mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 05:03:29 +00:00
af3bf8a575
svn-id: r40410
575 lines
18 KiB
C++
575 lines
18 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/config-manager.h"
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#include "common/events.h"
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#include "common/system.h"
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#include "gui/message.h"
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#include "gui/GuiManager.h"
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#include "scumm/debugger.h"
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#include "scumm/dialogs.h"
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#include "scumm/insane/insane.h"
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#include "scumm/imuse/imuse.h"
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#ifdef ENABLE_HE
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#include "scumm/he/intern_he.h"
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#include "scumm/he/logic_he.h"
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#endif
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#include "scumm/scumm_v0.h"
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#include "scumm/scumm_v6.h"
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#include "scumm/scumm_v8.h"
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#include "scumm/sound.h"
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#ifdef _WIN32_WCE
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#define KEY_ALL_SKIP 3457
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#endif
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namespace Scumm {
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enum MouseButtonStatus {
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msDown = 1,
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msClicked = 2
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};
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void ScummEngine::parseEvents() {
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Common::Event event;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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if (event.kbd.keycode >= '0' && event.kbd.keycode <= '9'
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&& (event.kbd.flags == Common::KBD_ALT ||
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event.kbd.flags == Common::KBD_CTRL)) {
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_saveLoadSlot = event.kbd.keycode - '0';
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// don't overwrite autosave (slot 0)
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if (_saveLoadSlot == 0)
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_saveLoadSlot = 10;
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sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot);
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_saveLoadFlag = (event.kbd.flags == Common::KBD_ALT) ? 1 : 2;
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_saveTemporaryState = false;
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} else if (event.kbd.flags == Common::KBD_CTRL && event.kbd.keycode == 'f') {
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_fastMode ^= 1;
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} else if (event.kbd.flags == Common::KBD_CTRL && event.kbd.keycode == 'g') {
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_fastMode ^= 2;
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} else if ((event.kbd.flags == Common::KBD_CTRL && event.kbd.keycode == 'd') ||
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event.kbd.ascii == '~' || event.kbd.ascii == '#') {
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_debugger->attach();
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} else if (event.kbd.flags == Common::KBD_CTRL && event.kbd.keycode == 's') {
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_res->resourceStats();
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} else {
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// Normal key press, pass on to the game.
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_keyPressed = event.kbd;
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}
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if (_game.heversion >= 80) {
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// FIXME: Move this code & VAR_KEY_STATE to class ScummEngine_v80he
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// Keyboard is controlled via variable
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int keyState = 0;
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if (event.kbd.keycode == Common::KEYCODE_LEFT) // Left
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keyState = 1;
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if (event.kbd.keycode == Common::KEYCODE_RIGHT) // Right
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keyState |= 2;
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if (event.kbd.keycode == Common::KEYCODE_UP) // Up
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keyState |= 4;
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if (event.kbd.keycode == Common::KEYCODE_DOWN) // Down
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keyState |= 8;
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if (event.kbd.flags == Common::KBD_SHIFT)
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keyState |= 16;
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if (event.kbd.flags == Common::KBD_CTRL)
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keyState |= 32;
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VAR(VAR_KEY_STATE) = keyState;
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}
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// FIXME: We are using ASCII values to index the _keyDownMap here,
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// yet later one code which checks _keyDownMap will use KEYCODEs
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// to do so. That is, we are mixing ascii and keycode values here,
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// which is bad. We probably should be only using keycodes, but at
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// least INSANE checks for "Shift-V" by looking for the 'V' key
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// being pressed. It would be easy to solve that by also storing
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// the modifier flags. However, since getKeyState() is also called
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// by scripts, we have to be careful with semantic changes.
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if (_keyPressed.ascii >= 512)
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debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed.ascii);
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else
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_keyDownMap[_keyPressed.ascii] = true;
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break;
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case Common::EVENT_KEYUP:
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if (event.kbd.ascii >= 512) {
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debugC(DEBUG_GENERAL, "keyPressed > 512 (%d)", event.kbd.ascii);
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} else {
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_keyDownMap[event.kbd.ascii] = false;
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// Due to some weird bug with capslock key pressed
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// generated keydown event is for lower letter but
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// keyup is for upper letter
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// On most (all?) keyboards it is safe to assume that
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// both upper and lower letters are unpressed on keyup event
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//
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// Fixes bug #1709430: "FT: CAPSLOCK + V enables cheating for all fights"
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//
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// Fingolfin remarks: This wouldn't be a problem if we used keycodes.
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_keyDownMap[toupper(event.kbd.ascii)] = false;
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}
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break;
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// We update the mouse position whenever the mouse moves or a click occurs.
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// The latter is done to accomodate systems with a touchpad / pen controller.
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case Common::EVENT_LBUTTONDOWN:
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case Common::EVENT_RBUTTONDOWN:
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case Common::EVENT_MOUSEMOVE:
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if (event.type == Common::EVENT_LBUTTONDOWN)
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_leftBtnPressed |= msClicked|msDown;
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else if (event.type == Common::EVENT_RBUTTONDOWN)
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_rightBtnPressed |= msClicked|msDown;
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_mouse.x = event.mouse.x;
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_mouse.y = event.mouse.y;
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if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) {
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_mouse.x -= (Common::kHercW - _screenWidth * 2) / 2;
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_mouse.x >>= 1;
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_mouse.y = _mouse.y * 4 / 7;
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} else if (_useCJKMode && _textSurfaceMultiplier == 2) {
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_mouse.x >>= 1;
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_mouse.y >>= 1;
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}
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break;
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case Common::EVENT_LBUTTONUP:
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_leftBtnPressed &= ~msDown;
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break;
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case Common::EVENT_RBUTTONUP:
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_rightBtnPressed &= ~msDown;
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break;
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// The following two cases enable dialog choices to be scrolled
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// through in the SegaCD version of MI. Values are taken from script-14.
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// See bug report #1193185 for details.
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case Common::EVENT_WHEELDOWN:
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if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)
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_keyPressed = Common::KeyState(Common::KEYCODE_7, 55); // '7'
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break;
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case Common::EVENT_WHEELUP:
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if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)
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_keyPressed = Common::KeyState(Common::KEYCODE_6, 54); // '6'
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break;
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default:
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break;
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}
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}
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}
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#ifdef ENABLE_HE
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void ScummEngine_v90he::clearClickedStatus() {
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ScummEngine::clearClickedStatus();
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if (_game.heversion >= 98) {
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_logicHE->processKeyStroke(_keyPressed.ascii);
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}
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}
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void ScummEngine_v90he::processInput() {
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if (_game.heversion >= 98) {
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_logicHE->processKeyStroke(_keyPressed.ascii);
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}
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ScummEngine::processInput();
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}
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#endif
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void ScummEngine::clearClickedStatus() {
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_keyPressed.reset();
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_mouseAndKeyboardStat = 0;
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_leftBtnPressed &= ~msClicked;
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_rightBtnPressed &= ~msClicked;
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}
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void ScummEngine_v0::processInput() {
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// F1 - F3
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if (_keyPressed.keycode >= Common::KEYCODE_F1 && _keyPressed.keycode <= Common::KEYCODE_F3) {
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switchActor(_keyPressed.keycode - Common::KEYCODE_F1);
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}
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ScummEngine::processInput();
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}
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void ScummEngine::processInput() {
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Common::KeyState lastKeyHit = _keyPressed;
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_keyPressed.reset();
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//
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// Clip the mouse coordinates, and compute _virtualMouse.x (and clip it, too)
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//
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if (_mouse.x < 0)
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_mouse.x = 0;
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if (_mouse.x > _screenWidth-1)
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_mouse.x = _screenWidth-1;
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if (_mouse.y < 0)
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_mouse.y = 0;
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if (_mouse.y > _screenHeight-1)
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_mouse.y = _screenHeight-1;
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VirtScreen *vs = &_virtscr[kMainVirtScreen];
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_virtualMouse.x = _mouse.x + vs->xstart;
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_virtualMouse.y = _mouse.y - vs->topline;
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if (_game.version >= 7)
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_virtualMouse.y += _screenTop;
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if (_virtualMouse.y < 0)
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_virtualMouse.y = -1;
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if (_virtualMouse.y >= vs->h)
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_virtualMouse.y = -1;
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//
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// Determine the mouse button state.
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//
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_mouseAndKeyboardStat = 0;
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// Interpret 'return' as left click and 'tab' as right click
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if (lastKeyHit.keycode && _cursor.state > 0) {
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if (lastKeyHit.keycode == Common::KEYCODE_TAB) {
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_mouseAndKeyboardStat = MBS_RIGHT_CLICK;
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lastKeyHit.reset();
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} else if (lastKeyHit.keycode == Common::KEYCODE_RETURN) {
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_mouseAndKeyboardStat = MBS_LEFT_CLICK;
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lastKeyHit.reset();
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}
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}
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if ((_leftBtnPressed & msClicked) && (_rightBtnPressed & msClicked) && _game.version >= 4) {
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// Pressing both mouse buttons is treated as if you pressed
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// the cutscene exit key (ESC) in V4+ games. That mimicks
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// the behaviour of the original engine where pressing both
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// mouse buttons also skips the current cutscene.
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_mouseAndKeyboardStat = 0;
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lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);
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} else if ((_rightBtnPressed & msClicked) && (_game.version <= 3 && _game.id != GID_LOOM)) {
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// Pressing right mouse button is treated as if you pressed
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// the cutscene exit key (ESC) in V0-V3 games. That mimicks
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// the behaviour of the original engine where pressing right
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// mouse button also skips the current cutscene.
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_mouseAndKeyboardStat = 0;
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lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);
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} else if (_leftBtnPressed & msClicked) {
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_mouseAndKeyboardStat = MBS_LEFT_CLICK;
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} else if (_rightBtnPressed & msClicked) {
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_mouseAndKeyboardStat = MBS_RIGHT_CLICK;
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}
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if (_game.version >= 6) {
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VAR(VAR_LEFTBTN_HOLD) = (_leftBtnPressed & msDown) != 0;
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VAR(VAR_RIGHTBTN_HOLD) = (_rightBtnPressed & msDown) != 0;
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if (_game.version >= 7) {
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VAR(VAR_LEFTBTN_DOWN) = (_leftBtnPressed & msClicked) != 0;
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VAR(VAR_RIGHTBTN_DOWN) = (_rightBtnPressed & msClicked) != 0;
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}
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}
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_leftBtnPressed &= ~msClicked;
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_rightBtnPressed &= ~msClicked;
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#ifdef _WIN32_WCE
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if (lastKeyHit.ascii == KEY_ALL_SKIP) {
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// Skip talk
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if (VAR_TALKSTOP_KEY != 0xFF && _talkDelay > 0) {
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lastKeyHit = Common::KeyState(Common::KEYCODE_PERIOD);
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} else {
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lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);
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}
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}
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#endif
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if (!lastKeyHit.ascii)
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return;
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processKeyboard(lastKeyHit);
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}
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#ifdef ENABLE_SCUMM_7_8
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void ScummEngine_v8::processKeyboard(Common::KeyState lastKeyHit) {
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// F1 (the trigger for the original save/load dialog) is mapped to F5
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if (!(_game.features & GF_DEMO) && lastKeyHit.keycode == Common::KEYCODE_F1 && lastKeyHit.flags == 0) {
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lastKeyHit = Common::KeyState(Common::KEYCODE_F5, 319);
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}
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// Alt-F5 should bring up the original save/load dialog, so map it to F1.
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if (!(_game.features & GF_DEMO) && lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT) {
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lastKeyHit = Common::KeyState(Common::KEYCODE_F1, 315);
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}
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// If a key script was specified (a V8 feature), and it's trigger
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// key was pressed, run it. Usually used to display the built-in menu.
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if (_keyScriptNo && (_keyScriptKey == lastKeyHit.ascii)) {
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runScript(_keyScriptNo, 0, 0, 0);
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return;
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}
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// Fall back to V7 behavior
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ScummEngine_v7::processKeyboard(lastKeyHit);
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}
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void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
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const bool cutsceneExitKeyEnabled = (VAR_CUTSCENEEXIT_KEY == 0xFF || VAR(VAR_CUTSCENEEXIT_KEY) != 0);
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// VAR_VERSION_KEY (usually ctrl-v) is used in COMI, Dig and FT to trigger
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// a version dialog, unless VAR_VERSION_KEY is set to 0. However, the COMI
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// version string is hard coded in the engine, hence we don't invoke
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// versionDialog for it. Dig/FT version strings are partly hard coded, too.
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if (_game.id != GID_CMI && 0 != VAR(VAR_VERSION_KEY) &&
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lastKeyHit.keycode == Common::KEYCODE_v && lastKeyHit.flags == Common::KBD_CTRL) {
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versionDialog();
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} else if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) {
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// Skip cutscene (or active SMUSH video).
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if (_smushActive) {
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if (_game.id == GID_FT)
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_insane->escapeKeyHandler();
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else
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_smushVideoShouldFinish = true;
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}
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if (!_smushActive || _smushVideoShouldFinish)
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abortCutscene();
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_mouseAndKeyboardStat = Common::ASCII_ESCAPE;
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} else {
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// Fall back to V6 behavior
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ScummEngine_v6::processKeyboard(lastKeyHit);
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}
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}
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#endif
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void ScummEngine_v6::processKeyboard(Common::KeyState lastKeyHit) {
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if (lastKeyHit.keycode == Common::KEYCODE_t && lastKeyHit.flags == Common::KBD_CTRL) {
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SubtitleSettingsDialog dialog(this, _voiceMode);
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_voiceMode = runDialog(dialog);
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switch (_voiceMode) {
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case 0:
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ConfMan.setBool("speech_mute", false);
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ConfMan.setBool("subtitles", false);
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break;
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case 1:
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ConfMan.setBool("speech_mute", false);
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ConfMan.setBool("subtitles", true);
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break;
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case 2:
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ConfMan.setBool("speech_mute", true);
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ConfMan.setBool("subtitles", true);
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break;
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}
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if (VAR_VOICE_MODE != 0xFF)
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VAR(VAR_VOICE_MODE) = _voiceMode;
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return;
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}
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// Fall back to default behavior
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ScummEngine::processKeyboard(lastKeyHit);
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}
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void ScummEngine_v2::processKeyboard(Common::KeyState lastKeyHit) {
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// Fall back to default behavior
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ScummEngine::processKeyboard(lastKeyHit);
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// On Alt-F5 prepare savegame for the original save/load dialog.
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if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT) {
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prepareSavegame();
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}
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if (VAR_KEYPRESS != 0xFF && _mouseAndKeyboardStat) { // Key Input
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if (315 <= _mouseAndKeyboardStat && _mouseAndKeyboardStat <= 323) {
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// Convert F-Keys for V1/V2 games (they start at 1)
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VAR(VAR_KEYPRESS) = _mouseAndKeyboardStat - 314;
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} else {
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VAR(VAR_KEYPRESS) = _mouseAndKeyboardStat;
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}
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}
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}
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void ScummEngine_v3::processKeyboard(Common::KeyState lastKeyHit) {
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// Fall back to default behavior
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ScummEngine::processKeyboard(lastKeyHit);
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// On Alt-F5 prepare savegame for the original save/load dialog.
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if (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == Common::KBD_ALT) {
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prepareSavegame();
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}
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// 'i' brings up an IQ dialog in Indy3 (disabled in save/load dialog for input)
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if (lastKeyHit.ascii == 'i' && _game.id == GID_INDY3 && _currentRoom != 14) {
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// SCUMM var 244 is the episode score
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// and var 245 is the series score
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char text[50];
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updateIQPoints();
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sprintf(text, "IQ Points: Episode = %d, Series = %d", _scummVars[244], _scummVars[245]);
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Indy3IQPointsDialog indy3IQPointsDialog(this, text);
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runDialog(indy3IQPointsDialog);
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}
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}
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void ScummEngine::processKeyboard(Common::KeyState lastKeyHit) {
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// Enable the following five special keys conditionally:
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bool restartKeyEnabled = (VAR_RESTART_KEY == 0xFF || VAR(VAR_RESTART_KEY) != 0);
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bool pauseKeyEnabled = (VAR_PAUSE_KEY == 0xFF || VAR(VAR_PAUSE_KEY) != 0);
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bool talkstopKeyEnabled = (VAR_TALKSTOP_KEY == 0xFF || VAR(VAR_TALKSTOP_KEY) != 0);
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bool cutsceneExitKeyEnabled = (VAR_CUTSCENEEXIT_KEY == 0xFF || VAR(VAR_CUTSCENEEXIT_KEY) != 0);
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bool mainmenuKeyEnabled = (VAR_MAINMENU_KEY == 0xFF || VAR(VAR_MAINMENU_KEY) != 0);
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bool snapScrollKeyEnabled = (_game.version <= 2 || VAR_CAMERA_FAST_X != 0xFF);
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// In FM-TOWNS games F8 / restart is always enabled
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if (_game.platform == Common::kPlatformFMTowns)
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restartKeyEnabled = true;
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// For games which use VAR_MAINMENU_KEY, disable the mainmenu key if
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// requested by the scripts. We make an exception for COMI (i.e.
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// forcefully always enable it there), as that always disables it.
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|
if (_game.id == GID_CMI)
|
|
mainmenuKeyEnabled = true;
|
|
|
|
if (mainmenuKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_F5 && lastKeyHit.flags == 0)) {
|
|
if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
|
|
runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0);
|
|
|
|
scummMenuDialog(); // Display GUI
|
|
|
|
if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
|
|
runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0);
|
|
|
|
} else if (restartKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_F8 && lastKeyHit.flags == 0)) {
|
|
confirmRestartDialog();
|
|
|
|
} else if (pauseKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_SPACE && lastKeyHit.flags == 0)) {
|
|
pauseGame();
|
|
|
|
} else if (talkstopKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_PERIOD && lastKeyHit.flags == 0)) {
|
|
_talkDelay = 0;
|
|
if (_sound->_sfxMode & 2)
|
|
stopTalk();
|
|
|
|
} else if (cutsceneExitKeyEnabled && (lastKeyHit.keycode == Common::KEYCODE_ESCAPE && lastKeyHit.flags == 0)) {
|
|
abortCutscene();
|
|
|
|
// VAR_CUTSCENEEXIT_KEY doesn't exist in SCUMM0
|
|
if (VAR_CUTSCENEEXIT_KEY != 0xFF)
|
|
_mouseAndKeyboardStat = VAR(VAR_CUTSCENEEXIT_KEY);
|
|
} else if (snapScrollKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_r &&
|
|
lastKeyHit.flags == 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 (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 (lastKeyHit.ascii == '-' || lastKeyHit.ascii == '+') { // Change text speed
|
|
if (lastKeyHit.ascii == '+' && _defaultTalkDelay > 0)
|
|
_defaultTalkDelay--;
|
|
else if (lastKeyHit.ascii == '-' && _defaultTalkDelay < 9)
|
|
_defaultTalkDelay++;
|
|
|
|
// Display the talk speed
|
|
ValueDisplayDialog dlg("Subtitle speed: ", 0, 9, 9 - _defaultTalkDelay, '+', '-');
|
|
_defaultTalkDelay = 9 - runDialog(dlg);
|
|
|
|
// Save the new talkspeed value to ConfMan
|
|
setTalkSpeed(_defaultTalkDelay);
|
|
|
|
if (VAR_CHARINC != 0xFF)
|
|
VAR(VAR_CHARINC) = _defaultTalkDelay;
|
|
|
|
} else {
|
|
|
|
if (lastKeyHit.keycode >= Common::KEYCODE_F1 &&
|
|
lastKeyHit.keycode <= Common::KEYCODE_F9) {
|
|
_mouseAndKeyboardStat = lastKeyHit.keycode - Common::KEYCODE_F1 + 315;
|
|
|
|
} 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 (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD) {
|
|
// Map arrow keys to number keys in the SEGA version of MI to support
|
|
// scrolling to conversation choices. See bug report #1193185 for details.
|
|
_mouseAndKeyboardStat = lastKeyHit.keycode - Common::KEYCODE_UP + 54;
|
|
} 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 {
|
|
_mouseAndKeyboardStat = lastKeyHit.ascii;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|