/* 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 "common/config-manager.h" #include "common/events.h" #include "common/system.h" #include "common/translation.h" #include "audio/mixer.h" #include "scumm/debugger.h" #include "scumm/dialogs.h" #include "scumm/insane/insane.h" #include "scumm/imuse/imuse.h" #ifdef ENABLE_HE #include "scumm/he/intern_he.h" #include "scumm/he/logic_he.h" #endif #include "scumm/resource.h" #include "scumm/scumm_v0.h" #include "scumm/scumm_v6.h" #include "scumm/scumm_v8.h" #include "scumm/sound.h" namespace Scumm { enum MouseButtonStatus { msDown = 1, msClicked = 2 }; #ifdef ENABLE_HE void ScummEngine_v80he::parseEvent(Common::Event event) { ScummEngine::parseEvent(event); // Keyboard is controlled via variable switch (event.type) { case Common::EVENT_KEYDOWN: if (event.kbd.keycode == Common::KEYCODE_LEFT) VAR(VAR_KEY_STATE) |= 1; if (event.kbd.keycode == Common::KEYCODE_RIGHT) VAR(VAR_KEY_STATE) |= 2; if (event.kbd.keycode == Common::KEYCODE_UP) VAR(VAR_KEY_STATE) |= 4; if (event.kbd.keycode == Common::KEYCODE_DOWN) VAR(VAR_KEY_STATE) |= 8; if (event.kbd.keycode == Common::KEYCODE_LSHIFT || event.kbd.keycode == Common::KEYCODE_RSHIFT) VAR(VAR_KEY_STATE) |= 16; if (event.kbd.keycode == Common::KEYCODE_LCTRL || event.kbd.keycode == Common::KEYCODE_RCTRL) VAR(VAR_KEY_STATE) |= 32; break; case Common::EVENT_KEYUP: if (event.kbd.keycode == Common::KEYCODE_LEFT) VAR(VAR_KEY_STATE) &= ~1; if (event.kbd.keycode == Common::KEYCODE_RIGHT) VAR(VAR_KEY_STATE) &= ~2; if (event.kbd.keycode == Common::KEYCODE_UP) VAR(VAR_KEY_STATE) &= ~4; if (event.kbd.keycode == Common::KEYCODE_DOWN) VAR(VAR_KEY_STATE) &= ~8; if (event.kbd.keycode == Common::KEYCODE_LSHIFT || event.kbd.keycode == Common::KEYCODE_RSHIFT) VAR(VAR_KEY_STATE) &= ~16; if (event.kbd.keycode == Common::KEYCODE_LCTRL || event.kbd.keycode == Common::KEYCODE_RCTRL) VAR(VAR_KEY_STATE) &= ~32; break; default: break; } } #endif void ScummEngine::parseEvent(Common::Event event) { switch (event.type) { case Common::EVENT_KEYDOWN: if (event.kbd.keycode >= Common::KEYCODE_0 && event.kbd.keycode <= Common::KEYCODE_9 && ((event.kbd.hasFlags(Common::KBD_ALT) && canSaveGameStateCurrently()) || (event.kbd.hasFlags(Common::KBD_CTRL) && canLoadGameStateCurrently()))) { _saveLoadSlot = event.kbd.keycode - Common::KEYCODE_0; // don't overwrite autosave (slot 0) if (_saveLoadSlot == 0) _saveLoadSlot = 10; _saveLoadDescription = Common::String::format("Quicksave %d", _saveLoadSlot); _saveLoadFlag = (event.kbd.hasFlags(Common::KBD_ALT)) ? 1 : 2; _saveTemporaryState = false; } else if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_f) { _fastMode ^= 1; } else if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_g) { _fastMode ^= 2; } else if ((event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_d) || event.kbd.ascii == '~' || event.kbd.ascii == '#') { _debugger->attach(); } else if (event.kbd.hasFlags(Common::KBD_CTRL) && event.kbd.keycode == Common::KEYCODE_s) { _res->resourceStats(); } else if (event.kbd.hasFlags(Common::KBD_ALT) && event.kbd.keycode == Common::KEYCODE_x) { // TODO: Some SCUMM games quit when Alt-x is pressed. However, not // all of them seem to exhibit this behavior. LordHoto found that // the Loom manual does not mention this hotkey. On the other hand // the Sam&Max manual mentions that Alt-x does so on "most" // platforms. We should really check which games exhibit this // behavior and only use it for them. quitGame(); } else { // Normal key press, pass on to the game. _keyPressed = event.kbd; } // FIXME: We are using ASCII values to index the _keyDownMap here, // yet later one code which checks _keyDownMap will use KEYCODEs // to do so. That is, we are mixing ascii and keycode values here, // which is bad. We probably should be only using keycodes, but at // least INSANE checks for "Shift-V" by looking for the 'V' key // being pressed. It would be easy to solve that by also storing // the modifier flags. However, since getKeyState() is also called // by scripts, we have to be careful with semantic changes. if (_keyPressed.ascii >= 512) debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed.ascii); else _keyDownMap[_keyPressed.ascii] = true; break; case Common::EVENT_KEYUP: if (event.kbd.ascii >= 512) { debugC(DEBUG_GENERAL, "keyPressed > 512 (%d)", event.kbd.ascii); } else { _keyDownMap[event.kbd.ascii] = false; // Due to some weird bug with capslock key pressed // generated keydown event is for lower letter but // keyup is for upper letter // On most (all?) keyboards it is safe to assume that // both upper and lower letters are unpressed on keyup event // // Fixes bug #1709430: "FT: CAPSLOCK + V enables cheating for all fights" // // Fingolfin remarks: This wouldn't be a problem if we used keycodes. _keyDownMap[toupper(event.kbd.ascii)] = false; } break; // We update the mouse position whenever the mouse moves or a click occurs. // The latter is done to accomodate systems with a touchpad / pen controller. case Common::EVENT_LBUTTONDOWN: case Common::EVENT_RBUTTONDOWN: case Common::EVENT_MOUSEMOVE: if (event.type == Common::EVENT_LBUTTONDOWN) _leftBtnPressed |= msClicked|msDown; else if (event.type == Common::EVENT_RBUTTONDOWN) _rightBtnPressed |= msClicked|msDown; _mouse.x = event.mouse.x; _mouse.y = event.mouse.y; if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) { _mouse.x -= (kHercWidth - _screenWidth * 2) / 2; _mouse.x >>= 1; _mouse.y = _mouse.y * 4 / 7; } else if (_useCJKMode && _textSurfaceMultiplier == 2) { _mouse.x >>= 1; _mouse.y >>= 1; } break; case Common::EVENT_LBUTTONUP: _leftBtnPressed &= ~msDown; break; case Common::EVENT_RBUTTONUP: _rightBtnPressed &= ~msDown; break; // The following two cases enable dialog choices to be scrolled // through in the SegaCD version of MI. Values are taken from script-14. // See bug report #1193185 for details. case Common::EVENT_WHEELDOWN: if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD) _keyPressed = Common::KeyState(Common::KEYCODE_7, 55); // '7' break; case Common::EVENT_WHEELUP: if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD) _keyPressed = Common::KeyState(Common::KEYCODE_6, 54); // '6' break; default: break; } } void ScummEngine::parseEvents() { Common::Event event; while (_eventMan->pollEvent(event)) { parseEvent(event); } } #ifdef ENABLE_HE void ScummEngine_v90he::clearClickedStatus() { ScummEngine::clearClickedStatus(); if (_game.heversion >= 98) { _logicHE->processKeyStroke(_keyPressed.ascii); } } void ScummEngine_v90he::processInput() { if (_game.heversion >= 98) { _logicHE->processKeyStroke(_keyPressed.ascii); } ScummEngine::processInput(); } #endif void ScummEngine::clearClickedStatus() { _keyPressed.reset(); _mouseAndKeyboardStat = 0; _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; } void ScummEngine_v0::processInput() { // F1 - F3 if (_keyPressed.keycode >= Common::KEYCODE_F1 && _keyPressed.keycode <= Common::KEYCODE_F3) { switchActor(_keyPressed.keycode - Common::KEYCODE_F1); } ScummEngine::processInput(); } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::processInput() { ScummEngine::processInput(); if (_skipVideo && !_smushActive) { abortCutscene(); _mouseAndKeyboardStat = Common::ASCII_ESCAPE; _skipVideo = false; } } #endif void ScummEngine::processInput() { Common::KeyState lastKeyHit = _keyPressed; _keyPressed.reset(); // // Clip the mouse coordinates, and compute _virtualMouse.x (and clip it, too) // if (_mouse.x < 0) _mouse.x = 0; if (_mouse.x > _screenWidth-1) _mouse.x = _screenWidth-1; if (_mouse.y < 0) _mouse.y = 0; if (_mouse.y > _screenHeight-1) _mouse.y = _screenHeight-1; VirtScreen *vs = &_virtscr[kMainVirtScreen]; _virtualMouse.x = _mouse.x + vs->xstart; _virtualMouse.y = _mouse.y - vs->topline; if (_game.version >= 7) _virtualMouse.y += _screenTop; if (_virtualMouse.y < 0) _virtualMouse.y = -1; if (_virtualMouse.y >= vs->h) _virtualMouse.y = -1; // // Determine the mouse button state. // _mouseAndKeyboardStat = 0; if ((_leftBtnPressed & msClicked) && (_rightBtnPressed & msClicked) && _game.version >= 4) { // Pressing both mouse buttons is treated as if you pressed // the cutscene exit key (ESC) in V4+ games. That mimicks // the behavior of the original engine where pressing both // mouse buttons also skips the current cutscene. _mouseAndKeyboardStat = 0; lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); } else if ((_rightBtnPressed & msClicked) && (_game.version <= 3 && _game.id != GID_LOOM)) { // Pressing right mouse button is treated as if you pressed // the cutscene exit key (ESC) in V0-V3 games. That mimicks // the behavior of the original engine where pressing right // mouse button also skips the current cutscene. _mouseAndKeyboardStat = 0; lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); } else if (_leftBtnPressed & msClicked) { _mouseAndKeyboardStat = MBS_LEFT_CLICK; } else if (_rightBtnPressed & msClicked) { _mouseAndKeyboardStat = MBS_RIGHT_CLICK; } if (_game.version >= 6) { VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0; VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0; if (_game.heversion >= 72) { // HE72 introduced a flag for whether or not this is a click // or the player is continuing to hold the button down. // 0x80 signifies that the button is continuing to be held down // Backyard Soccer needs this in order to function if (VAR(VAR_LEFTBTN_HOLD) && !(_leftBtnPressed & msClicked)) VAR(VAR_LEFTBTN_HOLD) |= 0x80; if (VAR(VAR_RIGHTBTN_HOLD) && !(_rightBtnPressed & msClicked)) VAR(VAR_RIGHTBTN_HOLD) |= 0x80; } else if (_game.version >= 7) { VAR(VAR_LEFTBTN_DOWN) = (_leftBtnPressed & msClicked) != 0; VAR(VAR_RIGHTBTN_DOWN) = (_rightBtnPressed & msClicked) != 0; } } _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; if (!lastKeyHit.ascii) return; processKeyboard(lastKeyHit); } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v8::processKeyboard(Common::KeyState lastKeyHit) { // F1 (the trigger for the original save/load dialog) is mapped to F5 if (!(_game.features & GF_DEMO) && lastKeyHit.keycode == Common::KEYCODE_F1 && lastKeyHit.hasFlags(0)) { lastKeyHit = Common::KeyState(Common::KEYCODE_F5, 319); } // Alt-F5 should bring up the original save/load dialog, so map it to F1. if (!(_game.features & GF_DEMO) && lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.hasFlags(Common::KBD_ALT)) { lastKeyHit = Common::KeyState(Common::KEYCODE_F1, 315); } // If a key script was specified (a V8 feature), and it's trigger // key was pressed, run it. Usually used to display the built-in menu. if (_keyScriptNo && (_keyScriptKey == lastKeyHit.ascii)) { runScript(_keyScriptNo, 0, 0, 0); return; } // Fall back to V7 behavior ScummEngine_v7::processKeyboard(lastKeyHit); } void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) { const bool cutsceneExitKeyEnabled = (VAR_CUTSCENEEXIT_KEY == 0xFF || VAR(VAR_CUTSCENEEXIT_KEY) != 0); // VAR_VERSION_KEY (usually ctrl-v) is used in COMI, Dig and FT to trigger // a version dialog, unless VAR_VERSION_KEY is set to 0. However, the COMI // version string is hard coded in the engine, hence we don't invoke // versionDialog for it. Dig/FT version strings are partly hard coded, too. if (_game.id != GID_CMI && 0 != VAR(VAR_VERSION_KEY) && lastKeyHit.keycode == Common::KEYCODE_v && lastKeyHit.hasFlags(Common::KBD_CTRL)) { versionDialog(); } else if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) { // Skip cutscene (or active SMUSH video). if (_smushActive) { if (_game.id == GID_FT) _insane->escapeKeyHandler(); else _smushVideoShouldFinish = true; _skipVideo = true; } else { abortCutscene(); } _mouseAndKeyboardStat = Common::ASCII_ESCAPE; } else { // Fall back to V6 behavior ScummEngine_v6::processKeyboard(lastKeyHit); } } #endif void ScummEngine_v6::processKeyboard(Common::KeyState lastKeyHit) { if (lastKeyHit.keycode == Common::KEYCODE_t && lastKeyHit.hasFlags(Common::KBD_CTRL)) { SubtitleSettingsDialog dialog(this, _voiceMode); _voiceMode = runDialog(dialog); switch (_voiceMode) { case 0: ConfMan.setBool("speech_mute", false); ConfMan.setBool("subtitles", false); break; case 1: ConfMan.setBool("speech_mute", false); ConfMan.setBool("subtitles", true); break; case 2: ConfMan.setBool("speech_mute", true); ConfMan.setBool("subtitles", true); break; default: break; } // We need to sync the current sound settings here to make sure that // we actually update the mute state of speech properly. syncSoundSettings(); return; } // Fall back to default behavior ScummEngine::processKeyboard(lastKeyHit); } void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) { // RETURN is used to skip cutscenes in the Commodote 64 version of Zak McKracken if (_game.id == GID_ZAK &&_game.platform == Common::kPlatformC64 && lastKeyHit.keycode == Common::KEYCODE_RETURN && lastKeyHit.hasFlags(0)) { lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); // F7 is used to skip cutscenes in the Commodote 64 version of Maniac Mansion } else if (_game.id == GID_MANIAC &&_game.platform == Common::kPlatformC64) { // Demo always F7 to be pressed to restart if (_game.features & GF_DEMO) { if (_roomResource != 0x2D && lastKeyHit.keycode == Common::KEYCODE_F7 && lastKeyHit.hasFlags(0)) { restart(); return; } } else { if (lastKeyHit.keycode == Common::KEYCODE_F7 && lastKeyHit.hasFlags(0)) lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); } // 'B' is used to skip cutscenes in the NES version of Maniac Mansion } else if (_game.id == GID_MANIAC &&_game.platform == Common::kPlatformNES) { if (lastKeyHit.keycode == Common::KEYCODE_b && lastKeyHit.hasFlags(Common::KBD_SHIFT)) lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); // 'F4' is used to skip cutscenes in the other versions of Maniac Mansion } else if (_game.id == GID_MANIAC) { if (lastKeyHit.keycode == Common::KEYCODE_F4 && lastKeyHit.hasFlags(0)) lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); } // Fall back to default behavior ScummEngine::processKeyboard(lastKeyHit); // On Alt-F5 prepare savegame for the original save/load dialog. if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.hasFlags(Common::KBD_ALT)) { prepareSavegame(); if (_game.id == GID_MANIAC && _game.version == 0) { runScript(2, 0, 0, 0); } if (_game.id == GID_MANIAC &&_game.platform == Common::kPlatformNES) { runScript(163, 0, 0, 0); } } if (VAR_KEYPRESS != 0xFF && _mouseAndKeyboardStat) { // Key Input if (315 <= _mouseAndKeyboardStat && _mouseAndKeyboardStat <= 323) { // Convert F-Keys for V1/V2 games (they start at 1) VAR(VAR_KEYPRESS) = _mouseAndKeyboardStat - 314; } else { VAR(VAR_KEYPRESS) = _mouseAndKeyboardStat; } } } void ScummEngine_v3::processKeyboard(Common::KeyState lastKeyHit) { // Fall back to default behavior ScummEngine::processKeyboard(lastKeyHit); // On Alt-F5 prepare savegame for the original save/load dialog. if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.hasFlags(Common::KBD_ALT)) { prepareSavegame(); } // 'i' brings up an IQ dialog in Indy3 (disabled in save/load dialog for input) if (lastKeyHit.ascii == 'i' && _game.id == GID_INDY3 && _currentRoom != 14) { // SCUMM var 244 is the episode score // and var 245 is the series score char text[50]; updateIQPoints(); sprintf(text, "IQ Points: Episode = %d, Series = %d", _scummVars[244], _scummVars[245]); Indy3IQPointsDialog indy3IQPointsDialog(this, text); runDialog(indy3IQPointsDialog); } } void ScummEngine::processKeyboard(Common::KeyState lastKeyHit) { // Enable the following five special keys conditionally: bool restartKeyEnabled = (VAR_RESTART_KEY == 0xFF || VAR(VAR_RESTART_KEY) != 0); bool pauseKeyEnabled = (VAR_PAUSE_KEY == 0xFF || VAR(VAR_PAUSE_KEY) != 0); bool talkstopKeyEnabled = (VAR_TALKSTOP_KEY == 0xFF || VAR(VAR_TALKSTOP_KEY) != 0); bool cutsceneExitKeyEnabled = (VAR_CUTSCENEEXIT_KEY == 0xFF || VAR(VAR_CUTSCENEEXIT_KEY) != 0); bool mainmenuKeyEnabled = (VAR_MAINMENU_KEY == 0xFF || VAR(VAR_MAINMENU_KEY) != 0); bool snapScrollKeyEnabled = (_game.version <= 2 || VAR_CAMERA_FAST_X != 0xFF); // In FM-TOWNS games F8 / restart is always enabled if (_game.platform == Common::kPlatformFMTowns) restartKeyEnabled = true; // For games which use VAR_MAINMENU_KEY, disable the mainmenu key if // requested by the scripts. We make an exception for COMI (i.e. // forcefully always enable it there), as that always disables it. if (_game.id == GID_CMI) mainmenuKeyEnabled = true; if (mainmenuKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.hasFlags(0))) { if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0) runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0); openMainMenuDialog(); // Display global main menu if (VAR_SAVELOAD_SCRIPT2 != 0xFF && _currentRoom != 0) runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0); } else if (restartKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.hasFlags(0))) { confirmRestartDialog(); } else if (pauseKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_SPACE && lastKeyHit.hasFlags(0))) { pauseGame(); } else if (talkstopKeyEnabled && lastKeyHit.ascii == '.') { _talkDelay = 0; if (_sound->_sfxMode & 2) stopTalk(); } else if (cutsceneExitKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_ESCAPE && lastKeyHit.hasFlags(0))) { abortCutscene(); // VAR_CUTSCENEEXIT_KEY doesn't exist in SCUMM0 if (VAR_CUTSCENEEXIT_KEY != 0xFF) _mouseAndKeyboardStat = VAR(VAR_CUTSCENEEXIT_KEY); } else if (snapScrollKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_r && lastKeyHit.hasFlags(Common::KBD_CTRL)) { _snapScroll ^= 1; if (_snapScroll) { messageDialog(_("Snap scroll on")); } else { messageDialog(_("Snap scroll off")); } if (VAR_CAMERA_FAST_X != 0xFF) VAR(VAR_CAMERA_FAST_X) = _snapScroll; } else if (lastKeyHit.ascii == '[' || lastKeyHit.ascii == ']') { // Change music volume int vol = ConfMan.getInt("music_volume") / 16; if (lastKeyHit.ascii == ']' && vol < 16) vol++; else if (lastKeyHit.ascii == '[' && vol > 0) vol--; // Display the music volume ValueDisplayDialog dlg(_("Music volume: "), 0, 16, vol, ']', '['); vol = runDialog(dlg); vol *= 16; if (vol > Audio::Mixer::kMaxMixerVolume) vol = Audio::Mixer::kMaxMixerVolume; ConfMan.setInt("music_volume", vol); syncSoundSettings(); } else if (lastKeyHit.ascii == '-' || lastKeyHit.ascii == '+') { // Change text speed if (lastKeyHit.ascii == '+' && _defaultTalkDelay > 0) _defaultTalkDelay--; else if (lastKeyHit.ascii == '-' && _defaultTalkDelay < 9) _defaultTalkDelay++; // Display the talk speed ValueDisplayDialog dlg(_("Subtitle speed: "), 0, 9, 9 - _defaultTalkDelay, '+', '-'); _defaultTalkDelay = 9 - runDialog(dlg); // Save the new talkspeed value to ConfMan setTalkSpeed(_defaultTalkDelay); if (VAR_CHARINC != 0xFF) VAR(VAR_CHARINC) = _defaultTalkDelay; } else { if (lastKeyHit.keycode >= Common::KEYCODE_F1 && lastKeyHit.keycode <= Common::KEYCODE_F9) { _mouseAndKeyboardStat = lastKeyHit.keycode - Common::KEYCODE_F1 + 315; } else if (_game.id == GID_MONKEY2 && (lastKeyHit.flags & Common::KBD_ALT)) { // Handle KBD_ALT combos in MI2. We know that the result must be 273 for Alt-W // because that's what MI2 looks for in its "instant win" cheat. _mouseAndKeyboardStat = lastKeyHit.keycode + 154; } else if (lastKeyHit.keycode >= Common::KEYCODE_UP && lastKeyHit.keycode <= Common::KEYCODE_LEFT) { if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD) { // Map arrow keys to number keys in the SEGA version of MI to support // scrolling to conversation choices. See bug report #1193185 for details. _mouseAndKeyboardStat = lastKeyHit.keycode - Common::KEYCODE_UP + 54; } else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) { // Map arrow keys to number keys in the PCEngine version of Loom to support // the menu screen. switch (lastKeyHit.keycode) { case Common::KEYCODE_UP: _mouseAndKeyboardStat = 328; break; case Common::KEYCODE_DOWN: _mouseAndKeyboardStat = 336; break; case Common::KEYCODE_LEFT: _mouseAndKeyboardStat = 331; break; case Common::KEYCODE_RIGHT: _mouseAndKeyboardStat = 333; break; default: break; } } else if (_game.version >= 7) { // Don't let pre-V7 game see arrow keys. This fixes bug with up arrow (273) // corresponding to the "instant win" cheat in MI2 mentioned above. // // This is not applicable to V7+ games, which need to see the arrow keys, // too, else certain things (derby scene, asterorid lander) won't work. _mouseAndKeyboardStat = lastKeyHit.ascii; } } else { _mouseAndKeyboardStat = lastKeyHit.ascii; } } } } // End of namespace Scumm