scummvm/engines/scumm/input.cpp
Torbjörn Andersson 53c41d591d SCUMM: Disable some keysmaps while writing some savegame names
The userWriteLabelRoutine() seems to be used by several, but far from
all, of the SCUMM games when using the original GUI. Disable the
engine-default keymap while it's running, so that it won't clash with
text input.
2024-11-04 21:00:56 +01:00

1534 lines
53 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/events.h"
#include "common/system.h"
#include "common/translation.h"
#include "audio/mixer.h"
#include "backends/keymapper/keymapper.h"
#include "scumm/debugger.h"
#include "scumm/dialogs.h"
#include "scumm/insane/insane.h"
#include "scumm/imuse/imuse.h"
#include "scumm/imuse_digi/dimuse_engine.h"
#ifdef ENABLE_HE
#include "scumm/he/intern_he.h"
#include "scumm/he/logic_he.h"
#endif
#include "scumm/macgui/macgui.h"
#include "scumm/resource.h"
#include "scumm/scumm_v0.h"
#include "scumm/scumm_v6.h"
#include "scumm/scumm_v8.h"
#include "scumm/sound.h"
#include "scumm/dialogs.h"
#include "graphics/cursorman.h"
#include "graphics/thumbnail.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) {
// Handle Macintosh events before scaling the mouse coordinates.
//
// TODO: Don't allow menu while message banner is active. Don't allow
// message banner while menu is active.
if (_macGui && _macGui->handleEvent(event))
return;
switch (event.type) {
case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
if (event.customType >= kScummActionCount) {
debugC(DEBUG_GENERAL, "customType >= kScummActionCount (%d)", event.customType);
} else {
_actionMap[event.customType] = true;
}
break;
case Common::EVENT_CUSTOM_ENGINE_ACTION_END:
if (event.customType >= kScummActionCount) {
debugC(DEBUG_GENERAL, "customType >= kScummActionCount (%d)", event.customType);
} else {
_actionMap[event.customType] = false;
}
break;
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.hasFlags(Common::KBD_ALT) && event.kbd.keycode == Common::KEYCODE_s) {
_res->resourceStats();
} else if (event.kbd.hasFlags(Common::KBD_ALT) && event.kbd.keycode == Common::KEYCODE_x) {
if (isUsingOriginalGUI()) {
_keyPressed = event.kbd;
} else {
quitGame();
}
} else if (event.kbd.hasFlags(Common::KBD_ALT) && event.kbd.keycode == Common::KEYCODE_q) {
if (_game.version > 4 && _game.heversion == 0) {
quitGame();
}
} else {
// Normal key press, pass on to the game.
_keyPressed = event.kbd;
}
// HACK: Because we use ASCII values here, it's necessary to
// remap keypad keys to always have a corresponding ASCII value.
// Normally, keypad keys would only have an ASCII value when
// NumLock is enabled. This fixes fighting in Indy 3 (Trac #11227)
if (_keyPressed.keycode >= Common::KEYCODE_KP0 && _keyPressed.keycode <= Common::KEYCODE_KP9) {
_keyPressed.ascii = (_keyPressed.keycode - Common::KEYCODE_KP0) + '0';
}
// 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, however,
// since getKeyState() is 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:
// HACK: Because we use ASCII values here, it's necessary to
// remap keypad keys to always have a corresponding ASCII value.
// Normally, keypad keys would only have an ASCII value when
// NumLock is enabled. This fixes fighting in Indy 3 (Trac #11227)
if (event.kbd.keycode >= Common::KEYCODE_KP0 && event.kbd.keycode <= Common::KEYCODE_KP9) {
event.kbd.ascii = (event.kbd.keycode - Common::KEYCODE_KP0) + '0';
event.kbd.flags = Common::KBD_NUM;
}
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 #3173: "FT: CAPSLOCK + V enables cheating for all fights"
//
// Fingolfin remarks: This wouldn't be a problem if we used keycodes.
//
// TODO: Is this still needed now that INSANE uses keymapper actions?
_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 accommodate 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;
if (_game.version < 3) {
// MM/ZAK v1/v2
if (_mouse.y >= (_virtscr[kVerbVirtScreen].topline - _virtscr[kMainVirtScreen].topline) * 2 + _virtscr[kMainVirtScreen].topline)
_mouse.y -= (_virtscr[kVerbVirtScreen].topline - _virtscr[kMainVirtScreen].topline);
else if (_mouse.y >= _virtscr[kMainVirtScreen].topline)
_mouse.y = (_mouse.y - _virtscr[kMainVirtScreen].topline) / 2 + _virtscr[kMainVirtScreen].topline;
} else {
// MI1
_mouse.y = _mouse.y * 4 / 7;
}
} else if ((_textSurfaceMultiplier == 2 || _macScreen) || _renderMode == Common::kRenderCGA_BW || _enableEGADithering) {
_mouse.x >>= 1;
_mouse.y >>= 1;
}
if (_useMacScreenCorrectHeight && _macScreen) {
_mouse.y -= _macScreenDrawOffset;
}
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 #2013 for details.
case Common::EVENT_WHEELDOWN:
if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)
_keyPressed = Common::KeyState(Common::KEYCODE_7, 55); // '7'
if (_mainMenuIsActive)
_mouseWheelFlag = Common::EVENT_WHEELDOWN;
break;
case Common::EVENT_WHEELUP:
if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)
_keyPressed = Common::KeyState(Common::KEYCODE_6, 54); // '6'
if (_mainMenuIsActive)
_mouseWheelFlag = Common::EVENT_WHEELUP;
break;
case Common::EVENT_MAINMENU:
// Let the user open the GMM when the menu is active.
if (isUsingOriginalGUI() && _mainMenuIsActive)
openMainMenuDialog();
break;
case Common::EVENT_RETURN_TO_LAUNCHER:
case Common::EVENT_QUIT:
{
// Some backends send a key stroke event and the quit
// event which was triggered by the keystroke. Clear the key.
clearClickedStatus();
if (isUsingOriginalGUI() &&
_game.platform != Common::kPlatformSegaCD &&
_game.platform != Common::kPlatformNES) {
if (!_quitByGUIPrompt && !_mainMenuIsActive) {
bool exitType = (event.type == Common::EVENT_RETURN_TO_LAUNCHER);
// If another message banner is currently on the screen, close it
// and then execute the quit prompt. Otherwise, prompt the user.
getEventManager()->resetQuit();
getEventManager()->resetReturnToLauncher();
if (!_messageBannerActive) {
if (_macGui) {
if (!(ConfMan.hasKey("confirm_exit") && ConfMan.getBool("confirm_exit")) ||
_macGui->runQuitDialog()) {
_quitByGUIPrompt = true;
if (exitType) {
Common::Event fakeEvent;
fakeEvent.type = Common::EVENT_RETURN_TO_LAUNCHER;
getEventManager()->pushEvent(fakeEvent);
} else {
quitGame();
}
}
} else {
queryQuit(exitType);
}
_closeBannerAndQueryQuitFlag = false;
} else {
_closeBannerAndQueryQuitFlag = true;
}
} else if (_quitByGUIPrompt) {
if (!getEventManager()->shouldReturnToLauncher())
quitGame();
}
}
break;
}
default:
break;
}
}
void ScummEngine::beginTextInput() {
Common::Keymapper *keymapper = _system->getEventManager()->getKeymapper();
Common::Keymap *engineDefault = keymapper->getKeymap("engine-default");
engineDefault->setEnabled(false);
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
}
void ScummEngine::endTextInput() {
Common::Keymapper *keymapper = _system->getEventManager()->getKeymapper();
Common::Keymap *engineDefault = keymapper->getKeymap("engine-default");
engineDefault->setEnabled(true);
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
}
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;
_mouseWheelFlag = 0;
}
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;
// Full Throttle in its interpreter has two separate input handlers, in order to handle:
// - The SCUMM system;
// - The INSANE/SMUSH system.
//
// We currently fetch all input events in ScummEngine::parseEvents() and then
// handle them in this function, and this seems to be working fine nonetheless;
// unfortunately there is at least one situation in which a mouse button press
// can become "sticky" because of this: the mineroad sequence executed on the INSANE system.
//
// If we press one of the mouse buttons at the wrong time, we end up losing the corresponding
// BUTTONUP event, and said button will remain registered as pressed until we press and release
// it again.
//
// Since the SMUSH input handler in the original interpreter gets the input events right at the
// source (i.e. the OS), I guess there is no harm in doing the same thing in our code,
// fetching the correct state for the mouse buttons right from the event manager, only when
// the INSANE/SMUSH system is active.
//
// TODO: Is this still needed now that INSANE uses keymapper actions?
if (_game.id == GID_FT && isInsaneActive()) {
VAR(VAR_LEFTBTN_HOLD) = (getEventManager()->getButtonState() & 0x1) != 0 ? 1 : 0;
VAR(VAR_RIGHTBTN_HOLD) = (getEventManager()->getButtonState() & 0x2) != 0 ? 1 : 0;
// Also, fix the state of these two variables, which might still be out of sync...
if ((getEventManager()->getButtonState() & 0x1) != 0)
_leftBtnPressed &= ~msDown;
if ((getEventManager()->getButtonState() & 0x2) != 0)
_rightBtnPressed &= ~msDown;
}
// WORKAROUND: In COMI main menu, sometimes clicks are not registered
// correctly; in particular there usually a situation in which both
// states for a mouse button (msClicked and msDown) are being captured.
// Apparently this is not what the script expects: it asks for the
// mouse button being held down (why?) but not clicked (again, why?).
//
// Instead of mangling our very sturdy input system just for this use
// case, we just insert this little hack to make sure that the menu
// works as intended. After all, this all just might be caused by the
// difference between the (very slow...) mouse polling rate of the original
// and ours.
if (isUsingOriginalGUI() && _game.id == GID_CMI && _currentRoom == 92) {
VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
VAR(VAR_LEFTBTN_DOWN) = 0;
VAR(VAR_RIGHTBTN_DOWN) = 0;
}
}
}
_leftBtnPressed &= ~msClicked;
_rightBtnPressed &= ~msClicked;
if (!lastKeyHit.ascii)
return;
processKeyboard(lastKeyHit);
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v8::processKeyboard(Common::KeyState lastKeyHit) {
if (isUsingOriginalGUI()) {
if (lastKeyHit.keycode == Common::KEYCODE_INVALID)
return;
// Main menu (allow both F1 and F5) mapping; unlike in
// the past we choose not to enable it without the
// original GUI selected as an option
if (!(_game.features & GF_DEMO) &&
(lastKeyHit.keycode == Common::KEYCODE_F1 || lastKeyHit.keycode == Common::KEYCODE_F5) &&
lastKeyHit.hasFlags(0)) {
lastKeyHit = Common::KeyState(Common::KEYCODE_F1, 315);
}
// Actually show the main menu screen...
if (!(_game.features & GF_DEMO) && _keyScriptNo && (_keyScriptKey == lastKeyHit.ascii)) {
if (!isSmushActive())
runScript(_keyScriptNo, 0, 0, 0);
return;
}
}
// 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);
}
// Fall back to V7 behavior...
ScummEngine_v7::processKeyboard(lastKeyHit);
}
void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
if (isUsingOriginalGUI()) {
if (lastKeyHit.keycode == Common::KEYCODE_b &&
((lastKeyHit.hasFlags(Common::KBD_CTRL) && _game.id != GID_DIG) || lastKeyHit.hasFlags(Common::KBD_SHIFT))) {
int curBufferCount = _imuseDigital->roundRobinSetBufferCount();
// "iMuse buffer count changed to %d"
showBannerAndPause(0, 90, getGUIString(gsIMuseBuffer), curBufferCount);
return;
}
}
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 (!isUsingOriginalGUI() && _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;
// WORKAROUND bug #12022: For some reason, skipping the cutscene in which Ben fires up
// his bike (after retrieving the keys from the bartender), will outright skip the first
// bike fight sequence. Because of this, the script which handles playing ambient and wind SFX
// outside the bar is never stopped, so those SFX are unintentionally played throughout the
// rest of the game.
// This fix produces the intended behaviour from the original interpreter.
if (_game.id == GID_FT && _currentRoom == 6
&& (vm.slot[_currentScript].number == 65 || vm.slot[_currentScript].number == 64)) {
_skipVideo = false;
} else {
_skipVideo = true;
}
} else {
abortCutscene();
}
_mouseAndKeyboardStat = Common::ASCII_ESCAPE;
} else {
// Fall back to V6 behavior
ScummEngine_v6::processKeyboard(lastKeyHit);
}
}
#endif
void ScummEngine::waitForBannerInput(int32 waitTime, Common::KeyState &ks, bool &leftBtnClicked, bool &rightBtnClicked, bool handleMouseWheel) {
bool validKey = false;
if (waitTime && waitTime != -1) {
uint32 millis = _system->getMillis();
while (((_system->getMillis() - millis) * (getTimerFrequency() / 4) / 1000) < waitTime) {
waitForTimer(1); // Allow the engine to update the screen and fetch new inputs...
if (_game.version < 7 && (_guiCursorAnimCounter++ & 16)) {
_guiCursorAnimCounter = 0;
animateCursor();
}
ks = _keyPressed;
leftBtnClicked = (_leftBtnPressed & msClicked) != 0;
rightBtnClicked = (_rightBtnPressed & msClicked) != 0;
validKey = ks.keycode != Common::KEYCODE_INVALID &&
ks.keycode != Common::KEYCODE_LALT &&
ks.keycode != Common::KEYCODE_RALT &&
!(ks.keycode == Common::KEYCODE_s && ks.hasFlags(Common::KBD_ALT));
if (validKey || leftBtnClicked || rightBtnClicked || (handleMouseWheel && _mouseWheelFlag))
return;
if (shouldQuit())
return;
if (_closeBannerAndQueryQuitFlag) {
_closeBannerAndQueryQuitFlag = false;
Common::Event event;
event.type = Common::EVENT_QUIT;
getEventManager()->pushEvent(event);
return;
}
}
} else {
while (!validKey && !leftBtnClicked && !rightBtnClicked && !(handleMouseWheel && _mouseWheelFlag)) {
waitForTimer(1, true); // Allow the engine to update the screen and fetch new inputs...
if (_game.version > 2 && _game.version < 7 && (_guiCursorAnimCounter++ & 16)) {
_guiCursorAnimCounter = 0;
animateCursor();
}
ks = _keyPressed;
leftBtnClicked = (_leftBtnPressed & msClicked) != 0;
rightBtnClicked = (_rightBtnPressed & msClicked) != 0;
if (shouldQuit())
return;
if (_closeBannerAndQueryQuitFlag && !_comiQuitMenuIsOpen) {
_closeBannerAndQueryQuitFlag = false;
Common::Event event;
event.type = Common::EVENT_QUIT;
getEventManager()->pushEvent(event);
return;
}
validKey = ks.keycode != Common::KEYCODE_INVALID &&
ks.keycode != Common::KEYCODE_LALT &&
ks.keycode != Common::KEYCODE_RALT &&
ks.keycode != Common::KEYCODE_LCTRL &&
ks.keycode != Common::KEYCODE_RCTRL &&
ks.keycode != Common::KEYCODE_LSHIFT &&
ks.keycode != Common::KEYCODE_RSHIFT &&
ks.keycode != Common::KEYCODE_UP &&
ks.keycode != Common::KEYCODE_DOWN &&
ks.keycode != Common::KEYCODE_LEFT &&
ks.keycode != Common::KEYCODE_RIGHT &&
!(ks.keycode == Common::KEYCODE_s && ks.hasFlags(Common::KBD_ALT));
}
}
}
void ScummEngine_v6::processKeyboard(Common::KeyState lastKeyHit) {
if (isUsingOriginalGUI()) {
char sliderString[256];
PauseToken pt;
if (_game.version != 8 || (_game.version == 8 && (_game.features & GF_DEMO))) {
// "Music Volume Low ========= High"
if (lastKeyHit.hasFlags(Common::KBD_SHIFT) &&
(lastKeyHit.keycode == Common::KEYCODE_o || lastKeyHit.keycode == Common::KEYCODE_p)) {
Common::KeyState ks = lastKeyHit;
pt = pauseEngine();
#ifdef ENABLE_SCUMM_7_8
int volume = (_game.version > 6) ? _imuseDigital->diMUSEGetMusicGroupVol() : getMusicVolume();
#else
int volume = getMusicVolume();
#endif
do {
if (ks.keycode == Common::KEYCODE_o) {
volume -= 16;
if (volume < 0)
volume = 0;
} else {
volume += 16;
if (volume > 127)
volume = 127;
}
getSliderString(gsMusicVolumeSlider, volume, sliderString, sizeof(sliderString));
showBannerAndPause(0, 0, sliderString);
ks = Common::KEYCODE_INVALID;
bool leftBtnPressed = false, rightBtnPressed = false;
waitForBannerInput(60, ks, leftBtnPressed, rightBtnPressed);
} while (ks.keycode == Common::KEYCODE_o || ks.keycode == Common::KEYCODE_p);
clearBanner();
setMusicVolume(volume);
pt.clear();
return;
}
// "Voice Volume Low ========= High"
if (lastKeyHit.hasFlags(Common::KBD_SHIFT) &&
(lastKeyHit.keycode == Common::KEYCODE_k || lastKeyHit.keycode == Common::KEYCODE_l)) {
Common::KeyState ks = lastKeyHit;
pt = pauseEngine();
#ifdef ENABLE_SCUMM_7_8
int volume = (_game.version > 6) ? _imuseDigital->diMUSEGetVoiceGroupVol() : getSpeechVolume();
#else
int volume = getSpeechVolume();
#endif
do {
if (ks.keycode == Common::KEYCODE_k) {
volume -= 16;
if (volume < 0)
volume = 0;
} else {
volume += 16;
if (volume > 127)
volume = 127;
}
getSliderString(gsVoiceVolumeSlider, volume, sliderString, sizeof(sliderString));
showBannerAndPause(0, 0, sliderString);
ks = Common::KEYCODE_INVALID;
bool leftBtnPressed = false, rightBtnPressed = false;
waitForBannerInput(60, ks, leftBtnPressed, rightBtnPressed);
} while (ks.keycode == Common::KEYCODE_k || ks.keycode == Common::KEYCODE_l);
clearBanner();
setSpeechVolume(volume);
pt.clear();
return;
}
// "Sfx Volume Low ========= High"
if (lastKeyHit.hasFlags(Common::KBD_SHIFT) &&
(lastKeyHit.keycode == Common::KEYCODE_n || lastKeyHit.keycode == Common::KEYCODE_m)) {
Common::KeyState ks = lastKeyHit;
pt = pauseEngine();
#ifdef ENABLE_SCUMM_7_8
int volume = (_game.version > 6) ? _imuseDigital->diMUSEGetSFXGroupVol() : getSFXVolume();
#else
int volume = getSFXVolume();
#endif
do {
if (ks.keycode == Common::KEYCODE_n) {
volume -= 16;
if (volume < 0)
volume = 0;
} else {
volume += 16;
if (volume > 127)
volume = 127;
}
getSliderString(gsSfxVolumeSlider, volume, sliderString, sizeof(sliderString));
showBannerAndPause(0, 0, sliderString);
ks = Common::KEYCODE_INVALID;
bool leftBtnPressed = false, rightBtnPressed = false;
waitForBannerInput(60, ks, leftBtnPressed, rightBtnPressed);
} while (ks.keycode == Common::KEYCODE_n || ks.keycode == Common::KEYCODE_m);
clearBanner();
setSFXVolume(volume);
pt.clear();
return;
}
}
if (VAR_VERSION_KEY != 0xFF && VAR(VAR_VERSION_KEY) != 0 &&
lastKeyHit.keycode == Common::KEYCODE_v && lastKeyHit.hasFlags(Common::KBD_CTRL)) {
if (_game.version == 8) {
showBannerAndPause(0, -1, _dataFileVersionString);
// This is not the string being used by the interpreter, which is instead hardcoded
// in the executable. The one used here is found in the data files.
showBannerAndPause(0, -1, _engineVersionString);
if (_game.features & GF_DEMO)
showBannerAndPause(0, -1, "iMuse(tm) initialized");
return;
} else if (_game.version == 7) {
showBannerAndPause(0, -1, getGUIString(gsVersion));
showBannerAndPause(0, -1, "Scripts compiled %s", _dataFileVersionString);
showBannerAndPause(0, -1, "SPU(tm) version %s", _engineVersionString);
showBannerAndPause(0, -1, "iMuse(tm) initialized");
return;
}
// Older versions show this banner via scripts, so just let it fallback...
}
} else {
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) {
if (isUsingOriginalGUI()) {
if (lastKeyHit.keycode == Common::KEYCODE_F5) {
if (_game.id == GID_MANIAC && _game.version == 0) {
runScript(2, 0, 0, nullptr);
}
}
}
// RETURN is used to skip cutscenes in the Commodore 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 Commodore 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 load the original save/load dialog for MANIAC NES
if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.hasFlags(Common::KBD_ALT)) {
if (_game.id == GID_MANIAC && _game.platform == Common::kPlatformNES) {
runScript(163, 0, 0, nullptr);
}
}
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);
if (!isUsingOriginalGUI()) {
// '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();
Common::sprintf_s(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 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 && _game.version <= 4);
bool optionKeysEnabled = !isUsingOriginalGUI();
bool isSegaCD = _game.platform == Common::kPlatformSegaCD;
bool isNES = _game.platform == Common::kPlatformNES;
bool inSaveRoom = false;
bool canToggleSmoothing = _macScreen && _game.version > 3 && _game.heversion == 0;
// The following check is used by v3 games which have writable savegame names
// and also support some key combinations which in our case are mapped to SHIFT-<letter>
// The originals don't do this, because they use either CTRL or ALT as their key modifier,
// and those key modifiers serve other functions within the ScummVM backend.
if (_game.version == 3) {
int saveRoom = -1;
if (_game.id == GID_ZAK) {
saveRoom = 50;
} else if (_game.id == GID_INDY3) {
saveRoom = 14;
} else if (_game.id == GID_LOOM) {
saveRoom = 70;
}
inSaveRoom = _currentRoom == saveRoom;
}
// In FM-TOWNS games F8 / restart is always enabled
if (_game.platform == Common::kPlatformFMTowns)
restartKeyEnabled = true;
if (isUsingOriginalGUI()) {
if (lastKeyHit.keycode == Common::KEYCODE_F5 && _game.version <= 3) {
_savegameThumbnail.free();
Graphics::createThumbnail(_savegameThumbnail);
}
char sliderString[256];
PauseToken pt;
if ((VAR_PAUSE_KEY != 0xFF && lastKeyHit.ascii == VAR(VAR_PAUSE_KEY)) ||
(lastKeyHit.keycode == Common::KEYCODE_SPACE && _game.features & GF_DEMO)) {
if (isSegaCD) {
if (VAR(VAR_MAINMENU_KEY) != 0)
showMainMenu();
return;
} else {
// Force the cursor OFF...
int8 oldCursorState = _cursor.state;
_cursor.state = (_game.id == GID_MONKEY && _game.platform == Common::kPlatformMacintosh) ? 1 : 0;
CursorMan.showMouse(_cursor.state > 0);
// "Game Paused. Press SPACE to Continue."
if (_game.version > 4)
showBannerAndPause(0, -1, getGUIString(gsPause));
else
showOldStyleBannerAndPause(getGUIString(gsPause), 12, -1);
_cursor.state = oldCursorState;
return;
}
} else if (lastKeyHit.keycode == Common::KEYCODE_SPACE && isNES) {
runScript(163, 0, 0, nullptr);
return;
} else if (_game.version <= 2 && lastKeyHit.keycode == Common::KEYCODE_SPACE) {
printMessageAndPause(getGUIString(gsPause), 0, -1, true);
return;
}
bool restartKeyPressed = false;
// Restart if we've hit the restart key or if there is none but F8 is pressed...
restartKeyPressed |= ((VAR_RESTART_KEY != 0xFF && (lastKeyHit.ascii == VAR(VAR_RESTART_KEY))));
// ...or if this is a pre v3 or post v6, force the restart prompt on F8...
restartKeyPressed |= ((_game.version < 3 || _game.version > 6) &&
lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.hasFlags(0));
// ...or if this is a v3 FM-Towns game, restart on F8 (the original accepted a key value of 0xFFFF8008)...
restartKeyPressed |= _game.platform == Common::kPlatformFMTowns && _game.version == 3 &&
lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.hasFlags(0);
// ...but do not allow the restart banner to appear at all, if this is MI1 SegaCD or Maniac NES.
restartKeyPressed &= !isSegaCD && !isNES;
if (restartKeyPressed) {
if (_macGui) {
if (_macGui->runRestartDialog()) {
restart();
}
} else {
queryRestart();
}
return;
}
// Generally allow voice mode settings only for v6, 7 and 8.
// Also allow it for Indy4 Talkie, which does its own thing.
if (((VAR_VOICE_MODE != 0xFF) || ((_game.features & GF_ULTIMATE_TALKIE) ||
(_game.id == GID_INDY4 && strcmp(_game.variant, "Floppy") && strcmp(_game.variant, "Amiga")))) &&
(lastKeyHit.keycode == Common::KEYCODE_t && lastKeyHit.hasFlags(Common::KBD_CTRL))) {
int voiceMode = (_game.version == 5) ? _v5VoiceMode : VAR(VAR_VOICE_MODE);
voiceMode++;
if (voiceMode >= 3) {
voiceMode = 0;
}
if (_game.version == 5)
_v5VoiceMode = voiceMode;
switch (voiceMode) {
case 0: // "Voice Only"
showBannerAndPause(0, 120, getGUIString(gsVoiceOnly));
break;
case 1: // "Voice and Text"
showBannerAndPause(0, 120, getGUIString(gsVoiceAndText));
break;
default: // "Text Display Only"
showBannerAndPause(0, 120, getGUIString(gsTextDisplayOnly));
}
ConfMan.setInt("original_gui_text_status", voiceMode);
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;
}
ConfMan.flushToDisk();
syncSoundSettings();
return;
}
// "Text Speed Slow ========== Fast"
if (((_game.version > 3 && _game.version < 8) || (_game.version == 8 && (_game.features & GF_DEMO)))
&& (lastKeyHit.ascii == '+' || lastKeyHit.ascii == '-') && !isSegaCD) {
if (VAR_CHARINC == 0xFF)
return;
Common::KeyState ks = lastKeyHit;
pt = pauseEngine();
do {
if (ks.ascii == '+') {
VAR(VAR_CHARINC) -= 1;
if (VAR(VAR_CHARINC) < 0)
VAR(VAR_CHARINC) = 0;
} else {
VAR(VAR_CHARINC) += 1;
if (VAR(VAR_CHARINC) > 9)
VAR(VAR_CHARINC) = 9;
}
_defaultTextSpeed = 9 - VAR(VAR_CHARINC);
ConfMan.setInt("original_gui_text_speed", _defaultTextSpeed);
setTalkSpeed(_defaultTextSpeed);
getSliderString(gsTextSpeedSlider, VAR(VAR_CHARINC), sliderString, sizeof(sliderString));
if (_game.version > 4) {
showBannerAndPause(0, 0, sliderString);
} else if (_game.version == 4) {
showOldStyleBannerAndPause(sliderString, 9, 0);
}
ks = Common::KEYCODE_INVALID;
bool leftBtnPressed = false, rightBtnPressed = false;
waitForBannerInput(60, ks, leftBtnPressed, rightBtnPressed);
} while (ks.ascii == '+' || ks.ascii == '-');
if (_game.version > 6 || _game.platform == Common::Platform::kPlatformFMTowns)
clearBanner();
pt.clear();
return;
}
if (_game.version <= 2 && (lastKeyHit.ascii == '+' || lastKeyHit.ascii == '-' ||
lastKeyHit.ascii == '>' || lastKeyHit.ascii == '<') && !isSegaCD) {
Common::KeyState ks = lastKeyHit;
byte textSpeedColor;
if (ks.ascii == '+' || ks.ascii == '>') {
textSpeedColor = _game.version <= 1 ? 7 : 14;
if (_defaultTextSpeed > 0)
_defaultTextSpeed -= 1;
} else {
textSpeedColor = _game.version <= 1 ? 2 : 4;
if (_defaultTextSpeed < 9)
_defaultTextSpeed += 1;
}
setTalkSpeed(_defaultTextSpeed);
ConfMan.setInt("original_gui_text_speed", _defaultTextSpeed);
getSliderString(gsTextSpeedSlider, 9 - _defaultTextSpeed, sliderString, sizeof(sliderString));
printMessageAndPause(sliderString, textSpeedColor, 0, false);
return;
}
if (_game.version > 4 && lastKeyHit.keycode == Common::KEYCODE_k && lastKeyHit.hasFlags(Common::KBD_CTRL) && !isSegaCD) {
bool useExtendedMsg = _game.id == GID_TENTACLE ||
(_game.id == GID_SAMNMAX && (!strcmp(_game.variant, "Floppy") || (_game.features & GF_DEMO)));
if (useExtendedMsg && VAR_V6_EMSSPACE != 0xFF) {
showBannerAndPause(0, 120, getGUIString(gsHeapExt), _res->getHeapSize() / 1024, VAR(VAR_V6_EMSSPACE));
} else {
showBannerAndPause(0, 120, getGUIString(gsHeap), _res->getHeapSize() / 1024);
}
return;
}
// NOTE: For consistency we enable the quit message even for sub v3 games which don't have it.
if ((lastKeyHit.keycode == Common::KEYCODE_c && lastKeyHit.hasFlags(Common::KBD_CTRL)) ||
(lastKeyHit.keycode == Common::KEYCODE_x && lastKeyHit.hasFlags(Common::KBD_ALT))) {
Common::Event event;
event.type = Common::EVENT_QUIT;
getEventManager()->pushEvent(event);
return;
}
if (VAR_MAINMENU_KEY != 0xFF && (lastKeyHit.ascii == VAR(VAR_MAINMENU_KEY) && lastKeyHit.hasFlags(0))
&& _game.version > 3) {
if (isSegaCD) {
// We map the GMM to F5, while SPACE (which acts as our pause button) calls the original menu...
openMainMenuDialog();
} else if (_macGui) {
openMainMenuDialog(); // Mac games have their own menu so let's just call the GMM...
} else {
showMainMenu();
}
return;
} else if (lastKeyHit.keycode == Common::KEYCODE_F5 && isNES) {
// We map the GMM to F5, while SPACE (which acts as our pause button) calls the original menu...
openMainMenuDialog();
} else if (lastKeyHit.keycode == Common::KEYCODE_F5 && _game.version == 3 && _game.platform == Common::kPlatformMacintosh) {
// We don't have original menus for Mac versions of LOOM and INDY3, so let's just open the GMM...
openMainMenuDialog();
return;
}
if (enhancementEnabled(kEnhUIUX) && _game.id == GID_LOOM &&
mainmenuKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_d && lastKeyHit.hasFlags(Common::KBD_CTRL))) {
// Drafts menu
if (_macGui) {
_macGui->runDraftsInventory();
} else {
showDraftsInventory();
}
}
if (snapScrollKeyEnabled) {
if ((_game.version == 2 && lastKeyHit.keycode == Common::KEYCODE_s && lastKeyHit.hasFlags(Common::KBD_SHIFT)) ||
(_game.version == 3 && lastKeyHit.keycode == Common::KEYCODE_i && lastKeyHit.hasFlags(Common::KBD_ALT)) ||
(_game.version == 4 && lastKeyHit.keycode == Common::KEYCODE_r && lastKeyHit.hasFlags(Common::KBD_CTRL))) {
_snapScroll ^= 1;
if (_game.version < 3) {
if (_snapScroll) {
printMessageAndPause(getGUIString(gsSnapOn), 2, 0, false);
} else {
printMessageAndPause(getGUIString(gsSnapOff), 14, 0, false);
}
} else {
if (_snapScroll) {
showOldStyleBannerAndPause(getGUIString(gsSnapOn), 9, 90);
} else {
showOldStyleBannerAndPause(getGUIString(gsSnapOff), 9, 90);
}
}
if (VAR_CAMERA_FAST_X != 0xFF)
VAR(VAR_CAMERA_FAST_X) = _snapScroll;
return;
}
}
// The following ones serve no purpose whatsoever, but just for the sake of completeness...
// Also, some of these were originally mapped with the CTRL flag, but they would clash with other
// internal ScummVM commands, so they are instead available with the SHIFT flag.
if (_game.version < 7 && !isSegaCD && !isNES) {
if (_game.version == 6 && lastKeyHit.keycode == Common::KEYCODE_j && lastKeyHit.hasFlags(Common::KBD_CTRL)) {
showBannerAndPause(0, 90, getGUIString(gsRecalJoystick));
return;
} else if (_game.version >= 4 && lastKeyHit.keycode == Common::KEYCODE_j && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
if (_game.version == 4) {
showOldStyleBannerAndPause(getGUIString(gsRecalJoystick), 2, 90);
} else if (!_macGui) {
showBannerAndPause(0, 90, getGUIString(gsRecalJoystick));
}
return;
}
if (_game.version == 6 && lastKeyHit.keycode == Common::KEYCODE_n && lastKeyHit.hasFlags(Common::KBD_CTRL)) {
showBannerAndPause(0, 90, getGUIString(gsMouseMode));
return;
}
if (_game.version >= 4 && lastKeyHit.keycode == Common::KEYCODE_m && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
if (_game.version == 4) {
showOldStyleBannerAndPause(getGUIString(gsMouseMode), 2, 90);
} else if (!_macGui) {
showBannerAndPause(0, 90, getGUIString(gsMouseMode));
}
return;
}
if (_game.version < 3) {
if (lastKeyHit.keycode == Common::KEYCODE_m && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
_guiMouseFlag ^= 1;
if (_guiMouseFlag) {
printMessageAndPause(getGUIString(gsMouseOn), _game.version <= 1 ? 5 : 2, 0, false);
} else {
printMessageAndPause(getGUIString(gsMouseOff), _game.version <= 1 ? 2 : 4, 0, false);
}
return;
}
if (lastKeyHit.keycode == Common::KEYCODE_j && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
_guiJoystickFlag ^= 1;
if (_guiJoystickFlag) {
printMessageAndPause(getGUIString(gsJoystickOn), _game.version <= 1 ? 5 : 2, 0, false);
} else {
printMessageAndPause(getGUIString(gsJoystickOff), _game.version <= 1 ? 2 : 4, 0, false);
}
return;
}
if (lastKeyHit.keycode == Common::KEYCODE_F6) {
_internalSpeakerSoundsAreOn ^= 1;
if (_internalSpeakerSoundsAreOn) {
printMessageAndPause(getGUIString(gsSoundsOn), _game.version <= 1 ? 5 : 2, 0, false);
} else {
printMessageAndPause(getGUIString(gsSoundsOff), _game.version <= 1 ? 2 : 4, 0, false);
}
return;
}
}
if ((_game.version > 2 && _game.version < 5)) {
if (lastKeyHit.keycode == Common::KEYCODE_s && lastKeyHit.hasFlags(Common::KBD_SHIFT) && !inSaveRoom) {
_internalSpeakerSoundsAreOn ^= 1;
if (_internalSpeakerSoundsAreOn) {
showOldStyleBannerAndPause(getGUIString(gsSoundsOn), 9, 90);
} else {
showOldStyleBannerAndPause(getGUIString(gsSoundsOff), 9, 90);
}
return;
}
}
// Graphic mode toggles for v1-2... maybe one day they'll actually do something :-)
if (_game.version == 1 || _game.version == 2) {
// VGA/MCGA mode
if (lastKeyHit.keycode == Common::KEYCODE_v && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
printMessageAndPause(getGUIString(gsVGAMode), _game.version <= 1 ? 5 : 2, 0, false);
}
// EGA mode
if (lastKeyHit.keycode == Common::KEYCODE_e && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
printMessageAndPause(getGUIString(gsEGAMode), _game.version <= 1 ? 5 : 2, 0, false);
}
// CGA mode
if (lastKeyHit.keycode == Common::KEYCODE_c && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
printMessageAndPause(getGUIString(gsCGAMode), _game.version <= 1 ? 5 : 2, 0, false);
}
// Hercules mode
if (lastKeyHit.keycode == Common::KEYCODE_h && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
printMessageAndPause(getGUIString(gsHerculesMode), _game.version <= 1 ? 5 : 2, 0, false);
}
// Tandy 16-color mode
if (lastKeyHit.keycode == Common::KEYCODE_t && lastKeyHit.hasFlags(Common::KBD_SHIFT)) {
printMessageAndPause(getGUIString(gsTandyMode), _game.version <= 1 ? 5 : 2, 0, false);
}
}
}
}
// 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 && !isUsingOriginalGUI() && (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.hasFlags(0))) {
if (VAR_PRE_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
runScript(VAR(VAR_PRE_SAVELOAD_SCRIPT), 0, 0, nullptr);
openMainMenuDialog(); // Display global main menu
// reload options
_enableAudioOverride = ConfMan.getBool("audio_override");
if (VAR_POST_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
runScript(VAR(VAR_POST_SAVELOAD_SCRIPT), 0, 0, nullptr);
} else if (restartKeyEnabled && !isUsingOriginalGUI() && (lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.hasFlags(0))) {
confirmRestartDialog();
} else if (pauseKeyEnabled && !isUsingOriginalGUI() && (lastKeyHit.keycode == Common::KEYCODE_SPACE && lastKeyHit.hasFlags(0))) {
pauseGame();
} else if (talkstopKeyEnabled && lastKeyHit.ascii == '.') {
_talkDelay = 0;
if (_sound->_digiSndMode & DIGI_SND_MODE_TALKIE)
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 && !isUsingOriginalGUI() && 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 (optionKeysEnabled && (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 (optionKeysEnabled && (lastKeyHit.ascii == '-' || lastKeyHit.ascii == '+')) { // Change text speed
if (lastKeyHit.ascii == '-' && _defaultTextSpeed > 0)
_defaultTextSpeed--;
else if (lastKeyHit.ascii == '+' && _defaultTextSpeed < 9)
_defaultTextSpeed++;
// Display the talk speed
ValueDisplayDialog dlg(_("Subtitle speed: "), 0, 9, _defaultTextSpeed, '+', '-');
_defaultTextSpeed = runDialog(dlg);
// Save the new talkspeed value to ConfMan
setTalkSpeed(_defaultTextSpeed);
if (VAR_CHARINC != 0xFF)
VAR(VAR_CHARINC) = 9 - _defaultTextSpeed;
} else if (canToggleSmoothing && (lastKeyHit.keycode == Common::KEYCODE_g && lastKeyHit.hasFlags(Common::KBD_ALT))) {
mac_toggleSmoothing();
} else {
if (lastKeyHit.keycode >= Common::KEYCODE_F1 &&
lastKeyHit.keycode <= Common::KEYCODE_F9) {
_mouseAndKeyboardStat = lastKeyHit.keycode - Common::KEYCODE_F1 + 315;
} else if (lastKeyHit.flags & Common::KBD_CTRL && _game.version >= 3 && _game.version <= 7 &&
(lastKeyHit.keycode >= Common::KEYCODE_a && lastKeyHit.keycode <= Common::KEYCODE_z)) {
// Some games (at least their DOS variants)
// expect Ctrl+A, B, C, etc. to generate codes 1, 2, 3, etc.
//
// This is used for several settings in the "ultimate talkie" versions of
// Monkey Island 1 and 2. Monkey Island 1 also uses it for Ctrl+W to immediately
// win the game. On other games, Ctrl+I shows the inventory, Ctrl+V shows version
// information. On The Dig Ctrl+B makes Boston display his muscles.
_mouseAndKeyboardStat = lastKeyHit.keycode & 0x1f;
} 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 (isSegaCD) {
// Map arrow keys to number keys in the SEGA version of MI to support
// scrolling to conversation choices. See bug report #2013 for details.
_mouseAndKeyboardStat = lastKeyHit.keycode - Common::KEYCODE_UP + 54;
// Left and right are swapped
if (lastKeyHit.keycode == Common::KEYCODE_LEFT || lastKeyHit.keycode == Common::KEYCODE_RIGHT) {
_mouseAndKeyboardStat += lastKeyHit.keycode == Common::KEYCODE_LEFT ? -1 : 1;
}
} else if (isUsingOriginalGUI() || (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)) {
// Map arrow keys to number keys in games which use the original 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 if (isSegaCD && lastKeyHit.keycode >= Common::KEYCODE_KP0 && lastKeyHit.keycode <= Common::KEYCODE_KP9) {
switch (lastKeyHit.keycode) {
case Common::KEYCODE_KP8: // Up:
_mouseAndKeyboardStat = 54;
break;
case Common::KEYCODE_KP2: // Down:
_mouseAndKeyboardStat = 55;
break;
case Common::KEYCODE_KP4: // Left (swapped):
_mouseAndKeyboardStat = 56;
break;
case Common::KEYCODE_KP6: // Right (swapped):
_mouseAndKeyboardStat = 57;
break;
default:
break;
}
} else {
// Map the DEL key when using the original GUI; used when writing the savegame name.
if (isUsingOriginalGUI() && lastKeyHit.keycode == Common::KEYCODE_DELETE)
_mouseAndKeyboardStat = 339;
else
_mouseAndKeyboardStat = lastKeyHit.ascii;
}
}
// The original interpreters allowed the usage of the Enter key as a substitute for left mouse click,
// and the Tab key as a substitute for right click; while v7-8 games handle this substitution via
// scripts, we have to do this manually for the other games. We don't want to do this for (later)
// HE games, since they can sometimes have scripts that accept Enter and Tab keys.
if (_game.heversion < 71) {
if (_mouseAndKeyboardStat == Common::KEYCODE_RETURN && (_cursor.state > 0 || isSegaCD) && _game.version <= 6) {
_mouseAndKeyboardStat = MBS_LEFT_CLICK;
} else if (_mouseAndKeyboardStat == Common::KEYCODE_TAB && (_cursor.state > 0 || isSegaCD) && _game.version >= 4 && _game.version <= 6) {
_mouseAndKeyboardStat = MBS_RIGHT_CLICK;
}
}
}
} // End of namespace Scumm