1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
27 #define DEBUG_EVENTS 0
30 static boolean cursor_inside_playfield = FALSE;
31 static boolean playfield_cursor_set = FALSE;
32 static unsigned long playfield_cursor_delay = 0;
35 /* event filter especially needed for SDL event filtering due to
36 delay problems with lots of mouse motion events when mouse button
37 not pressed (X11 can handle this with 'PointerMotionHintMask') */
39 int FilterMouseMotionEvents(const Event *event)
43 /* non-motion events are directly passed to event handler functions */
44 if (event->type != EVENT_MOTIONNOTIFY)
47 motion = (MotionEvent *)event;
48 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
49 motion->y >= SY && motion->y < SY + SYSIZE);
51 if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
53 SetMouseCursor(CURSOR_DEFAULT);
54 playfield_cursor_set = FALSE;
55 DelayReached(&playfield_cursor_delay, 0);
58 /* skip mouse motion events without pressed button outside level editor */
59 if (button_status == MB_RELEASED &&
60 game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
66 /* to prevent delay problems, skip mouse motion events if the very next
67 event is also a mouse motion event (and therefore effectively only
68 handling the last of a row of mouse motion events in the event queue) */
70 boolean SkipPressedMouseMotionEvent(const Event *event)
72 /* nothing to do if the current event is not a mouse motion event */
73 if (event->type != EVENT_MOTIONNOTIFY)
76 /* only skip motion events with pressed button outside level editor */
77 if (button_status == MB_RELEASED ||
78 game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
85 PeekEvent(&next_event);
87 /* if next event is also a mouse motion event, skip the current one */
88 if (next_event.type == EVENT_MOTIONNOTIFY)
95 /* this is only really needed for non-SDL targets to filter unwanted events;
96 when using SDL with properly installed event filter, this function can be
97 replaced with a simple "NextEvent()" call, but it doesn't hurt either */
99 static boolean NextValidEvent(Event *event)
101 while (PendingEvent())
103 boolean handle_this_event = FALSE;
107 if (FilterMouseMotionEvents(event))
108 handle_this_event = TRUE;
110 if (SkipPressedMouseMotionEvent(event))
111 handle_this_event = FALSE;
113 if (handle_this_event)
124 if (PendingEvent()) /* got event */
128 while (NextValidEvent(&event))
132 case EVENT_BUTTONPRESS:
133 case EVENT_BUTTONRELEASE:
134 HandleButtonEvent((ButtonEvent *) &event);
137 case EVENT_MOTIONNOTIFY:
138 HandleMotionEvent((MotionEvent *) &event);
142 case EVENT_KEYRELEASE:
143 HandleKeyEvent((KeyEvent *) &event);
147 HandleOtherEvents(&event);
154 /* when playing, display a special mouse pointer inside the playfield */
155 if (game_status == GAME_MODE_PLAYING && !tape.pausing)
157 if (!playfield_cursor_set && cursor_inside_playfield &&
158 DelayReached(&playfield_cursor_delay, 1000))
160 SetMouseCursor(CURSOR_PLAYFIELD);
161 playfield_cursor_set = TRUE;
164 else if (playfield_cursor_set)
166 SetMouseCursor(CURSOR_DEFAULT);
167 playfield_cursor_set = FALSE;
173 /* don't use all CPU time when idle; the main loop while playing
174 has its own synchronization and is CPU friendly, too */
176 if (game_status == GAME_MODE_PLAYING)
183 if (!PendingEvent()) /* delay only if no pending events */
187 /* refresh window contents from drawing buffer, if needed */
190 if (game_status == GAME_MODE_QUIT)
195 void HandleOtherEvents(Event *event)
200 HandleExposeEvent((ExposeEvent *) event);
203 case EVENT_UNMAPNOTIFY:
205 /* This causes the game to stop not only when iconified, but also
206 when on another virtual desktop, which might be not desired. */
207 SleepWhileUnmapped();
213 HandleFocusEvent((FocusChangeEvent *) event);
216 case EVENT_CLIENTMESSAGE:
217 HandleClientMessageEvent((ClientMessageEvent *) event);
220 #if defined(TARGET_SDL)
221 case SDL_JOYAXISMOTION:
222 case SDL_JOYBUTTONDOWN:
223 case SDL_JOYBUTTONUP:
224 HandleJoystickEvent(event);
228 HandleWindowManagerEvent(event);
237 void ClearEventQueue()
239 while (PendingEvent())
247 case EVENT_BUTTONRELEASE:
248 button_status = MB_RELEASED;
251 case EVENT_KEYRELEASE:
255 key_joystick_mapping = 0;
260 HandleOtherEvents(&event);
266 void ClearPlayerAction()
270 /* simulate key release events for still pressed keys */
271 key_joystick_mapping = 0;
272 for (i = 0; i < MAX_PLAYERS; i++)
273 stored_player[i].action = 0;
276 void SleepWhileUnmapped()
278 boolean window_unmapped = TRUE;
280 KeyboardAutoRepeatOn();
282 while (window_unmapped)
290 case EVENT_BUTTONRELEASE:
291 button_status = MB_RELEASED;
294 case EVENT_KEYRELEASE:
295 key_joystick_mapping = 0;
298 case EVENT_MAPNOTIFY:
299 window_unmapped = FALSE;
302 case EVENT_UNMAPNOTIFY:
303 /* this is only to surely prevent the 'should not happen' case
304 * of recursively looping between 'SleepWhileUnmapped()' and
305 * 'HandleOtherEvents()' which usually calls this funtion.
310 HandleOtherEvents(&event);
315 if (game_status == GAME_MODE_PLAYING)
316 KeyboardAutoRepeatOffUnlessAutoplay();
319 void HandleExposeEvent(ExposeEvent *event)
322 RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
327 void HandleButtonEvent(ButtonEvent *event)
330 printf("::: BUTTON EVENT: button %d %s\n", event->button,
331 event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
334 motion_status = FALSE;
336 if (event->type == EVENT_BUTTONPRESS)
337 button_status = event->button;
339 button_status = MB_RELEASED;
341 HandleButton(event->x, event->y, button_status, event->button);
344 void HandleMotionEvent(MotionEvent *event)
346 if (!PointerInWindow(window))
347 return; /* window and pointer are on different screens */
349 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
352 motion_status = TRUE;
354 HandleButton(event->x, event->y, button_status, button_status);
357 void HandleKeyEvent(KeyEvent *event)
359 int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
360 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
361 Key key = GetEventKey(event, with_modifiers);
362 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
365 printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE),
366 event->type == EVENT_KEYPRESS ? "pressed" : "released");
369 HandleKeyModState(keymod, key_status);
370 HandleKey(key, key_status);
373 void HandleFocusEvent(FocusChangeEvent *event)
375 static int old_joystick_status = -1;
377 if (event->type == EVENT_FOCUSOUT)
379 KeyboardAutoRepeatOn();
380 old_joystick_status = joystick.status;
381 joystick.status = JOYSTICK_NOT_AVAILABLE;
385 else if (event->type == EVENT_FOCUSIN)
387 /* When there are two Rocks'n'Diamonds windows which overlap and
388 the player moves the pointer from one game window to the other,
389 a 'FocusOut' event is generated for the window the pointer is
390 leaving and a 'FocusIn' event is generated for the window the
391 pointer is entering. In some cases, it can happen that the
392 'FocusIn' event is handled by the one game process before the
393 'FocusOut' event by the other game process. In this case the
394 X11 environment would end up with activated keyboard auto repeat,
395 because unfortunately this is a global setting and not (which
396 would be far better) set for each X11 window individually.
397 The effect would be keyboard auto repeat while playing the game
398 (game_status == GAME_MODE_PLAYING), which is not desired.
399 To avoid this special case, we just wait 1/10 second before
400 processing the 'FocusIn' event.
403 if (game_status == GAME_MODE_PLAYING)
406 KeyboardAutoRepeatOffUnlessAutoplay();
409 if (old_joystick_status != -1)
410 joystick.status = old_joystick_status;
414 void HandleClientMessageEvent(ClientMessageEvent *event)
416 if (CheckCloseWindowEvent(event))
420 void HandleWindowManagerEvent(Event *event)
422 #if defined(TARGET_SDL)
423 SDLHandleWindowManagerEvent(event);
427 void HandleButton(int mx, int my, int button, int button_nr)
429 static int old_mx = 0, old_my = 0;
443 if (HandleGadgets(mx, my, button))
445 /* do not handle this button event anymore */
446 mx = my = -32; /* force mouse event to be outside screen tiles */
449 /* do not use scroll wheel button events for anything other than gadgets */
450 if (IS_WHEEL_BUTTON(button_nr))
455 case GAME_MODE_TITLE:
456 HandleTitleScreen(mx, my, 0, 0, button);
460 HandleMainMenu(mx, my, 0, 0, button);
463 case GAME_MODE_PSEUDO_TYPENAME:
464 HandleTypeName(0, KSYM_Return);
467 case GAME_MODE_LEVELS:
468 HandleChooseLevel(mx, my, 0, 0, button);
471 case GAME_MODE_SCORES:
472 HandleHallOfFame(0, 0, 0, 0, button);
475 case GAME_MODE_EDITOR:
476 HandleLevelEditorIdle();
480 HandleInfoScreen(mx, my, 0, 0, button);
483 case GAME_MODE_SETUP:
484 HandleSetupScreen(mx, my, 0, 0, button);
487 case GAME_MODE_PLAYING:
489 if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
490 DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
499 static boolean is_string_suffix(char *string, char *suffix)
501 int string_len = strlen(string);
502 int suffix_len = strlen(suffix);
504 if (suffix_len > string_len)
507 return (strEqual(&string[string_len - suffix_len], suffix));
510 #define MAX_CHEAT_INPUT_LEN 32
512 static void HandleKeysSpecial(Key key)
514 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
515 char letter = getCharFromKey(key);
516 int cheat_input_len = strlen(cheat_input);
522 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
524 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
525 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
527 cheat_input_len = MAX_CHEAT_INPUT_LEN;
530 cheat_input[cheat_input_len++] = letter;
531 cheat_input[cheat_input_len] = '\0';
534 printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
537 if (game_status == GAME_MODE_MAIN)
539 if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
540 is_string_suffix(cheat_input, ":ist"))
542 InsertSolutionTape();
544 else if (is_string_suffix(cheat_input, ":reload-graphics") ||
545 is_string_suffix(cheat_input, ":rg"))
547 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
550 else if (is_string_suffix(cheat_input, ":reload-sounds") ||
551 is_string_suffix(cheat_input, ":rs"))
553 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
556 else if (is_string_suffix(cheat_input, ":reload-music") ||
557 is_string_suffix(cheat_input, ":rm"))
559 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
562 else if (is_string_suffix(cheat_input, ":reload-artwork") ||
563 is_string_suffix(cheat_input, ":ra"))
565 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
566 1 << ARTWORK_TYPE_SOUNDS |
567 1 << ARTWORK_TYPE_MUSIC);
570 else if (is_string_suffix(cheat_input, ":dump-level") ||
571 is_string_suffix(cheat_input, ":dl"))
575 else if (is_string_suffix(cheat_input, ":dump-tape") ||
576 is_string_suffix(cheat_input, ":dt"))
580 else if (is_string_suffix(cheat_input, ":save-native-level") ||
581 is_string_suffix(cheat_input, ":snl"))
583 SaveNativeLevel(&level);
586 else if (game_status == GAME_MODE_PLAYING)
589 if (is_string_suffix(cheat_input, ".q"))
590 DEBUG_SetMaximumDynamite();
593 else if (game_status == GAME_MODE_EDITOR)
595 if (is_string_suffix(cheat_input, ":dump-brush") ||
596 is_string_suffix(cheat_input, ":DB"))
600 else if (is_string_suffix(cheat_input, ":DDB"))
607 void HandleKey(Key key, int key_status)
609 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
610 static struct SetupKeyboardInfo custom_key;
618 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
619 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
620 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
621 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
622 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
623 { &custom_key.drop, DEFAULT_KEY_DROP, JOY_BUTTON_2 }
628 if (game_status == GAME_MODE_PLAYING)
630 /* only needed for single-step tape recording mode */
631 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
632 static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
635 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
639 if (setup.input[pnr].use_joystick)
642 custom_key = setup.input[pnr].key;
644 for (i = 0; i < 6; i++)
645 if (key == *key_info[i].key_custom)
646 key_action |= key_info[i].action;
648 if (tape.single_step && clear_button_2[pnr])
650 stored_player[pnr].action &= ~KEY_BUTTON_2;
651 clear_button_2[pnr] = FALSE;
654 if (key_status == KEY_PRESSED)
655 stored_player[pnr].action |= key_action;
657 stored_player[pnr].action &= ~key_action;
659 if (tape.single_step && tape.recording && tape.pausing)
661 if (key_status == KEY_PRESSED &&
662 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
664 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
666 if (key_action & KEY_MOTION)
668 if (stored_player[pnr].action & KEY_BUTTON_2)
669 element_dropped[pnr] = TRUE;
672 else if (key_status == KEY_RELEASED &&
673 (key_action & KEY_BUTTON_2))
675 if (!element_dropped[pnr])
677 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
679 stored_player[pnr].action |= KEY_BUTTON_2;
680 clear_button_2[pnr] = TRUE;
683 element_dropped[pnr] = FALSE;
687 else if (tape.recording && tape.pausing)
689 /* prevent key release events from un-pausing a paused game */
690 if (key_status == KEY_PRESSED &&
691 (key_action & KEY_ACTION))
692 TapeTogglePause(TAPE_TOGGLE_MANUAL);
695 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
696 TapeTogglePause(TAPE_TOGGLE_MANUAL);
702 for (i = 0; i < 6; i++)
703 if (key == key_info[i].key_default)
704 joy |= key_info[i].action;
709 if (key_status == KEY_PRESSED)
710 key_joystick_mapping |= joy;
712 key_joystick_mapping &= ~joy;
717 if (game_status != GAME_MODE_PLAYING)
718 key_joystick_mapping = 0;
720 if (key_status == KEY_RELEASED)
723 if ((key == KSYM_Return || key == KSYM_KP_Enter) &&
724 (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
726 setup.fullscreen = !setup.fullscreen;
728 ToggleFullscreenIfNeeded();
730 if (game_status == GAME_MODE_SETUP)
731 RedrawSetupScreenAfterFullscreenToggle();
737 if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
738 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
740 if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
741 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
749 if (game_status == GAME_MODE_MAIN &&
750 (key == setup.shortcut.toggle_pause || key == KSYM_space))
752 StartGameActions(options.network, setup.autorecord, level.random_seed);
757 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
759 if (key == setup.shortcut.save_game)
761 else if (key == setup.shortcut.load_game)
763 else if (key == setup.shortcut.toggle_pause)
764 TapeTogglePause(TAPE_TOGGLE_MANUAL);
766 HandleTapeButtonKeys(key);
769 if (game_status == GAME_MODE_PLAYING && !network_playing)
771 int centered_player_nr_next = -999;
773 if (key == setup.shortcut.focus_player_all)
774 centered_player_nr_next = -1;
776 for (i = 0; i < MAX_PLAYERS; i++)
777 if (key == setup.shortcut.focus_player[i])
778 centered_player_nr_next = i;
780 if (centered_player_nr_next != -999)
782 game.centered_player_nr_next = centered_player_nr_next;
783 game.set_centered_player = TRUE;
787 tape.centered_player_nr_next = game.centered_player_nr_next;
788 tape.set_centered_player = TRUE;
793 HandleKeysSpecial(key);
795 if (HandleGadgetsKeyInput(key))
797 if (key != KSYM_Escape) /* always allow ESC key to be handled */
798 key = KSYM_UNDEFINED;
803 case GAME_MODE_PSEUDO_TYPENAME:
804 HandleTypeName(0, key);
807 case GAME_MODE_TITLE:
809 case GAME_MODE_LEVELS:
810 case GAME_MODE_SETUP:
812 case GAME_MODE_SCORES:
817 if (game_status == GAME_MODE_TITLE)
818 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
819 else if (game_status == GAME_MODE_MAIN)
820 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
821 else if (game_status == GAME_MODE_LEVELS)
822 HandleChooseLevel(0, 0, 0, 0, MB_MENU_CHOICE);
823 else if (game_status == GAME_MODE_SETUP)
824 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
825 else if (game_status == GAME_MODE_INFO)
826 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
827 else if (game_status == GAME_MODE_SCORES)
828 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
832 if (game_status != GAME_MODE_MAIN)
833 FadeSkipNextFadeIn();
835 if (game_status == GAME_MODE_TITLE)
836 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
837 else if (game_status == GAME_MODE_LEVELS)
838 HandleChooseLevel(0, 0, 0, 0, MB_MENU_LEAVE);
839 else if (game_status == GAME_MODE_SETUP)
840 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
841 else if (game_status == GAME_MODE_INFO)
842 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
843 else if (game_status == GAME_MODE_SCORES)
844 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
848 if (game_status == GAME_MODE_LEVELS)
849 HandleChooseLevel(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
850 else if (game_status == GAME_MODE_SETUP)
851 HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
852 else if (game_status == GAME_MODE_INFO)
853 HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
854 else if (game_status == GAME_MODE_SCORES)
855 HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
859 if (game_status == GAME_MODE_LEVELS)
860 HandleChooseLevel(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
861 else if (game_status == GAME_MODE_SETUP)
862 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
863 else if (game_status == GAME_MODE_INFO)
864 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
865 else if (game_status == GAME_MODE_SCORES)
866 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
871 GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
880 case GAME_MODE_EDITOR:
881 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
882 HandleLevelEditorKeyInput(key);
885 case GAME_MODE_PLAYING:
890 RequestQuitGame(setup.ask_on_escape);
908 if (GameFrameDelay == 500)
909 GameFrameDelay = GAME_FRAME_DELAY;
911 GameFrameDelay = 500;
914 GameFrameDelay = (key - KSYM_0) * 10;
915 printf("Game speed == %d%% (%d ms delay between two frames)\n",
916 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
922 options.debug = FALSE;
923 printf("debug mode disabled\n");
927 options.debug = TRUE;
928 printf("debug mode enabled\n");
933 if (!global.fps_slowdown)
935 global.fps_slowdown = TRUE;
936 global.fps_slowdown_factor = 2;
937 printf("fps slowdown enabled -- display only every 2nd frame\n");
939 else if (global.fps_slowdown_factor == 2)
941 global.fps_slowdown_factor = 4;
942 printf("fps slowdown enabled -- display only every 4th frame\n");
946 global.fps_slowdown = FALSE;
947 global.fps_slowdown_factor = 1;
948 printf("fps slowdown disabled\n");
953 ScrollStepSize = TILEX/8;
954 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
958 ScrollStepSize = TILEX/4;
959 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
963 ScrollStepSize = TILEX/2;
964 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
968 ScrollStepSize = TILEX;
969 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
973 printf("::: currently using game engine version %d\n",
974 game.engine_version);
985 if (key == KSYM_Escape)
987 game_status = GAME_MODE_MAIN;
997 if (button_status && game_status != GAME_MODE_PLAYING)
999 HandleButton(0, 0, -button_status, button_status);
1004 #if defined(NETWORK_AVALIABLE)
1005 if (options.network)
1012 static int HandleJoystickForAllPlayers()
1017 for (i = 0; i < MAX_PLAYERS; i++)
1019 byte joy_action = 0;
1022 if (!setup.input[i].use_joystick)
1026 joy_action = Joystick(i);
1027 result |= joy_action;
1029 if (!setup.input[i].use_joystick)
1032 stored_player[i].action = joy_action;
1038 void HandleJoystick()
1040 int joystick = HandleJoystickForAllPlayers();
1041 int keyboard = key_joystick_mapping;
1042 int joy = (joystick | keyboard);
1043 int left = joy & JOY_LEFT;
1044 int right = joy & JOY_RIGHT;
1045 int up = joy & JOY_UP;
1046 int down = joy & JOY_DOWN;
1047 int button = joy & JOY_BUTTON;
1048 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
1049 int dx = (left ? -1 : right ? 1 : 0);
1050 int dy = (up ? -1 : down ? 1 : 0);
1052 switch (game_status)
1054 case GAME_MODE_TITLE:
1055 case GAME_MODE_MAIN:
1056 case GAME_MODE_LEVELS:
1057 case GAME_MODE_SETUP:
1058 case GAME_MODE_INFO:
1060 static unsigned long joystickmove_delay = 0;
1062 if (joystick && !button &&
1063 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
1064 newbutton = dx = dy = 0;
1066 if (game_status == GAME_MODE_TITLE)
1067 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1068 else if (game_status == GAME_MODE_MAIN)
1069 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1070 else if (game_status == GAME_MODE_LEVELS)
1071 HandleChooseLevel(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1072 else if (game_status == GAME_MODE_SETUP)
1073 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1074 else if (game_status == GAME_MODE_INFO)
1075 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1079 case GAME_MODE_SCORES:
1080 HandleHallOfFame(0, 0, dx, dy, !newbutton);
1083 case GAME_MODE_EDITOR:
1084 HandleLevelEditorIdle();
1087 case GAME_MODE_PLAYING:
1088 if (tape.playing || keyboard)
1089 newbutton = ((joy & JOY_BUTTON) != 0);
1092 if (local_player->LevelSolved_GameEnd && newbutton)
1094 if (AllPlayersGone && newbutton)