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https://github.com/libretro/scummvm.git
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409 lines
16 KiB
C++
409 lines
16 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 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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#include "bladerunner/bladerunner.h"
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#include "bladerunner/detection.h"
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#include "bladerunner/savefile.h"
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#include "backends/keymapper/action.h"
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#include "backends/keymapper/keymap.h"
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#include "backends/keymapper/standard-actions.h"
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#include "common/config-manager.h"
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#include "common/system.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/translation.h"
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#include "engines/advancedDetector.h"
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namespace BladeRunner {
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static const ADExtraGuiOptionsMap optionsList[] = {
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{
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GAMEOPTION_SITCOM,
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{
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_s("Sitcom mode"),
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_s("Game will add laughter after actor's line or narration"),
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"sitcom",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_SHORTY,
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{
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_s("Shorty mode"),
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_s("Game will shrink the actors and make their voices high pitched"),
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"shorty",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_FRAMELIMITER_NODELAYMILLIS,
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{
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_s("Frame limiter high performance mode"),
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_s("This mode may result in high CPU usage! It avoids use of delayMillis() function."),
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"nodelaymillisfl",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_FRAMELIMITER_FPS,
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{
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_s("Max frames per second limit"),
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_s("This mode targets a maximum of 120 fps. When disabled, the game targets 60 fps"),
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"frames_per_secondfl",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_DISABLE_STAMINA_DRAIN,
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{
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_s("Disable McCoy's quick stamina drain"),
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_s("When running, McCoy won't start slowing down as soon as the player stops clicking the mouse"),
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"disable_stamina_drain",
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false,
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0,
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0
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}
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},
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{
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GAMEOPTION_SHOW_SUBS_IN_CRAWL,
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{
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_s("Show subtitles during text crawl"),
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_s("During the intro cutscene, show subtitles during the text crawl"),
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"use_crawl_subs",
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true,
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0,
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0
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}
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},
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{
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GAMEOPTION_FIX_SPANISH_CREDITS,
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{
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_s("Fix credits for voice actors"),
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_s("Updates the end credits with corrected credits for the Spanish voice actors"),
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"correct_spanish_credits",
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false,
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0,
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0
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}
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},
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AD_EXTRA_GUI_OPTIONS_TERMINATOR
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};
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} // End of namespace BladeRunner
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class BladeRunnerMetaEngine : public AdvancedMetaEngine<ADGameDescription> {
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public:
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const char *getName() const override;
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const ADExtraGuiOptionsMap *getAdvancedExtraGuiOptions() const override {
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return BladeRunner::optionsList;
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}
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Common::Error createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const override;
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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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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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// Disable autosave (see mirrored method in bladerunner.h for detailed explanation)
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int getAutosaveSlot() const override { return -1; }
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};
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const char *BladeRunnerMetaEngine::getName() const {
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return "bladerunner";
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}
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Common::Error BladeRunnerMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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*engine = new BladeRunner::BladeRunnerEngine(syst, desc);
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return Common::kNoError;
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}
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bool BladeRunnerMetaEngine::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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Common::KeymapArray BladeRunnerMetaEngine::initKeymaps(const char *target) const {
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using namespace Common;
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using namespace BladeRunner;
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Common::String gameId = ConfMan.get("gameid", target);
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Common::U32String gameDesc;
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Keymap *commonKeymap;
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Keymap *gameplayKeymap;
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Keymap *kiaOnlyKeymap;
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if (gameId == "bladerunner") {
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gameDesc = "Blade Runner";
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} else if (gameId == "bladerunner-final") {
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gameDesc = "Blade Runner (Restored Content)";
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} else if (gameId == "bladerunner-ee") {
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gameDesc = "Blade Runner: Enhanced Edition";
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}
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if (gameDesc.empty()) {
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return AdvancedMetaEngine::initKeymaps(target);
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}
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// We use 3 keymaps: common (main game and KIA), gameplay (main game only) and kia (KIA only).
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// This helps us with disabling unneeded keymaps, which is especially useful in KIA, when typing in a saved game.
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// In general, Blade Runner by default, can bind a key (eg. spacebar) to multiple actions
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// (eg. skip cutscene, toggle combat, enter a blank space in save game input field).
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// We need to be able to disable the conflicting keymaps, while keeping others that should still work in KIA
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// (eg. "Esc" (by default) toggling KIA should work in normal gameplay and also within KIA).
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// Another related issue we tackle is that a custom action event does not maintain the keycode and ascii value
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// (if it was associated with a keyboard key), and there's no obvious way to retrieve those from it.
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// Thus, a custom action event cannot be somehow utilised to produce keyboard key presses
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// (again if a keyboard key is mapped to that action), so it cannot by itself be used
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// for text entering in the save file name input field, or for typing the Easter Egg strings.
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// I18N: These are keymaps that work in the main gameplay and also when KIA (Knowledge Integration Assistant) is open.
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commonKeymap = new Keymap(Keymap::kKeymapTypeGame, BladeRunnerEngine::kCommonKeymapId, gameDesc + Common::U32String(" - ") + _("common shortcuts"));
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// I18N: These are keymaps which work only in the main gameplay and not within KIA's (Knowledge Integration Assistant) screens.
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gameplayKeymap = new Keymap(Keymap::kKeymapTypeGame, BladeRunnerEngine::kGameplayKeymapId, gameDesc + Common::U32String(" - ") + _("main game shortcuts"));
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// I18N: These are keymaps that work only within KIA's (Knowledge Integration Assistant) screens.
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kiaOnlyKeymap = new Keymap(Keymap::kKeymapTypeGame, BladeRunnerEngine::kKiaKeymapId, gameDesc + Common::U32String(" - ") + _("KIA only shortcuts"));
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Action *act;
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// Look at backends\keymapper\hardware-input.cpp for the strings that can be used in InputMapping
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// I18N: This keymap is the main way for the user interact with the game.
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// It is used with the game's cursor to select, walk-to, run-to, look-at, talk-to, pick up, use, shoot (combat mode), open KIA (when clicking on McCoy).
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act = new Action(kStandardActionLeftClick, _("Walk / Look / Talk / Select / Shoot"));
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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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commonKeymap->addAction(act);
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// I18N: This keymap toggles McCoy's status between combat mode (drawing his gun) and normal mode (holstering his gun)
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// TOGGLE MCCOY'S COMBAT MODE
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act = new Action("COMBAT", _("Toggle Combat"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionToggleCombat);
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act->addDefaultInputMapping("MOUSE_RIGHT");
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act->addDefaultInputMapping("MOUSE_MIDDLE");
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act->addDefaultInputMapping("JOY_B");
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act->addDefaultInputMapping("SPACE");
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gameplayKeymap->addAction(act);
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// I18N: This keymap allows skipping video cutscenes
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act = new Action("SKIPVIDEO", _("Skip cutscene"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionCutsceneSkip);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("KP_ENTER");
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act->addDefaultInputMapping("SPACE");
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act->addDefaultInputMapping("JOY_Y");
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gameplayKeymap->addAction(act);
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// I18N: This keymap allows skipping the current line of dialogue.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// SKIP PAST CURRENT LINE OF DIALOGUE
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act = new Action("SKIPDLG", _("Skip dialogue"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionDialogueSkip);
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("KP_ENTER");
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act->addDefaultInputMapping("JOY_X");
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gameplayKeymap->addAction(act);
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// I18N: This keymap toggles between opening the KIA in the Game Options tab, and closing the KIA.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// GAME OPTIONS
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act = new Action("KIAOPTS", _("Game Options"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionToggleKiaOptions);
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act->addDefaultInputMapping("ESCAPE");
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act->addDefaultInputMapping("JOY_Y");
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commonKeymap->addAction(act);
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// I18N: This keymap opens the KIA database on one of the investigation tabs,
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// CRIME SCENE DATABASE, SUSPECT DATABASE and CLUES DATABASE.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// ACTIVATE KIA CLUE DATABASE SYSTEM
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act = new Action("KIADB", _("Open KIA Database"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKiaDatabase);
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act->addDefaultInputMapping("TAB");
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act->addDefaultInputMapping("JOY_LEFT_SHOULDER");
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gameplayKeymap->addAction(act);
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// I18N: This keymap works within the KIA Save Game screen
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// and allows confirming popup dialogue prompts (eg. for save game deletion or overwriting)
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// and also submitting a new save game name, or choosing an existing save game for overwriting.
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act = new Action("KIACONFIRMDLG", _("Confirm"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpConfirmDlg);
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act->addDefaultInputMapping("RETURN");
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act->addDefaultInputMapping("KP_ENTER");
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act->addDefaultInputMapping("JOY_B");
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kiaOnlyKeymap->addAction(act);
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// I18N: This keymap works within the KIA Save Game screen
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// and allows submitting a selected existing save game for deletion.
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act = new Action("KIADELETESVDGAME", _("Delete Selected Saved Game"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpDeleteSelectedSvdGame);
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act->addDefaultInputMapping("DELETE");
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// TODO In the original KP_PERIOD with NUMLOCK on, would work as a normal '.' character.
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// KP_PERIOD with NUMLOCK off, would work as a delete request for the selected saved game.
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// However, NUMLOCK is currently not working as a modifier key for keymaps,
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// so maybe we should implement this original behavior more accurately,
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// when that is fixed in the keymapper or hardware-input code.
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// For now, KP_PERIOD will work (by default) as a delete request.
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act->addDefaultInputMapping("KP_PERIOD");
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act->addDefaultInputMapping("JOY_X");
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kiaOnlyKeymap->addAction(act);
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// I18N: This keymap allows scrolling texts and lists upwards
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act = new Action("KIASCROLLUP", _("Scroll Up"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionScrollUp);
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act->addDefaultInputMapping("MOUSE_WHEEL_UP");
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act->addDefaultInputMapping("JOY_UP");
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kiaOnlyKeymap->addAction(act);
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// I18N: This keymap allows scrolling texts and lists downwards
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act = new Action("KIASCROLLDOWN", _("Scroll Down"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionScrollDown);
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act->addDefaultInputMapping("MOUSE_WHEEL_DOWN");
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act->addDefaultInputMapping("JOY_DOWN");
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kiaOnlyKeymap->addAction(act);
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// I18N: This keymap allows (in KIA only) for a clue to be set as private or public
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// (only when the KIA is upgraded).
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act = new Action("KIATOGGLECLUEPRIVACY", _("Toggle Clue Privacy"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionToggleCluePrivacy);
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act->addDefaultInputMapping("MOUSE_RIGHT");
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act->addDefaultInputMapping("JOY_RIGHT_SHOULDER");
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kiaOnlyKeymap->addAction(act);
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// I18N: This keymap opens KIA's HELP tab.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// ONLINE HELP
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act = new Action("KIAHLP", _("Help"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKIATabHelp);
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act->addDefaultInputMapping("F1");
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commonKeymap->addAction(act);
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// I18N: This keymap opens KIA's SAVE GAME tab.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// SAVE GAME
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act = new Action("KIASAVE", _("Save Game"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKIATabSaveGame);
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act->addDefaultInputMapping("F2");
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commonKeymap->addAction(act);
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// I18N: This keymap opens KIA's LOAD GAME tab.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// LOAD GAME
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act = new Action("KIALOAD", _("Load Game"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKIATabLoadGame);
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act->addDefaultInputMapping("F3");
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commonKeymap->addAction(act);
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// I18N: This keymap opens KIA's CRIME SCENE DATABASE tab.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// CRIME SCENE DATABASE
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act = new Action("KIACRIMES", _("Crime Scene Database"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKIATabCrimeSceneDatabase);
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act->addDefaultInputMapping("F4");
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commonKeymap->addAction(act);
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// I18N: This keymap opens KIA's SUSPECT DATABASE tab.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// SUSPECT DATABASE
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act = new Action("KIASUSPECTS", _("Suspect Database"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKIATabSuspectDatabase);
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act->addDefaultInputMapping("F5");
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commonKeymap->addAction(act);
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// I18N: This keymap opens KIA's CLUE DATABASE tab.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// CLUE DATABASE
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act = new Action("KIACLUES", _("Clue Database"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKIATabClueDatabase);
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act->addDefaultInputMapping("F6");
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commonKeymap->addAction(act);
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// I18N: This keymap opens KIA's QUIT GAME tab.
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// In Blade Runner's official localizations, there is a description of this keymap
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// on the KIA Help Page, under Keyboard Shortcuts. In the English version it is
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// QUIT GAME
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act = new Action("KIAQUIT", _("Quit Game"));
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act->setCustomEngineActionEvent(BladeRunnerEngine::kMpActionOpenKIATabQuitGame);
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act->addDefaultInputMapping("F10");
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commonKeymap->addAction(act);
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KeymapArray keymaps(3);
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keymaps[0] = commonKeymap;
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keymaps[1] = gameplayKeymap;
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keymaps[2] = kiaOnlyKeymap;
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return keymaps;
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}
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SaveStateList BladeRunnerMetaEngine::listSaves(const char *target) const {
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return BladeRunner::SaveFileManager::list(this, target);
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}
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int BladeRunnerMetaEngine::getMaximumSaveSlot() const {
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return 999;
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}
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void BladeRunnerMetaEngine::removeSaveState(const char *target, int slot) const {
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BladeRunner::SaveFileManager::remove(target, slot);
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}
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SaveStateDescriptor BladeRunnerMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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return BladeRunner::SaveFileManager::queryMetaInfos(this, target, slot);
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}
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#if PLUGIN_ENABLED_DYNAMIC(BLADERUNNER)
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REGISTER_PLUGIN_DYNAMIC(BLADERUNNER, PLUGIN_TYPE_ENGINE, BladeRunnerMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(BLADERUNNER, PLUGIN_TYPE_ENGINE, BladeRunnerMetaEngine);
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#endif
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