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/* 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_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) {
_lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27;
}
else
if (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.set("speech_mute", false);
ConfMan.set("subtitles", false);
break;
case 1:
sprintf(buf, "Speech and Subtitles");
ConfMan.set("speech_mute", false);
ConfMan.set("subtitles", true);
break;
case 2:
sprintf(buf, "Subtitles Only");
ConfMan.set("speech_mute", true);
ConfMan.set("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.set("music_volume", vol);
setupVolumes();
} 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
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