/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2006 The ScummVM project * * 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. * * $URL$ * $Id$ * */ #include "common/stdafx.h" #include "common/config-manager.h" #include "common/system.h" #include "gui/message.h" #include "gui/newgui.h" #include "scumm/debugger.h" #include "scumm/dialogs.h" #include "scumm/insane/insane.h" #include "scumm/imuse/imuse.h" #ifndef DISABLE_HE #include "scumm/he/intern_he.h" #include "scumm/he/logic_he.h" #endif #include "scumm/scumm.h" #include "scumm/sound.h" #ifdef _WIN32_WCE #define KEY_ALL_SKIP 3457 #endif namespace Scumm { enum MouseButtonStatus { msDown = 1, msClicked = 2 }; void ScummEngine::parseEvents() { OSystem::Event event; while (_system->pollEvent(event)) { switch (event.type) { case OSystem::EVENT_KEYDOWN: if (event.kbd.keycode >= '0' && event.kbd.keycode <= '9' && (event.kbd.flags == OSystem::KBD_ALT || event.kbd.flags == OSystem::KBD_CTRL)) { _saveLoadSlot = event.kbd.keycode - '0'; // don't overwrite autosave (slot 0) if (_saveLoadSlot == 0) _saveLoadSlot = 10; sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot); _saveLoadFlag = (event.kbd.flags == OSystem::KBD_ALT) ? 1 : 2; _saveTemporaryState = false; } else if (event.kbd.flags == OSystem::KBD_CTRL) { if (event.kbd.keycode == 'f') _fastMode ^= 1; else if (event.kbd.keycode == 'g') _fastMode ^= 2; else if (event.kbd.keycode == 'd') _debugger->attach(); else if (event.kbd.keycode == 's') res.resourceStats(); else _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game. } else if (event.kbd.flags & OSystem::KBD_ALT) { // The result must be 273 for Alt-W // because that's what MI2 looks for in // its "instant win" cheat. _keyPressed = event.kbd.keycode + 154; } else if (event.kbd.ascii == 315 && (_game.id == GID_CMI && !(_game.features & GF_DEMO))) { // FIXME: support in-game menu screen. For now, this remaps F1 to F5 in COMI _keyPressed = 319; } else if (event.kbd.ascii < 273 || event.kbd.ascii > 276 || _game.version >= 7) { // don't let game have arrow keys as we currently steal them // for keyboard cursor control // this fixes bug with up arrow (273) corresponding to // "instant win" cheat in MI2 mentioned above // // This is not applicable to Full Throttle as it processes keyboard // cursor control by itself. Also it fixes derby scene _keyPressed = event.kbd.ascii; // Normal key press, pass on to the game. } if (_game.heversion >= 80) { // Keyboard is controlled via variable int _keyState = 0; if (event.kbd.ascii == 276) // Left _keyState = 1; if (event.kbd.ascii == 275) // Right _keyState |= 2; if (event.kbd.ascii == 273) // Up _keyState |= 4; if (event.kbd.ascii == 274) // Down _keyState |= 8; if (event.kbd.flags == OSystem::KBD_SHIFT) _keyState |= 16; if (event.kbd.flags == OSystem::KBD_CTRL) _keyState |= 32; VAR(VAR_KEY_STATE) = _keyState; } if (_keyPressed >= 512) debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed); else _keyDownMap[_keyPressed] = true; break; case OSystem::EVENT_KEYUP: // FIXME: for some reason OSystem::KBD_ALT is set sometimes // possible to a bug in sdl-common.cpp if (event.kbd.ascii >= 512) debugC(DEBUG_GENERAL, "keyPressed > 512 (%d)", event.kbd.ascii); else _keyDownMap[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 OSystem::EVENT_LBUTTONDOWN: case OSystem::EVENT_RBUTTONDOWN: case OSystem::EVENT_MOUSEMOVE: if (event.type == OSystem::EVENT_LBUTTONDOWN) _leftBtnPressed |= msClicked|msDown; else if (event.type == OSystem::EVENT_RBUTTONDOWN) _rightBtnPressed |= msClicked|msDown; _mouse.x = event.mouse.x; _mouse.y = event.mouse.y; if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) { _mouse.x -= (Common::kHercW - _screenWidth * 2) / 2; _mouse.x /= 2; _mouse.y = _mouse.y * 4 / 7; } break; case OSystem::EVENT_LBUTTONUP: _leftBtnPressed &= ~msDown; break; case OSystem::EVENT_RBUTTONUP: _rightBtnPressed &= ~msDown; break; // The following two cases enable dialog choices to be // scrolled through in the SegaCD version of MI // as nothing else uses the wheel don't bother // checking the gameid case OSystem::EVENT_WHEELDOWN: _keyPressed = 55; break; case OSystem::EVENT_WHEELUP: _keyPressed = 54; break; case OSystem::EVENT_SCREEN_CHANGED: g_gui.handleScreenChange(); break; case OSystem::EVENT_QUIT: if (_confirmExit) confirmExitDialog(); else _quit = true; break; default: break; } } } void ScummEngine::clearClickedStatus() { _keyPressed = 0; #ifndef DISABLE_HE if (_game.heversion >= 98) { ((ScummEngine_v90he *)this)->_logicHE->processKeyStroke(_keyPressed); } #endif _mouseAndKeyboardStat = 0; _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; } void ScummEngine::processKbd(bool smushMode) { int saveloadkey; #ifndef DISABLE_HE if (_game.heversion >= 98) { ((ScummEngine_v90he *)this)->_logicHE->processKeyStroke(_keyPressed); } #endif _lastKeyHit = _keyPressed; _keyPressed = 0; if (((_game.version <= 2) || (_game.platform == Common::kPlatformFMTowns && _game.version == 3)) && 315 <= _lastKeyHit && _lastKeyHit < 315+12) { // Convert F-Keys for V1/V2 games (they start at 1 instead of at 315) _lastKeyHit -= 314; } // // 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; _virtualMouse.x = _mouse.x + virtscr[0].xstart; _virtualMouse.y = _mouse.y - virtscr[0].topline; if (_game.features & GF_NEW_CAMERA) _virtualMouse.y += _screenTop; if (_virtualMouse.y < 0) _virtualMouse.y = -1; if (_virtualMouse.y >= virtscr[0].h) _virtualMouse.y = -1; // // Determine the mouse button state. // _mouseAndKeyboardStat = 0; // Interpret 'return' as left click and 'tab' as right click if (_lastKeyHit && _cursor.state > 0) { if (_lastKeyHit == 9) { _mouseAndKeyboardStat = MBS_RIGHT_CLICK; _lastKeyHit = 0; } else if (_lastKeyHit == 13) { _mouseAndKeyboardStat = MBS_LEFT_CLICK; _lastKeyHit = 0; } } if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _game.version >= 4) { // Pressing both mouse buttons is treated as if you pressed // the cutscene exit key (i.e. ESC in most games). That mimicks // the behaviour of the original engine where pressing both // mouse buttons also skips the current cutscene. _mouseAndKeyboardStat = 0; _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY); } 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 (i.e. ESC in most games). That mimicks // the behaviour of the original engine where pressing right // mouse button also skips the current cutscene. _mouseAndKeyboardStat = 0; _lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27; } 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.version >= 7) { VAR(VAR_LEFTBTN_DOWN) = (_leftBtnPressed & msClicked) != 0; VAR(VAR_RIGHTBTN_DOWN) = (_rightBtnPressed & msClicked) != 0; } } _leftBtnPressed &= ~msClicked; _rightBtnPressed &= ~msClicked; if (!_lastKeyHit) return; // If a key script was specified (a V8 feature), and it's trigger // key was pressed, run it. if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) { runScript(_keyScriptNo, 0, 0, 0); return; } #ifdef _WIN32_WCE if (_lastKeyHit == KEY_ALL_SKIP) { // Skip cutscene if (smushMode || vm.cutScenePtr[vm.cutSceneStackPointer]) _lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27; else // Skip talk if (VAR_TALKSTOP_KEY != 0xFF && _talkDelay > 0) _lastKeyHit = (uint)VAR(VAR_TALKSTOP_KEY); else // Escape _lastKeyHit = 27; } #endif if (_game.version >= 6 && _lastKeyHit == 20) { char buf[256]; _voiceMode++; if (_voiceMode == 3) _voiceMode = 0; switch(_voiceMode) { case 0: sprintf(buf, "Speech Only"); ConfMan.setBool("speech_mute", false); ConfMan.setBool("subtitles", false); break; case 1: sprintf(buf, "Speech and Subtitles"); ConfMan.setBool("speech_mute", false); ConfMan.setBool("subtitles", true); break; case 2: sprintf(buf, "Subtitles Only"); ConfMan.setBool("speech_mute", true); ConfMan.setBool("subtitles", true); break; } if (VAR_VOICE_MODE != 0xFF) VAR(VAR_VOICE_MODE) = _voiceMode; GUI::TimedMessageDialog dialog(buf, 1500); runDialog(dialog); return; } if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY) || (((_game.version <= 2) || (_game.platform == Common::kPlatformFMTowns && _game.version == 3)) && _lastKeyHit == 8)) { confirmRestartDialog(); return; } if ((VAR_PAUSE_KEY != 0xFF && _lastKeyHit == VAR(VAR_PAUSE_KEY)) || (VAR_PAUSE_KEY == 0xFF && _lastKeyHit == ' ')) { pauseGame(); return; } // COMI version string is hard coded // Dig/FT version strings are partly hard coded too if (_game.version == 7 && _lastKeyHit == VAR(VAR_VERSION_KEY)) { versionDialog(); return; } if ((_game.version <= 2) || (_game.platform == Common::kPlatformFMTowns && _game.version == 3)) saveloadkey = 5; // F5 else if ((_game.version <= 3) || (_game.id == GID_SAMNMAX) || (_game.id == GID_CMI) || (_game.heversion >= 72)) saveloadkey = 319; // F5 else saveloadkey = VAR(VAR_MAINMENU_KEY); if ((_game.platform == Common::kPlatformC64 && _game.id == GID_MANIAC && _lastKeyHit == 27) || (VAR_CUTSCENEEXIT_KEY != 0xFF && _lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY))) { #ifndef DISABLE_SCUMM_7_8 // Skip cutscene (or active SMUSH video). For the V2 games, which // normally use F4 for this, we add in a hack that makes escape work, // too (just for convenience). if (smushMode) { if (_game.id == GID_FT) _insane->escapeKeyHandler(); else _smushVideoShouldFinish = true; } #endif if (!smushMode || _smushVideoShouldFinish) abortCutscene(); if (_game.version <= 2) { // Ensure that the input script also sees the key press. // This is necessary so you can abort the airplane travel // in Zak. if (VAR_KEYPRESS != 0xFF) VAR(VAR_KEYPRESS) = VAR(VAR_CUTSCENEEXIT_KEY); } } else if (_lastKeyHit == saveloadkey) { if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0) runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0); mainMenuDialog(); // Display NewGui if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0) runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0); return; } else if (VAR_TALKSTOP_KEY != 0xFF && _lastKeyHit == VAR(VAR_TALKSTOP_KEY)) { _talkDelay = 0; if (_sound->_sfxMode & 2) stopTalk(); return; } else if (_lastKeyHit == '[' || _lastKeyHit == ']') { // Change music volume int vol = ConfMan.getInt("music_volume") / 16; if (_lastKeyHit == ']' && vol < 16) vol++; else if (_lastKeyHit == '[' && 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); updateSoundSettings(); } else if (_lastKeyHit == '-' || _lastKeyHit == '+') { // Change text speed if (_lastKeyHit == '+' && _defaultTalkDelay > 0) _defaultTalkDelay--; else if (_lastKeyHit == '-' && _defaultTalkDelay < 9) _defaultTalkDelay++; // Display the talk speed ValueDisplayDialog dlg("Text speed: ", 0, 9, 9 - _defaultTalkDelay, '+', '-'); _defaultTalkDelay = 9 - runDialog(dlg); if (VAR_CHARINC != 0xFF) VAR(VAR_CHARINC) = _defaultTalkDelay; } else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console _debugger->attach(); } else if (_game.version <= 2) { // Store the input type. So far we can't distinguish // between 1, 3 and 5. // 1) Verb 2) Scene 3) Inv. 4) Key // 5) Sentence Bar if (VAR_KEYPRESS != 0xFF && _lastKeyHit) { // Key Input VAR(VAR_KEYPRESS) = _lastKeyHit; } } _mouseAndKeyboardStat = _lastKeyHit; } } // End of namespace Scumm