scummvm/engines/sky/metaengine.cpp
2021-04-15 21:20:36 +02:00

303 lines
9.8 KiB
C++

/* 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 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/metaengine.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymap.h"
#include "backends/keymapper/standard-actions.h"
#include "common/system.h"
#include "common/savefile.h"
#include "common/translation.h"
#include "common/file.h"
#include "common/fs.h"
#include "sky/control.h"
#include "sky/sky.h"
class SkyMetaEngine : public MetaEngine {
const char *getName() const override {
return "sky";
}
bool hasFeature(MetaEngineFeature f) const override;
Common::Error createInstance(OSystem *syst, Engine **engine) const override;
SaveStateList listSaves(const char *target) const override;
int getMaximumSaveSlot() const override;
void removeSaveState(const char *target, int slot) const override;
Common::KeymapArray initKeymaps(const char *target) const override;
};
bool SkyMetaEngine::hasFeature(MetaEngineFeature f) const {
return
(f == kSupportsListSaves) ||
(f == kSupportsLoadingDuringStartup) ||
(f == kSupportsDeleteSave);
}
bool Sky::SkyEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
Common::KeymapArray SkyMetaEngine::initKeymaps(const char *target) const {
using namespace Common;
using namespace Sky;
Keymap *mainKeymap = new Keymap(Keymap::kKeymapTypeGame, "sky-main", "Beneath a Steel Sky");
Action *act;
act = new Action(kStandardActionLeftClick, _("Walk / Look / Talk"));
act->setLeftClickEvent();
act->addDefaultInputMapping("MOUSE_LEFT");
act->addDefaultInputMapping("JOY_A");
mainKeymap->addAction(act);
act = new Action(kStandardActionRightClick, _("Use"));
act->setRightClickEvent();
act->addDefaultInputMapping("MOUSE_RIGHT");
act->addDefaultInputMapping("JOY_B");
mainKeymap->addAction(act);
act = new Action("CONFIRM", _("Confirm"));
act->setCustomEngineActionEvent(kSkyActionConfirm);
act->addDefaultInputMapping("RETURN");
act->addDefaultInputMapping("KP_ENTER");
mainKeymap->addAction(act);
act = new Action(kStandardActionSkip, _("Skip / Close"));
act->setCustomEngineActionEvent(kSkyActionSkip);
act->addDefaultInputMapping("ESCAPE");
act->addDefaultInputMapping("JOY_Y");
mainKeymap->addAction(act);
Keymap *shortcutsKeymap = new Keymap(Keymap::kKeymapTypeGame, SkyEngine::shortcutsKeymapId, "Beneath a Steel Sky - Shortcuts");
act = new Action(kStandardActionOpenMainMenu, _("Open control panel"));
act->setCustomEngineActionEvent(kSkyActionOpenControlPanel);
act->addDefaultInputMapping("F5");
act->addDefaultInputMapping("JOY_X");
shortcutsKeymap->addAction(act);
act = new Action("SKPL", _("Skip line"));
act->setCustomEngineActionEvent(kSkyActionSkipLine);
act->addDefaultInputMapping("PERIOD");
shortcutsKeymap->addAction(act);
act = new Action(kStandardActionPause, _("Pause"));
act->setCustomEngineActionEvent(kSkyActionPause);
act->addDefaultInputMapping("p");
shortcutsKeymap->addAction(act);
act = new Action("FAST", _("Toggle fast mode"));
act->setCustomEngineActionEvent(kSkyActionToggleFastMode);
act->addDefaultInputMapping("C+f");
shortcutsKeymap->addAction(act);
act = new Action("RFAST", _("Toggle really fast mode"));
act->setCustomEngineActionEvent(kSkyActionToggleReallyFastMode);
act->addDefaultInputMapping("C+g");
shortcutsKeymap->addAction(act);
KeymapArray keymaps(2);
keymaps[0] = mainKeymap;
keymaps[1] = shortcutsKeymap;
return keymaps;
}
Common::Error SkyMetaEngine::createInstance(OSystem *syst, Engine **engine) const {
assert(engine);
*engine = new Sky::SkyEngine(syst);
return Common::kNoError;
}
SaveStateList SkyMetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
SaveStateList saveList;
// Load the descriptions
Common::StringArray savenames;
savenames.resize(MAX_SAVE_GAMES+1);
Common::InSaveFile *inf;
inf = saveFileMan->openForLoading("SKY-VM.SAV");
if (inf != NULL) {
char *tmpBuf = new char[MAX_SAVE_GAMES * MAX_TEXT_LEN];
char *tmpPtr = tmpBuf;
inf->read(tmpBuf, MAX_SAVE_GAMES * MAX_TEXT_LEN);
for (int i = 0; i < MAX_SAVE_GAMES; ++i) {
savenames[i] = tmpPtr;
tmpPtr += savenames[i].size() + 1;
}
delete inf;
delete[] tmpBuf;
}
// Find all saves
Common::StringArray filenames;
filenames = saveFileMan->listSavefiles("SKY-VM.###");
// Prepare the list of savestates by looping over all matching savefiles
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Extract the extension
Common::String ext = file->c_str() + file->size() - 3;
ext.toUppercase();
int slotNum = atoi(ext.c_str());
Common::InSaveFile *in = saveFileMan->openForLoading(*file);
if (in) {
saveList.push_back(SaveStateDescriptor(slotNum,
(slotNum == 0) ? _("Autosave") : Common::U32String(savenames[slotNum - 1])));
delete in;
}
}
// Sort saves based on slot number.
Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
return saveList;
}
int SkyMetaEngine::getMaximumSaveSlot() const { return MAX_SAVE_GAMES; }
void SkyMetaEngine::removeSaveState(const char *target, int slot) const {
if (slot == 0) // do not delete the auto save
return;
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
char fName[20];
sprintf(fName,"SKY-VM.%03d", slot);
saveFileMan->removeSavefile(fName);
// Load current save game descriptions
Common::StringArray savenames;
savenames.resize(MAX_SAVE_GAMES+1);
Common::InSaveFile *inf;
inf = saveFileMan->openForLoading("SKY-VM.SAV");
if (inf != NULL) {
char *tmpBuf = new char[MAX_SAVE_GAMES * MAX_TEXT_LEN];
char *tmpPtr = tmpBuf;
inf->read(tmpBuf, MAX_SAVE_GAMES * MAX_TEXT_LEN);
for (int i = 0; i < MAX_SAVE_GAMES; ++i) {
savenames[i] = tmpPtr;
tmpPtr += savenames[i].size() + 1;
}
delete inf;
delete[] tmpBuf;
}
// Update the save game description at the given slot
savenames[slot] = "";
// Save the updated descriptions
Common::OutSaveFile *outf;
outf = saveFileMan->openForSaving("SKY-VM.SAV");
bool ioFailed = true;
if (outf) {
for (uint16 cnt = 0; cnt < MAX_SAVE_GAMES; cnt++) {
outf->write(savenames[cnt].c_str(), savenames[cnt].size() + 1);
}
outf->finalize();
if (!outf->err())
ioFailed = false;
delete outf;
}
if (ioFailed)
warning("Unable to store Savegame names to file SKY-VM.SAV. (%s)", saveFileMan->popErrorDesc().c_str());
}
#if PLUGIN_ENABLED_DYNAMIC(SKY)
REGISTER_PLUGIN_DYNAMIC(SKY, PLUGIN_TYPE_ENGINE, SkyMetaEngine);
#else
REGISTER_PLUGIN_STATIC(SKY, PLUGIN_TYPE_ENGINE, SkyMetaEngine);
#endif
namespace Sky {
Common::Error SkyEngine::loadGameState(int slot) {
// We don't need to offset "slot" here. Both loadGameState and quickXRestore
// are called with the ScummVM Save File Manager's "slot" as argument
uint16 result = _skyControl->quickXRestore(slot);
return (result == GAME_RESTORED) ? Common::kNoError : Common::kUnknownError;
}
/**
* Manually saving a game should save it into ScummVM Save File Managers slots 1 or greater.
* ScummVM Save file manager's slot 0 is reserved for the autosave.
* However, natively, the index 0 (_selectedGame) is the first manually saved game.
* @param slot is the save slot on the ScummVM file manager's list
*
*/
Common::Error SkyEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
// prevent writing to autosave slot when user selects it manually
// ie. from the ScummVM in-game menu Save feature
// This also secures _selectedGame which is unsigned integer (uint16)
// from overflowing in the subtraction below
if (slot < 0 || (!isAutosave && slot == 0)) {
return Common::kWritePermissionDenied;
}
// Set the save slot and save the game
// _selectedGame value is one unit lower than the ScummVM's Save File Manager's slot value
// Note that *_selectedGame* value 0 corresponds to a manually saved game (the first in order)
// whereas *slot* value 0 corresponds to the autosave
if (slot > 0) {
// We don't care for updating the _selectedGame when slot == 0
// (in the case of autosave) but we do include the check for slot > 0
// to guard from overflow, which would be bad practice to allow.
_skyControl->_selectedGame = slot - 1;
}
if (_skyControl->saveGameToFile(false, nullptr, isAutosave) != GAME_SAVED)
return Common::kWritePermissionDenied;
// Load current save game descriptions
Common::StringArray saveGameTexts;
saveGameTexts.resize(MAX_SAVE_GAMES+1);
_skyControl->loadDescriptions(saveGameTexts);
// Update the save game description at the given slot
if (!isAutosave) {
saveGameTexts[_skyControl->_selectedGame] = desc;
}
// Save the updated descriptions
_skyControl->saveDescriptions(saveGameTexts);
return Common::kNoError;
}
bool SkyEngine::canLoadGameStateCurrently() {
return _systemVars->pastIntro && _skyControl->loadSaveAllowed();
}
bool SkyEngine::canSaveGameStateCurrently() {
return _systemVars->pastIntro && _skyControl->loadSaveAllowed();
}
} // End of namespace Sky