scummvm/engines/scumm/help.cpp

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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.
*
*/
#include "common/str.h"
#include "common/util.h"
#include "scumm/help.h"
#include "scumm/scumm.h"
#include "common/translation.h"
namespace Scumm {
int ScummHelp::numPages(byte gameId) {
switch (gameId) {
case GID_MANIAC:
case GID_ZAK:
return 4;
case GID_INDY3:
return 6;
case GID_LOOM:
case GID_MONKEY_EGA:
case GID_MONKEY_VGA:
case GID_MONKEY:
case GID_MONKEY2:
case GID_INDY4:
case GID_TENTACLE:
case GID_SAMNMAX:
case GID_DIG:
case GID_FT:
case GID_CMI:
return 3;
/* TODO - I don't know the controls for these games
case GID_PUTTDEMO:
case GID_PUTTPUTT:
*/
default:
return 2;
}
}
#define ADD_BIND(k,d) do { key[i] = k; dsc[i] = d; i++; } while (0)
#define ADD_TEXT(d) ADD_BIND("",d)
#define ADD_LINE ADD_BIND("","")
void ScummHelp::updateStrings(byte gameId, byte version, Common::Platform platform,
int page, String &title, String *&key, String *&dsc) {
key = new String[HELP_NUM_LINES];
dsc = new String[HELP_NUM_LINES];
int i = 0;
switch (page) {
case 1:
title = _("Common keyboard commands:");
ADD_BIND("F5", _("Save / Load dialog"));
if (version >= 5)
ADD_BIND(".", _("Skip line of text"));
ADD_BIND(_("Esc"), _("Skip cutscene"));
ADD_BIND(_("Space"), _("Pause game"));
ADD_BIND(String(_("Ctrl")) + " 0-9", _("Load game state 1-10"));
ADD_BIND(String(_("Alt")) + " 0-9", _("Save game state 1-10"));
#ifdef MACOSX
ADD_BIND("Cmd q", _("Quit"));
#else
ADD_BIND(String(_("Alt")) + " x, " + _("Ctrl") + " z", _("Quit"));
#endif
ADD_BIND(String(_("Alt")) + " " + _("Enter"), _("Toggle fullscreen"));
ADD_BIND("[, ]", _("Music volume up / down"));
ADD_BIND("-, +", _("Text speed slower / faster"));
ADD_BIND(_("Enter"), _("Simulate left mouse button"));
ADD_BIND(_("Tab"), _("Simulate right mouse button"));
break;
case 2:
title = _("Special keyboard commands:");
ADD_BIND("~, #", _("Show / Hide console"));
ADD_BIND(String(_("Ctrl")) + " d", _("Start the debugger"));
ADD_BIND(String(_("Ctrl")) + " s", _("Show memory consumption"));
ADD_BIND(String(_("Ctrl")) + " f", _("Run in fast mode (*)"));
ADD_BIND(String(_("Ctrl")) + " g", _("Run in really fast mode (*)"));
ADD_BIND(String(_("Ctrl")) + " m", _("Toggle mouse capture"));
ADD_BIND(String(_("Ctrl")) + " " + _("Alt") + " 1-8", _("Switch between graphics filters"));
ADD_BIND(String(_("Ctrl")) + " " + _("Alt") + " +, -", _("Increase / Decrease scale factor"));
ADD_BIND(String(_("Ctrl")) + " " + _("Alt") + " a", _("Toggle aspect-ratio correction"));
ADD_LINE;
ADD_LINE;
// FIXME: This should use word-wrapping, and should not assume
// that the font is mono-spaced.
ADD_TEXT(_("* Note that using ctrl-f and"));
ADD_TEXT(_(" ctrl-g are not recommended"));
ADD_TEXT(_(" since they may cause crashes"));
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ADD_TEXT(_(" or incorrect game behavior."));
break;
case 3:
if (gameId == GID_LOOM)
title = _("Spinning drafts on the keyboard:");
else
title = _("Main game controls:");
switch (gameId) {
case GID_ZAK:
case GID_MANIAC:
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if (platform == Common::kPlatformNES) {
ADD_BIND("q", _("Push"));
ADD_BIND("a", _("Pull"));
ADD_BIND("z", _("Give"));
ADD_BIND("w", _("Open"));
ADD_BIND("s", _("Close"));
ADD_BIND("x", _("Go to"));
ADD_BIND("e", _("Get"));
ADD_BIND("d", _("Use"));
ADD_BIND("c", _("Read"));
ADD_BIND("r", _("New kid"));
ADD_BIND("f", _("Turn on"));
ADD_BIND("v", _("Turn off"));
break;
}
ADD_BIND("q", _("Push"));
ADD_BIND("a", _("Pull"));
ADD_BIND("z", _("Give"));
ADD_BIND("w", _("Open"));
ADD_BIND("s", _("Close"));
ADD_BIND("x", _("Read"));
ADD_BIND("e", _("Walk to"));
ADD_BIND("d", _("Pick up"));
ADD_BIND("c", _("What is"));
if (gameId == GID_MANIAC) {
ADD_BIND("r", _("Unlock"));
ADD_BIND("f", _("New kid"));
} else {
ADD_BIND("r", _("Put on"));
ADD_BIND("f", _("Take off"));
}
ADD_BIND("v", _("Use"));
ADD_BIND("t", _("Turn on"));
ADD_BIND("g", _("Turn off"));
if (gameId == GID_MANIAC)
ADD_BIND("b", _("Fix"));
else
ADD_BIND("b", _("Switch"));
break;
case GID_INDY3:
ADD_BIND("q", _("Push"));
ADD_BIND("a", _("Pull"));
ADD_BIND("z", _("Give"));
ADD_BIND("w", _("Open"));
ADD_BIND("s", _("Close"));
ADD_BIND("x", _("Look"));
ADD_BIND("e", _("Walk to"));
ADD_BIND("d", _("Pick up"));
ADD_BIND("c", _("What is"));
ADD_BIND("r", _("Use"));
ADD_BIND("f", _("Turn on"));
ADD_BIND("v", _("Turn off"));
ADD_BIND("t", _("Talk"));
ADD_BIND("g", _("Travel"));
ADD_BIND("b", _("To Henry / To Indy"));
break;
case GID_LOOM:
// I18N: These are different musical notes
ADD_BIND("q, c", _("play C minor on distaff"));
ADD_BIND("w, d", _("play D on distaff"));
ADD_BIND("e, e", _("play E on distaff"));
ADD_BIND("r, f", _("play F on distaff"));
ADD_BIND("t, g", _("play G on distaff"));
ADD_BIND("y, a", _("play A on distaff"));
ADD_BIND("u, b", _("play B on distaff"));
ADD_BIND("i, C", _("play C major on distaff"));
break;
case GID_MONKEY_EGA:
case GID_MONKEY_VGA:
ADD_BIND("o", _("Open"));
ADD_BIND("c", _("Close"));
ADD_BIND("s", _("puSh"));
ADD_BIND("y", _("pull (Yank)"));
ADD_BIND("w", _("Walk to"));
ADD_BIND("p", _("Pick up"));
ADD_BIND("t", _("Talk to"));
ADD_BIND("g", _("Give"));
ADD_BIND("u", _("Use"));
ADD_BIND("l", _("Look at"));
ADD_BIND("n", _("turn oN"));
ADD_BIND("f", _("turn oFf"));
break;
case GID_MONKEY:
case GID_MONKEY2:
case GID_INDY4:
case GID_TENTACLE:
ADD_BIND("g", _("Give"));
ADD_BIND("o", _("Open"));
ADD_BIND("c", _("Close"));
ADD_BIND("p", _("Pick up"));
ADD_BIND("l", _("Look at"));
ADD_BIND("t", _("Talk to"));
ADD_BIND("u", _("Use"));
ADD_BIND("s", _("puSh"));
ADD_BIND("y", _("pull (Yank)"));
if (platform == Common::kPlatformSegaCD) {
ADD_BIND(_("KeyUp"), _("Highlight prev dialogue"));
ADD_BIND(_("KeyDown"), _("Highlight next dialogue"));
}
break;
case GID_SAMNMAX:
ADD_BIND("w", _("Walk"));
ADD_BIND("t", _("Talk"));
ADD_BIND("u", _("Use"));
ADD_BIND("i", _("Inventory"));
ADD_BIND("o", _("Object"));
ADD_BIND("p", _("Pick up"));
ADD_BIND("l", _("Look"));
ADD_BIND("b", _("Black and White / Color"));
break;
case GID_FT:
ADD_BIND("e", _("Eyes"));
ADD_BIND("t", _("Tongue"));
ADD_BIND("i", _("Inventory"));
ADD_BIND("p", _("Punch"));
ADD_BIND("k", _("Kick"));
break;
case GID_DIG:
ADD_BIND("e", _("Examine"));
ADD_BIND("t", _("Regular cursor"));
ADD_BIND("i", _("Inventory"));
// I18N: Comm is a communication device
ADD_BIND("c", _("Comm"));
break;
case GID_CMI:
ADD_BIND("F1", _("Save / Load / Options"));
ADD_BIND("e", _("Examine"));
ADD_BIND("t", _("Talk to"));
ADD_BIND("i", _("Inventory"));
ADD_BIND("u", _("Use"));
break;
}
break;
case 4:
title = _("Other game controls:");
if (version <= 2) {
ADD_TEXT(_("Inventory:"));
ADD_BIND("u", _("Scroll list up"));
ADD_BIND("j", _("Scroll list down"));
ADD_BIND("i", _("Upper left item"));
ADD_BIND("k", _("Lower left item"));
ADD_BIND("o", _("Upper right item"));
ADD_BIND("l", _("Lower right item"));
ADD_LINE;
} else if (gameId == GID_INDY3 || gameId == GID_ZAK) {
// Indy3, or FM-TOWNS Zak
ADD_TEXT(_("Inventory:"));
ADD_BIND("y", _("Upper left item"));
ADD_BIND("h", _("Middle left item"));
ADD_BIND("n", _("Lower left item"));
ADD_BIND("u", _("Upper right item"));
ADD_BIND("j", _("Middle right item"));
ADD_BIND("m", _("Lower right item"));
ADD_BIND("o", _("Scroll list up"));
ADD_BIND("l", _("Scroll list down"));
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ADD_LINE;
}
if (gameId == GID_MANIAC) {
ADD_TEXT(_("Switching characters:"));
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ADD_BIND("F1", "Dave");
ADD_BIND("F2", _("Second kid"));
ADD_BIND("F3", _("Third kid"));
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} else if (gameId == GID_ZAK) {
ADD_TEXT(_("Switching characters:"));
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ADD_BIND("F1", "Zak");
ADD_BIND("F2", "Annie");
ADD_BIND("F3", "Melissa");
ADD_BIND("F4", "Leslie");
}
break;
case 5:
switch (gameId) {
case GID_INDY3:
title = _("Fighting controls (numpad):");
ADD_BIND("7", _("Step back"));
ADD_BIND("4", _("Step back"));
ADD_BIND("1", _("Step back"));
ADD_BIND("8", _("Block high"));
ADD_BIND("5", _("Block middle"));
ADD_BIND("2", _("Block low"));
ADD_BIND("9", _("Punch high"));
ADD_BIND("6", _("Punch middle"));
ADD_BIND("3", _("Punch low"));
ADD_LINE;
ADD_LINE;
ADD_TEXT(_("These are for Indy on left."));
ADD_TEXT(_("When Indy is on the right,"));
ADD_TEXT(_("7, 4, and 1 are switched with"));
ADD_TEXT(_("9, 6, and 3, respectively."));
break;
}
break;
case 6:
switch (gameId) {
case GID_INDY3:
title = _("Biplane controls (numpad):");
ADD_BIND("7", _("Fly to upper left"));
ADD_BIND("4", _("Fly to left"));
ADD_BIND("1", _("Fly to lower left"));
ADD_BIND("8", _("Fly upwards"));
ADD_BIND("5", _("Fly straight"));
ADD_BIND("2", _("Fly down"));
ADD_BIND("9", _("Fly to upper right"));
ADD_BIND("6", _("Fly to right"));
ADD_BIND("3", _("Fly to lower right"));
break;
}
break;
}
while (i < HELP_NUM_LINES) {
ADD_LINE;
}
}
#undef ADD_BIND
#undef ADD_TEXT
#undef ADD_LINE
} // End of namespace Scumm