1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "common/config-manager.h"
#include "common/system.h"
#include "scumm/debugger.h"
#include "scumm/imuse.h"
#include "scumm/insane/insane.h"
#include "scumm/scumm.h"
#include "scumm/sound.h"
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')
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 && (_gameId == GID_CMI && !(_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 || _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 (_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;
case OSystem::EVENT_MOUSEMOVE:
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
if (_renderMode == Common::kRenderHerc) {
_mouse.x -= (Common::kHercW - _screenWidth * 2) / 2;
_mouse.x /= 2;
_mouse.y = _mouse.y * 4 / 7;
}
break;
case OSystem::EVENT_LBUTTONDOWN:
_leftBtnPressed |= msClicked|msDown;
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
#endif
break;
case OSystem::EVENT_RBUTTONDOWN:
_rightBtnPressed |= msClicked|msDown;
#if defined(_WIN32_WCE) || defined(__PALM_OS__)
_mouse.x = event.mouse.x;
_mouse.y = event.mouse.y;
#endif
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;
_mouseButStat = 0;
_leftBtnPressed &= ~msClicked;
_rightBtnPressed &= ~msClicked;
}
void ScummEngine::processKbd(bool smushMode) {
int saveloadkey;
_lastKeyHit = _keyPressed;
_keyPressed = 0;
if (((_version <= 2) || (_features & GF_FMTOWNS && _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 (_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.
//
_mouseButStat = 0;
// Interpret 'return' as left click and 'tab' as right click
if (_lastKeyHit && _cursor.state > 0) {
if (_lastKeyHit == 9) {
_mouseButStat = MBS_RIGHT_CLICK;
_lastKeyHit = 0;
} else if (_lastKeyHit == 13) {
_mouseButStat = MBS_LEFT_CLICK;
_lastKeyHit = 0;
}
}
if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _version > 3) {
// 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.
_mouseButStat = 0;
_lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
} else if (_rightBtnPressed & msClicked && (_version < 4 && _gameId != 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.
_mouseButStat = 0;
_lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
} else if (_leftBtnPressed & msClicked) {
_mouseButStat = MBS_LEFT_CLICK;
} else if (_rightBtnPressed & msClicked) {
_mouseButStat = MBS_RIGHT_CLICK;
}
if (_version == 8) {
VAR(VAR_MOUSE_BUTTONS) = 0;
VAR(VAR_MOUSE_HOLD) = 0;
VAR(VAR_RIGHTBTN_HOLD) = 0;
if (_leftBtnPressed & msClicked)
VAR(VAR_MOUSE_BUTTONS) += 1;
if (_rightBtnPressed & msClicked)
VAR(VAR_MOUSE_BUTTONS) += 2;
if (_leftBtnPressed & msDown)
VAR(VAR_MOUSE_HOLD) += 1;
if (_rightBtnPressed & msDown) {
VAR(VAR_RIGHTBTN_HOLD) = 1;
VAR(VAR_MOUSE_HOLD) += 2;
}
} else if (_version >= 6) {
VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
if (_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 = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
}
else
if (vm.cutScenePtr[vm.cutSceneStackPointer])
_lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
else
// Skip talk
if (_version >= 4 && _talkDelay > 0)
_lastKeyHit = (uint)VAR(VAR_TALKSTOP_KEY);
else
// Escape
_lastKeyHit = 27;
}
#endif
if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY) ||
(((_version <= 2) || (_features & GF_FMTOWNS && _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 (_version == 7 && _lastKeyHit == VAR(VAR_VERSION_KEY)) {
versionDialog();
return;
}
if ((_version <= 2) || (_features & GF_FMTOWNS && _version == 3))
saveloadkey = 5; // F5
else if ((_version <= 3) || (_gameId == GID_SAMNMAX) || (_gameId == GID_CMI) || (_heversion >= 72))
saveloadkey = 319; // F5
else
saveloadkey = VAR(VAR_MAINMENU_KEY);
if (_lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY) ||
(VAR(VAR_CUTSCENEEXIT_KEY) == 4 && _lastKeyHit == 27)) {
// 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 (_gameId == GID_FT)
_insane->escapeKeyHandler();
else
_smushVideoShouldFinish = true;
}
if (!smushMode || _smushVideoShouldFinish)
abortCutscene();
if (_version <= 2) {
// Ensure that the input script also sees the key press.
// This is necessary so you can abort the airplane travel
// in Zak.
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 == '[') { // [ Music volume down
int vol = ConfMan.getInt("music_volume");
if (!(vol & 0xF) && vol)
vol -= 16;
vol = vol & 0xF0;
ConfMan.set("music_volume", vol);
setupVolumes();
} else if (_lastKeyHit == ']') { // ] Music volume up
int vol = ConfMan.getInt("music_volume");
vol = (vol + 16) & 0xFF0;
if (vol > 255) vol = 255;
ConfMan.set("music_volume", vol);
setupVolumes();
} else if (_lastKeyHit == '-') { // - text speed down
if (_defaultTalkDelay < 9)
_defaultTalkDelay++;
if (VAR_CHARINC != 0xFF)
VAR(VAR_CHARINC) = _defaultTalkDelay;
} else if (_lastKeyHit == '+') { // + text speed up
if (_defaultTalkDelay > 0)
_defaultTalkDelay--;
if (VAR_CHARINC != 0xFF)
VAR(VAR_CHARINC) = _defaultTalkDelay;
} else if (_lastKeyHit == '~' || _lastKeyHit == '#') { // Debug console
_debugger->attach();
} else if (_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 (_lastKeyHit) { // Key Input
VAR(VAR_KEYPRESS) = _lastKeyHit;
}
}
_mouseButStat = _lastKeyHit;
}
} // End of namespace Scumm
|