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/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/config-manager.h"
#include "common/events.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"
#include "scumm/intern.h"
#ifdef _WIN32_WCE
#define KEY_ALL_SKIP 3457
#endif
namespace Scumm {
enum MouseButtonStatus {
msDown = 1,
msClicked = 2
};
void ScummEngine::parseEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
if (event.kbd.keycode >= '0' && event.kbd.keycode <= '9'
&& (event.kbd.flags == Common::KBD_ALT ||
event.kbd.flags == Common::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 == Common::KBD_ALT) ? 1 : 2;
_saveTemporaryState = false;
} else if (event.kbd.flags == Common::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; // Normal key press, pass on to the game.
} else if (event.kbd.flags & Common::KBD_ALT) {
// The result must be 273 for Alt-W
// because that's what MI2 looks for in
// its "instant win" cheat.
// FIXME: Handle this specific property inside processKeyboard ?
_keyPressed = event.kbd;
_keyPressed.ascii = event.kbd.keycode + 154;
} else if (event.kbd.keycode < Common::KEYCODE_UP || event.kbd.keycode > Common::KEYCODE_LEFT || _game.version >= 7) {
// FIXME: Handle this specific property inside processKeyboard ?
// 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; // Normal key press, pass on to the game.
}
if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD) {
if (event.kbd.keycode >= Common::KEYCODE_UP && event.kbd.keycode <= Common::KEYCODE_LEFT) {
_keyPressed = event.kbd;
_keyPressed.ascii = event.kbd.ascii - Common::KEYCODE_UP + 54;
}
}
if (_game.heversion >= 80) {
// Keyboard is controlled via variable
int _keyState = 0;
if (event.kbd.keycode == Common::KEYCODE_LEFT) // Left
_keyState = 1;
if (event.kbd.keycode == Common::KEYCODE_RIGHT) // Right
_keyState |= 2;
if (event.kbd.keycode == Common::KEYCODE_UP) // Up
_keyState |= 4;
if (event.kbd.keycode == Common::KEYCODE_DOWN) // Down
_keyState |= 8;
if (event.kbd.flags == Common::KBD_SHIFT)
_keyState |= 16;
if (event.kbd.flags == Common::KBD_CTRL)
_keyState |= 32;
VAR(VAR_KEY_STATE) = _keyState;
}
// FIXME: There is a discrepancy between EVENT_KEYDOWN and EVENT_KEYUP here:
// For EVENT_KEYDOWN, we use _keyPressed.keycode, which has potentially been
// modified, while for EVENT_KEYUP we use the unfiltered event.kbd.keycode.
// This could lead problems (like a key becoming 'stuck').
// FIXME #2: We are mixing ascii and keycode values here. We probably should
// be 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
// the modifier flags. However, since getKeyState() is also called by scripts,
// we have to be very careful with semantic changes.
// Nevertheless, it's bad to rely on "ascii" holdoing keycode values for special
// keys (like the function keys), so this should be fixed.
if (_keyPressed.ascii >= 512)
debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed.ascii);
else
_keyDownMap[_keyPressed.ascii] = true;
break;
case Common::EVENT_KEYUP:
// FIXME: for some reason Common::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;
// 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"
_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 -= (Common::kHercW - _screenWidth * 2) / 2;
_mouse.x /= 2;
_mouse.y = _mouse.y * 4 / 7;
}
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
// as nothing else uses the wheel don't bother
// checking the gameid. Values are taken from script-14.
case Common::EVENT_WHEELDOWN:
_keyPressed = Common::KeyState(Common::KEYCODE_7, 55); // '7'
break;
case Common::EVENT_WHEELUP:
_keyPressed = Common::KeyState(Common::KEYCODE_6, 54); // '6'
break;
case Common::EVENT_QUIT:
if (ConfMan.getBool("confirm_exit"))
confirmExitDialog();
else
_quit = true;
break;
default:
break;
}
}
}
#ifndef DISABLE_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();
}
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;
_virtualMouse.x = _mouse.x + virtscr[0].xstart;
_virtualMouse.y = _mouse.y - virtscr[0].topline;
if (_game.version >= 7)
_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.keycode && _cursor.state > 0) {
if (lastKeyHit.keycode == Common::KEYCODE_TAB) {
_mouseAndKeyboardStat = MBS_RIGHT_CLICK;
lastKeyHit.reset();
} else if (lastKeyHit.keycode == Common::KEYCODE_RETURN) {
_mouseAndKeyboardStat = MBS_LEFT_CLICK;
lastKeyHit.reset();
}
}
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 behaviour 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 behaviour 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.version >= 7) {
VAR(VAR_LEFTBTN_DOWN) = (_leftBtnPressed & msClicked) != 0;
VAR(VAR_RIGHTBTN_DOWN) = (_rightBtnPressed & msClicked) != 0;
}
}
_leftBtnPressed &= ~msClicked;
_rightBtnPressed &= ~msClicked;
#ifdef _WIN32_WCE
if (lastKeyHit.ascii == KEY_ALL_SKIP) {
// Skip talk
if (VAR_TALKSTOP_KEY != 0xFF && _talkDelay > 0) {
lastKeyHit = Common::KeyState(Common::KEYCODE_PERIOD);
} else {
lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);
}
}
#endif
if (!lastKeyHit.ascii)
return;
processKeyboard(lastKeyHit);
}
#ifndef DISABLE_SCUMM_7_8
void ScummEngine_v8::processKeyboard(Common::KeyState lastKeyHit) {
if (!(_game.features & GF_DEMO)) {
// F1 (the trigger for the original save/load dialog) is mapped to F5
if (lastKeyHit.keycode == Common::KEYCODE_F1 && lastKeyHit.flags == 0) {
lastKeyHit = Common::KeyState(Common::KEYCODE_F5, 319);
}
// Alt-F5 brings up the original save/load dialog
if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == 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.flags == 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;
}
if (!_smushActive || _smushVideoShouldFinish)
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.flags == 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;
}
if (VAR_VOICE_MODE != 0xFF)
VAR(VAR_VOICE_MODE) = _voiceMode;
return;
}
// Fall back to default behavior
ScummEngine::processKeyboard(lastKeyHit);
}
void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) {
// Fall back to default behavior
ScummEngine::processKeyboard(lastKeyHit);
// 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 && _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);
// 'i' brings up an IQ dialog in Indy3
if (lastKeyHit.ascii == 'i' && _game.id == GID_INDY3) {
// SCUMM var 244 is the episode score
// and var 245 is the series score
char text[50];
// FIXME: Currently, the series score does not work properly
// This workaround just sets it equal to the episode score
// However, at the end of the game, it does show the episode
// score by itself
int a = _scummVars[245];
if (!a)
a = _scummVars[244];
sprintf(text, "IQ Points: Episode = %d, Series = %d", _scummVars[244], a);
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);
// 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;
/*
FIXME: We also used to force-enable F5 in Sam&Max and HE >= 72 games -- why?
if ((_game.version <= 3) || (_game.id == GID_SAMNMAX) || (_game.id == GID_CMI) || (_game.heversion >= 72))
mainmenuKeyEnabled = true;
*/
if (mainmenuKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == 0)) {
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);
} else if (restartKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.flags == 0)) {
confirmRestartDialog();
} else if (pauseKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_SPACE && lastKeyHit.flags == 0)) {
pauseGame();
} else if (talkstopKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_PERIOD && lastKeyHit.flags == 0)) {
_talkDelay = 0;
if (_sound->_sfxMode & 2)
stopTalk();
} else if (cutsceneExitKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_ESCAPE && lastKeyHit.flags == 0)) {
abortCutscene();
// FIXME: Is the following line really necessary?
_mouseAndKeyboardStat = VAR(VAR_CUTSCENEEXIT_KEY);
} 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);
updateSoundSettings();
} 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.ascii == '~' || lastKeyHit.ascii == '#') { // Debug console
_debugger->attach();
} else {
// FIXME: Possibly convert even more keycode/ascii pairs to their SCUMM counterparts?
if (lastKeyHit.keycode >= Common::KEYCODE_F1 && lastKeyHit.keycode <= Common::KEYCODE_F9)
_mouseAndKeyboardStat = lastKeyHit.keycode - Common::KEYCODE_F1 + 315;
else
_mouseAndKeyboardStat = lastKeyHit.ascii;
}
}
} // End of namespace Scumm
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