https://github.com/scummvm/scummvm
Raw File
Tip revision: 3b64e8da3d18f1cbfba4d7ff16db810ae9395929 authored by Johannes Schickel on 24 October 2006, 00:46:36 UTC
Backport of fixes for bugs #1582149 ("KYRA1: Crash when meeting Malcolm") and #1582726 ("KYRA1: Crash when entering Castle screen").
Tip revision: 3b64e8d
input.cpp
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2006 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/config-manager.h"
#include "common/system.h"

#include "gui/message.h"
#include "gui/newgui.h"

#include "scumm/debugger.h"
#include "scumm/dialogs.h"
#include "scumm/insane/insane.h"
#include "scumm/imuse/imuse.h"
#ifndef DISABLE_HE
#include "scumm/he/intern_he.h"
#include "scumm/he/logic_he.h"
#endif
#include "scumm/scumm.h"
#include "scumm/sound.h"


#ifdef _WIN32_WCE
#define		KEY_ALL_SKIP	3457
#endif

namespace Scumm {

enum MouseButtonStatus {
	msDown = 1,
	msClicked = 2
};

void ScummEngine::parseEvents() {
	OSystem::Event event;

	while (_system->pollEvent(event)) {

		switch (event.type) {
		case OSystem::EVENT_KEYDOWN:
			if (event.kbd.keycode >= '0' && event.kbd.keycode <= '9'
				&& (event.kbd.flags == OSystem::KBD_ALT ||
					event.kbd.flags == OSystem::KBD_CTRL)) {
				_saveLoadSlot = event.kbd.keycode - '0';

				//  don't overwrite autosave (slot 0)
				if (_saveLoadSlot == 0)
					_saveLoadSlot = 10;

				sprintf(_saveLoadName, "Quicksave %d", _saveLoadSlot);
				_saveLoadFlag = (event.kbd.flags == OSystem::KBD_ALT) ? 1 : 2;
				_saveTemporaryState = false;
			} else if (event.kbd.flags == OSystem::KBD_CTRL) {
				if (event.kbd.keycode == 'f')
					_fastMode ^= 1;
				else if (event.kbd.keycode == 'g')
					_fastMode ^= 2;
				else if (event.kbd.keycode == 'd')
					_debugger->attach();
				else if (event.kbd.keycode == 's')
					res.resourceStats();
				else
					_keyPressed = event.kbd.ascii;	// Normal key press, pass on to the game.
			} else if (event.kbd.flags & OSystem::KBD_ALT) {
				// The result must be 273 for Alt-W
				// because that's what MI2 looks for in
				// its "instant win" cheat.
				_keyPressed = event.kbd.keycode + 154;
			} else if (event.kbd.ascii == 315 && (_game.id == GID_CMI && !(_game.features & GF_DEMO))) {
				// FIXME: support in-game menu screen. For now, this remaps F1 to F5 in COMI
				_keyPressed = 319;
			} else if (event.kbd.ascii < 273 || event.kbd.ascii > 276 || _game.version >= 7) {
				// don't let game have arrow keys as we currently steal them
				// for keyboard cursor control
				// this fixes bug with up arrow (273) corresponding to
				// "instant win" cheat in MI2 mentioned above
				//
				// This is not applicable to Full Throttle as it processes keyboard
				// cursor control by itself. Also it fixes derby scene
				_keyPressed = event.kbd.ascii;	// Normal key press, pass on to the game.
			}

			if (_game.heversion >= 80) {
				// Keyboard is controlled via variable
				int _keyState = 0;

				if (event.kbd.ascii == 276) // Left
					_keyState = 1;

				if (event.kbd.ascii == 275) // Right
					_keyState |= 2;

				if (event.kbd.ascii == 273) // Up
					_keyState |= 4;

				if (event.kbd.ascii == 274) // Down
					_keyState |= 8;

				if (event.kbd.flags == OSystem::KBD_SHIFT)
					_keyState |= 16;

				if (event.kbd.flags == OSystem::KBD_CTRL)
					_keyState |= 32;

				VAR(VAR_KEY_STATE) = _keyState;
			}

			if (_keyPressed >= 512)
				debugC(DEBUG_GENERAL, "_keyPressed > 512 (%d)", _keyPressed);
			else
				_keyDownMap[_keyPressed] = true;
			break;

		case OSystem::EVENT_KEYUP:
			// FIXME: for some reason OSystem::KBD_ALT is set sometimes
			// possible to a bug in sdl-common.cpp
			if (event.kbd.ascii >= 512)
				debugC(DEBUG_GENERAL, "keyPressed > 512 (%d)", event.kbd.ascii);
			else
				_keyDownMap[event.kbd.ascii] = false;
			break;


		// We update the mouse position whenever the mouse moves or a click occurs.
		// The latter is done to accomodate systems with a touchpad / pen controller.
		case OSystem::EVENT_LBUTTONDOWN:
		case OSystem::EVENT_RBUTTONDOWN:
		case OSystem::EVENT_MOUSEMOVE:
			if (event.type == OSystem::EVENT_LBUTTONDOWN)
				_leftBtnPressed |= msClicked|msDown;
			else if (event.type == OSystem::EVENT_RBUTTONDOWN)
				_rightBtnPressed |= msClicked|msDown;
			_mouse.x = event.mouse.x;
			_mouse.y = event.mouse.y;

			if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) {
				_mouse.x -= (Common::kHercW - _screenWidth * 2) / 2;
				_mouse.x /= 2;
				_mouse.y = _mouse.y * 4 / 7;
			}
			break;
		case OSystem::EVENT_LBUTTONUP:
			_leftBtnPressed &= ~msDown;
			break;

		case OSystem::EVENT_RBUTTONUP:
			_rightBtnPressed &= ~msDown;
			break;

		// The following two cases enable dialog choices to be
		// scrolled through in the SegaCD version of MI
		// as nothing else uses the wheel don't bother
		// checking the gameid

		case OSystem::EVENT_WHEELDOWN:
			_keyPressed = 'a';
			break;

		case OSystem::EVENT_WHEELUP:
			_keyPressed = 'q';
			break;

		case OSystem::EVENT_SCREEN_CHANGED:
			g_gui.handleScreenChange();
			break;

		case OSystem::EVENT_QUIT:
			if (_confirmExit)
				confirmExitDialog();
			else
				_quit = true;
			break;

		default:
			break;
		}
	}
}

void ScummEngine::clearClickedStatus() {
	_keyPressed = 0;

#ifndef DISABLE_HE
	if (_game.heversion >= 98) {
		((ScummEngine_v90he *)this)->_logicHE->processKeyStroke(_keyPressed);
	}
#endif
	_mouseAndKeyboardStat = 0;
	_leftBtnPressed &= ~msClicked;
	_rightBtnPressed &= ~msClicked;
}

void ScummEngine::processKbd(bool smushMode) {
	int saveloadkey;

#ifndef DISABLE_HE
	if (_game.heversion >= 98) {
		((ScummEngine_v90he *)this)->_logicHE->processKeyStroke(_keyPressed);
	}
#endif

	_lastKeyHit = _keyPressed;
	_keyPressed = 0;
	if (((_game.version <= 2) || (_game.platform == Common::kPlatformFMTowns && _game.version == 3)) && 315 <= _lastKeyHit && _lastKeyHit < 315+12) {
		// Convert F-Keys for V1/V2 games (they start at 1 instead of at 315)
		_lastKeyHit -= 314;
	}


	//
	// Clip the mouse coordinates, and compute _virtualMouse.x (and clip it, too)
	//
	if (_mouse.x < 0)
		_mouse.x = 0;
	if (_mouse.x > _screenWidth-1)
		_mouse.x = _screenWidth-1;
	if (_mouse.y < 0)
		_mouse.y = 0;
	if (_mouse.y > _screenHeight-1)
		_mouse.y = _screenHeight-1;

	_virtualMouse.x = _mouse.x + virtscr[0].xstart;
	_virtualMouse.y = _mouse.y - virtscr[0].topline;
	if (_game.features & GF_NEW_CAMERA)
		_virtualMouse.y += _screenTop;

	if (_virtualMouse.y < 0)
		_virtualMouse.y = -1;
	if (_virtualMouse.y >= virtscr[0].h)
		_virtualMouse.y = -1;

	//
	// Determine the mouse button state.
	//
	_mouseAndKeyboardStat = 0;

	// Interpret 'return' as left click and 'tab' as right click
	if (_lastKeyHit && _cursor.state > 0) {
		if (_lastKeyHit == 9) {
			_mouseAndKeyboardStat = MBS_RIGHT_CLICK;
			_lastKeyHit = 0;
		} else if (_lastKeyHit == 13) {
			_mouseAndKeyboardStat = MBS_LEFT_CLICK;
			_lastKeyHit = 0;
		}
	}

	if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _game.version >= 4) {
		// Pressing both mouse buttons is treated as if you pressed
		// the cutscene exit key (i.e. ESC in most games). That mimicks
		// the behaviour of the original engine where pressing both
		// mouse buttons also skips the current cutscene.
		_mouseAndKeyboardStat = 0;
		_lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY);
	} 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 (i.e. ESC in most games). That mimicks
		// the behaviour of the original engine where pressing right
		// mouse button also skips the current cutscene.
		_mouseAndKeyboardStat = 0;
		_lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27;
	} 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.version >= 7) {
			VAR(VAR_LEFTBTN_DOWN) = (_leftBtnPressed & msClicked) != 0;
			VAR(VAR_RIGHTBTN_DOWN) = (_rightBtnPressed & msClicked) != 0;
		}
	}

	_leftBtnPressed &= ~msClicked;
	_rightBtnPressed &= ~msClicked;

	if (!_lastKeyHit)
		return;

	// If a key script was specified (a V8 feature), and it's trigger
	// key was pressed, run it.
	if (_keyScriptNo && (_keyScriptKey == _lastKeyHit)) {
		runScript(_keyScriptNo, 0, 0, 0);
		return;
	}

#ifdef _WIN32_WCE
	if (_lastKeyHit == KEY_ALL_SKIP) {
		// Skip cutscene
		if (smushMode || vm.cutScenePtr[vm.cutSceneStackPointer])
			_lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27;
		else
		// Skip talk
		if (VAR_TALKSTOP_KEY != 0xFF && _talkDelay > 0)
			_lastKeyHit = (uint)VAR(VAR_TALKSTOP_KEY);
		else
		// Escape
			_lastKeyHit = 27;
	}
#endif

	if (_game.version >= 6 && _lastKeyHit == 20) {
		char buf[256];

		_voiceMode++;
		if (_voiceMode == 3)
			_voiceMode = 0;

		switch(_voiceMode) {
		case 0:
			sprintf(buf, "Speech Only");
			ConfMan.setBool("speech_mute", false);
			ConfMan.setBool("subtitles", false);
			break;
		case 1:
			sprintf(buf, "Speech and Subtitles");
			ConfMan.setBool("speech_mute", false);
			ConfMan.setBool("subtitles", true);
			break;
		case 2:
			sprintf(buf, "Subtitles Only");
			ConfMan.setBool("speech_mute", true);
			ConfMan.setBool("subtitles", true);
			break;
		}

		if (VAR_VOICE_MODE != 0xFF)
			VAR(VAR_VOICE_MODE) = _voiceMode;

		GUI::TimedMessageDialog dialog(buf, 1500);
		runDialog(dialog);
		return;
	}

	if (VAR_RESTART_KEY != 0xFF && _lastKeyHit == VAR(VAR_RESTART_KEY) ||
	   (((_game.version <= 2) || (_game.platform == Common::kPlatformFMTowns && _game.version == 3)) && _lastKeyHit == 8)) {
		confirmRestartDialog();
		return;
	}

	if ((VAR_PAUSE_KEY != 0xFF && _lastKeyHit == VAR(VAR_PAUSE_KEY)) ||
		(VAR_PAUSE_KEY == 0xFF && _lastKeyHit == ' ')) {
		pauseGame();
		return;
	}

	// COMI version string is hard coded
	// Dig/FT version strings are partly hard coded too
	if (_game.version == 7 && _lastKeyHit == VAR(VAR_VERSION_KEY)) {
		versionDialog();
		return;
	}

	if ((_game.version <= 2) || (_game.platform == Common::kPlatformFMTowns && _game.version == 3))
		saveloadkey = 5;	// F5
	else if ((_game.version <= 3) || (_game.id == GID_SAMNMAX) || (_game.id == GID_CMI) || (_game.heversion >= 72))
		saveloadkey = 319;	// F5
	else
		saveloadkey = VAR(VAR_MAINMENU_KEY);

	if ((_game.platform == Common::kPlatformC64 && _game.id == GID_MANIAC && _lastKeyHit == 27) || 
		(VAR_CUTSCENEEXIT_KEY != 0xFF && _lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY))) {
#ifndef DISABLE_SCUMM_7_8
		// Skip cutscene (or active SMUSH video). For the V2 games, which
		// normally use F4 for this, we add in a hack that makes escape work,
		// too (just for convenience).
		if (smushMode) {
			if (_game.id == GID_FT)
				_insane->escapeKeyHandler();
			else
				_smushVideoShouldFinish = true;
		}
#endif
		if (!smushMode || _smushVideoShouldFinish)
			abortCutscene();
		if (_game.version <= 2) {
			// Ensure that the input script also sees the key press.
			// This is necessary so you can abort the airplane travel
			// in Zak.
			if (VAR_KEYPRESS != 0xFF)
				VAR(VAR_KEYPRESS) = VAR(VAR_CUTSCENEEXIT_KEY);
		}
	} else if (_lastKeyHit == saveloadkey) {
		if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
			runScript(VAR(VAR_SAVELOAD_SCRIPT), 0, 0, 0);

		mainMenuDialog();		// Display NewGui

		if (VAR_SAVELOAD_SCRIPT != 0xFF && _currentRoom != 0)
			runScript(VAR(VAR_SAVELOAD_SCRIPT2), 0, 0, 0);
		return;
	} else if (VAR_TALKSTOP_KEY != 0xFF && _lastKeyHit == VAR(VAR_TALKSTOP_KEY)) {
		_talkDelay = 0;
		if (_sound->_sfxMode & 2)
			stopTalk();
		return;
	} else if (_lastKeyHit == '[' || _lastKeyHit == ']') { // Change music volume
		int vol = ConfMan.getInt("music_volume") / 16;
		if (_lastKeyHit == ']' && vol < 16)
			vol++;
		else if (_lastKeyHit == '[' && 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);
		updateSoundSettings();
	} else if (_lastKeyHit == '-' || _lastKeyHit == '+') { // Change text speed
		if (_lastKeyHit == '+' && _defaultTalkDelay > 0)
			_defaultTalkDelay--;
		else if (_lastKeyHit == '-' && _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 == '~' || _lastKeyHit == '#') { // Debug console
		_debugger->attach();
	} else if (_game.version <= 2) {
		// Store the input type. So far we can't distinguish
		// between 1, 3 and 5.
		// 1) Verb	2) Scene	3) Inv.		4) Key
		// 5) Sentence Bar

		if (VAR_KEYPRESS != 0xFF && _lastKeyHit) {		// Key Input
			VAR(VAR_KEYPRESS) = _lastKeyHit;
		}
	}

	_mouseAndKeyboardStat = _lastKeyHit;
}

} // End of namespace Scumm
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