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);
767 if (game_status == GAME_MODE_PLAYING && !network_playing)
769 int centered_player_nr_next = -999;
771 if (key == setup.shortcut.focus_player_all)
772 centered_player_nr_next = -1;
774 for (i = 0; i < MAX_PLAYERS; i++)
775 if (key == setup.shortcut.focus_player[i])
776 centered_player_nr_next = i;
778 if (centered_player_nr_next != -999)
780 game.centered_player_nr_next = centered_player_nr_next;
781 game.set_centered_player = TRUE;
785 tape.centered_player_nr_next = game.centered_player_nr_next;
786 tape.set_centered_player = TRUE;
791 HandleKeysSpecial(key);
793 if (HandleGadgetsKeyInput(key))
795 if (key != KSYM_Escape) /* always allow ESC key to be handled */
796 key = KSYM_UNDEFINED;
801 case GAME_MODE_PSEUDO_TYPENAME:
802 HandleTypeName(0, key);
805 case GAME_MODE_TITLE:
807 case GAME_MODE_LEVELS:
808 case GAME_MODE_SETUP:
810 case GAME_MODE_SCORES:
815 if (game_status == GAME_MODE_TITLE)
816 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
817 else if (game_status == GAME_MODE_MAIN)
818 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
819 else if (game_status == GAME_MODE_LEVELS)
820 HandleChooseLevel(0, 0, 0, 0, MB_MENU_CHOICE);
821 else if (game_status == GAME_MODE_SETUP)
822 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
823 else if (game_status == GAME_MODE_INFO)
824 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
825 else if (game_status == GAME_MODE_SCORES)
826 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
830 if (game_status != GAME_MODE_MAIN)
831 FadeSkipNextFadeIn();
833 if (game_status == GAME_MODE_TITLE)
834 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
835 else if (game_status == GAME_MODE_LEVELS)
836 HandleChooseLevel(0, 0, 0, 0, MB_MENU_LEAVE);
837 else if (game_status == GAME_MODE_SETUP)
838 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
839 else if (game_status == GAME_MODE_INFO)
840 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
841 else if (game_status == GAME_MODE_SCORES)
842 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
846 if (game_status == GAME_MODE_LEVELS)
847 HandleChooseLevel(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
848 else if (game_status == GAME_MODE_SETUP)
849 HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
850 else if (game_status == GAME_MODE_INFO)
851 HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
852 else if (game_status == GAME_MODE_SCORES)
853 HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
857 if (game_status == GAME_MODE_LEVELS)
858 HandleChooseLevel(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
859 else if (game_status == GAME_MODE_SETUP)
860 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
861 else if (game_status == GAME_MODE_INFO)
862 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
863 else if (game_status == GAME_MODE_SCORES)
864 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
869 GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
878 case GAME_MODE_EDITOR:
879 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
880 HandleLevelEditorKeyInput(key);
883 case GAME_MODE_PLAYING:
888 RequestQuitGame(setup.ask_on_escape);
906 if (GameFrameDelay == 500)
907 GameFrameDelay = GAME_FRAME_DELAY;
909 GameFrameDelay = 500;
912 GameFrameDelay = (key - KSYM_0) * 10;
913 printf("Game speed == %d%% (%d ms delay between two frames)\n",
914 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
920 options.debug = FALSE;
921 printf("debug mode disabled\n");
925 options.debug = TRUE;
926 printf("debug mode enabled\n");
931 if (!global.fps_slowdown)
933 global.fps_slowdown = TRUE;
934 global.fps_slowdown_factor = 2;
935 printf("fps slowdown enabled -- display only every 2nd frame\n");
937 else if (global.fps_slowdown_factor == 2)
939 global.fps_slowdown_factor = 4;
940 printf("fps slowdown enabled -- display only every 4th frame\n");
944 global.fps_slowdown = FALSE;
945 global.fps_slowdown_factor = 1;
946 printf("fps slowdown disabled\n");
951 ScrollStepSize = TILEX/8;
952 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
956 ScrollStepSize = TILEX/4;
957 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
961 ScrollStepSize = TILEX/2;
962 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
966 ScrollStepSize = TILEX;
967 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
971 printf("::: currently using game engine version %d\n",
972 game.engine_version);
983 if (key == KSYM_Escape)
985 game_status = GAME_MODE_MAIN;
995 if (button_status && game_status != GAME_MODE_PLAYING)
997 HandleButton(0, 0, -button_status, button_status);
1002 #if defined(NETWORK_AVALIABLE)
1003 if (options.network)
1010 static int HandleJoystickForAllPlayers()
1015 for (i = 0; i < MAX_PLAYERS; i++)
1017 byte joy_action = 0;
1020 if (!setup.input[i].use_joystick)
1024 joy_action = Joystick(i);
1025 result |= joy_action;
1027 if (!setup.input[i].use_joystick)
1030 stored_player[i].action = joy_action;
1036 void HandleJoystick()
1038 int joystick = HandleJoystickForAllPlayers();
1039 int keyboard = key_joystick_mapping;
1040 int joy = (joystick | keyboard);
1041 int left = joy & JOY_LEFT;
1042 int right = joy & JOY_RIGHT;
1043 int up = joy & JOY_UP;
1044 int down = joy & JOY_DOWN;
1045 int button = joy & JOY_BUTTON;
1046 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
1047 int dx = (left ? -1 : right ? 1 : 0);
1048 int dy = (up ? -1 : down ? 1 : 0);
1050 switch (game_status)
1052 case GAME_MODE_TITLE:
1053 case GAME_MODE_MAIN:
1054 case GAME_MODE_LEVELS:
1055 case GAME_MODE_SETUP:
1056 case GAME_MODE_INFO:
1058 static unsigned long joystickmove_delay = 0;
1060 if (joystick && !button &&
1061 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
1062 newbutton = dx = dy = 0;
1064 if (game_status == GAME_MODE_TITLE)
1065 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1066 else if (game_status == GAME_MODE_MAIN)
1067 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1068 else if (game_status == GAME_MODE_LEVELS)
1069 HandleChooseLevel(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1070 else if (game_status == GAME_MODE_SETUP)
1071 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1072 else if (game_status == GAME_MODE_INFO)
1073 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1077 case GAME_MODE_SCORES:
1078 HandleHallOfFame(0, 0, dx, dy, !newbutton);
1081 case GAME_MODE_EDITOR:
1082 HandleLevelEditorIdle();
1085 case GAME_MODE_PLAYING:
1086 if (tape.playing || keyboard)
1087 newbutton = ((joy & JOY_BUTTON) != 0);
1090 if (local_player->LevelSolved_GameEnd && newbutton)
1092 if (AllPlayersGone && newbutton)