scummvm/engines/icb/icb.cpp
2021-03-13 07:48:34 +01:00

169 lines
5.0 KiB
C++

/* 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