scummvm/engines/scumm/help.cpp
2006-02-11 22:45:04 +00:00

351 lines
9.5 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2006 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/str.h"
#include "common/util.h"
#include "scumm/help.h"
#include "scumm/scumm.h"
namespace Scumm {
int ScummHelp::numPages(byte gameId) {
switch (gameId) {
case GID_MANIAC:
case GID_ZAK:
return 4;
break;
case GID_INDY3:
return 6;
break;
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;
break;
/* 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("Ctrl 0-9", "Load game state 1-10");
ADD_BIND("Alt 0-9", "Save game state 1-10");
#ifdef MACOSX
ADD_BIND("Cmd q", "Quit");
#else
ADD_BIND("Alt x, Ctrl z", "Quit");
#endif
ADD_BIND("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("Ctrl d", "Start the debugger");
ADD_BIND("Ctrl s", "Show memory consumption");
ADD_BIND("Ctrl f", "Run in fast mode (*)");
ADD_BIND("Ctrl g", "Run in really fast mode (*)");
ADD_BIND("Ctrl m", "Toggle mouse capture");
ADD_BIND("Ctrl Alt 1-8", "Switch between graphics filters");
ADD_BIND("Ctrl Alt +, -", "Increase / Decrease scale factor");
ADD_BIND("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");
ADD_TEXT(" or incorrect game behaviour.");
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:
// HACK. I know use of g_scumm here is evil, however,
// introducing new GID and putting it everywhere will
// pollute code much more that this single instance
if (g_scumm->_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:
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) {
// FIXME look at scripts to figure all options out...
// keys 1->4 seem to do something as well
ADD_BIND("6", "Highlight prev dialogue");
ADD_BIND("7", "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");
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: (not yet implemented)");
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;
ADD_TEXT("Switching characters:");
if (gameId == GID_MANIAC) {
ADD_BIND("F1", "Dave");
ADD_BIND("F2", "Second kid");
ADD_BIND("F3", "Third kid");
} else {
ADD_BIND("F1", "Zak");
ADD_BIND("F2", "Annie");
ADD_BIND("F3", "Melissa");
ADD_BIND("F4", "Leslie");
}
} 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");
if (gameId == GID_ZAK) {
ADD_LINE;
ADD_TEXT("Switching characters:");
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