/* 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