scummvm/engines/bladerunner/metaengine.cpp

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