char *target, int slot) const {
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Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
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saveFileMan->removeSavefile(Common::String::format("%s.%03u", target, slot));
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}
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SaveStateDescriptor ZVisionMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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Common::String filename = Common::String::format("%s.%03u", target, slot);
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename.c_str());
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if (in) {
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ZVision::SaveGameHeader header;
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// We only use readSaveGameHeader() here, which doesn't need an engine callback
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ZVision::SaveManager *zvisionSaveMan = new ZVision::SaveManager(NULL);
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bool successfulRead = zvisionSaveMan->readSaveGameHeader(in, header, false);
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delete zvisionSaveMan;
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delete in;
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if (successfulRead) {
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SaveStateDescriptor desc(slot, header.saveName);
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desc.setThumbnail(header.thumbnail);
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if (header.version >= 1) {
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int day = header.saveDay;
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int month = header.saveMonth;
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int year = header.saveYear;
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desc.setSaveDate(year, month, day);
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int hour = header.saveHour;
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int minutes = header.saveMinutes;
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desc.setSaveTime(hour, minutes);
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}
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if (header.version >= 2) {
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desc.setPlayTime(header.playTime * 1000);
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}
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return desc;
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}
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}
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return SaveStateDescriptor();
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}
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#if PLUGIN_ENABLED_DYNAMIC(ZVISION)
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REGISTER_PLUGIN_DYNAMIC(ZVISION, PLUGIN_TYPE_ENGINE, ZVisionMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(ZVISION, PLUGIN_TYPE_ENGINE, ZVisionMetaEngine);
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#endif
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