1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
27 static boolean cursor_inside_playfield = FALSE;
28 static boolean playfield_cursor_set = FALSE;
29 static unsigned long playfield_cursor_delay = 0;
32 /* event filter especially needed for SDL event filtering due to
33 delay problems with lots of mouse motion events when mouse button
34 not pressed (X11 can handle this with 'PointerMotionHintMask') */
36 int FilterMouseMotionEvents(const Event *event)
40 /* non-motion events are directly passed to event handler functions */
41 if (event->type != EVENT_MOTIONNOTIFY)
44 motion = (MotionEvent *)event;
45 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
46 motion->y >= SY && motion->y < SY + SYSIZE);
48 if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
50 SetMouseCursor(CURSOR_DEFAULT);
51 playfield_cursor_set = FALSE;
52 DelayReached(&playfield_cursor_delay, 0);
55 /* skip mouse motion events without pressed button outside level editor */
56 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR &&
57 game_status != GAME_MODE_PLAYING)
63 /* this is only really needed for non-SDL targets to filter unwanted events;
64 when using SDL with properly installed event filter, this function can be
65 replaced with a simple "NextEvent()" call, but it doesn't hurt either */
67 static boolean NextValidEvent(Event *event)
69 while (PendingEvent())
73 if (FilterMouseMotionEvents(event))
84 if (PendingEvent()) /* got event */
88 if (NextValidEvent(&event))
92 case EVENT_BUTTONPRESS:
93 case EVENT_BUTTONRELEASE:
94 HandleButtonEvent((ButtonEvent *) &event);
97 case EVENT_MOTIONNOTIFY:
98 HandleMotionEvent((MotionEvent *) &event);
102 case EVENT_KEYRELEASE:
103 HandleKeyEvent((KeyEvent *) &event);
107 HandleOtherEvents(&event);
114 /* when playing, display a special mouse pointer inside the playfield */
115 if (game_status == GAME_MODE_PLAYING)
117 if (!playfield_cursor_set && cursor_inside_playfield &&
118 DelayReached(&playfield_cursor_delay, 1000))
120 SetMouseCursor(CURSOR_PLAYFIELD);
121 playfield_cursor_set = TRUE;
124 else if (playfield_cursor_set)
126 SetMouseCursor(CURSOR_DEFAULT);
127 playfield_cursor_set = FALSE;
133 /* don't use all CPU time when idle; the main loop while playing
134 has its own synchronization and is CPU friendly, too */
136 if (game_status == GAME_MODE_PLAYING)
141 if (!PendingEvent()) /* delay only if no pending events */
145 /* refresh window contents from drawing buffer, if needed */
148 if (game_status == GAME_MODE_QUIT)
153 void HandleOtherEvents(Event *event)
158 HandleExposeEvent((ExposeEvent *) event);
161 case EVENT_UNMAPNOTIFY:
163 /* This causes the game to stop not only when iconified, but also
164 when on another virtual desktop, which might be not desired. */
165 SleepWhileUnmapped();
171 HandleFocusEvent((FocusChangeEvent *) event);
174 case EVENT_CLIENTMESSAGE:
175 HandleClientMessageEvent((ClientMessageEvent *) event);
178 #if defined(TARGET_SDL)
179 case SDL_JOYAXISMOTION:
180 case SDL_JOYBUTTONDOWN:
181 case SDL_JOYBUTTONUP:
182 HandleJoystickEvent(event);
191 void ClearEventQueue()
193 while (PendingEvent())
201 case EVENT_BUTTONRELEASE:
202 button_status = MB_RELEASED;
205 case EVENT_KEYRELEASE:
206 key_joystick_mapping = 0;
210 HandleOtherEvents(&event);
216 void ClearPlayerAction()
220 /* simulate key release events for still pressed keys */
221 key_joystick_mapping = 0;
222 for (i = 0; i < MAX_PLAYERS; i++)
223 stored_player[i].action = 0;
226 void SleepWhileUnmapped()
228 boolean window_unmapped = TRUE;
230 KeyboardAutoRepeatOn();
232 while (window_unmapped)
240 case EVENT_BUTTONRELEASE:
241 button_status = MB_RELEASED;
244 case EVENT_KEYRELEASE:
245 key_joystick_mapping = 0;
248 case EVENT_MAPNOTIFY:
249 window_unmapped = FALSE;
252 case EVENT_UNMAPNOTIFY:
253 /* this is only to surely prevent the 'should not happen' case
254 * of recursively looping between 'SleepWhileUnmapped()' and
255 * 'HandleOtherEvents()' which usually calls this funtion.
260 HandleOtherEvents(&event);
265 if (game_status == GAME_MODE_PLAYING)
266 KeyboardAutoRepeatOffUnlessAutoplay();
269 void HandleExposeEvent(ExposeEvent *event)
272 RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
277 void HandleButtonEvent(ButtonEvent *event)
279 motion_status = FALSE;
281 if (event->type == EVENT_BUTTONPRESS)
282 button_status = event->button;
284 button_status = MB_RELEASED;
286 HandleButton(event->x, event->y, button_status);
289 void HandleMotionEvent(MotionEvent *event)
291 if (!PointerInWindow(window))
292 return; /* window and pointer are on different screens */
295 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
299 motion_status = TRUE;
301 HandleButton(event->x, event->y, button_status);
304 void HandleKeyEvent(KeyEvent *event)
306 int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
307 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
308 Key key = GetEventKey(event, with_modifiers);
309 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
311 HandleKeyModState(keymod, key_status);
312 HandleKey(key, key_status);
315 void HandleFocusEvent(FocusChangeEvent *event)
317 static int old_joystick_status = -1;
319 if (event->type == EVENT_FOCUSOUT)
321 KeyboardAutoRepeatOn();
322 old_joystick_status = joystick.status;
323 joystick.status = JOYSTICK_NOT_AVAILABLE;
327 else if (event->type == EVENT_FOCUSIN)
329 /* When there are two Rocks'n'Diamonds windows which overlap and
330 the player moves the pointer from one game window to the other,
331 a 'FocusOut' event is generated for the window the pointer is
332 leaving and a 'FocusIn' event is generated for the window the
333 pointer is entering. In some cases, it can happen that the
334 'FocusIn' event is handled by the one game process before the
335 'FocusOut' event by the other game process. In this case the
336 X11 environment would end up with activated keyboard auto repeat,
337 because unfortunately this is a global setting and not (which
338 would be far better) set for each X11 window individually.
339 The effect would be keyboard auto repeat while playing the game
340 (game_status == GAME_MODE_PLAYING), which is not desired.
341 To avoid this special case, we just wait 1/10 second before
342 processing the 'FocusIn' event.
345 if (game_status == GAME_MODE_PLAYING)
348 KeyboardAutoRepeatOffUnlessAutoplay();
350 if (old_joystick_status != -1)
351 joystick.status = old_joystick_status;
355 void HandleClientMessageEvent(ClientMessageEvent *event)
357 if (CheckCloseWindowEvent(event))
361 void HandleButton(int mx, int my, int button)
363 static int old_mx = 0, old_my = 0;
377 if (HandleGadgets(mx, my, button))
379 /* do not handle this button event anymore */
380 mx = my = -32; /* force mouse event to be outside screen tiles */
386 HandleMainMenu(mx,my, 0,0, button);
389 case GAME_MODE_PSEUDO_TYPENAME:
390 HandleTypeName(0, KSYM_Return);
393 case GAME_MODE_LEVELS:
394 HandleChooseLevel(mx,my, 0,0, button);
397 case GAME_MODE_SCORES:
398 HandleHallOfFame(0,0, 0,0, button);
401 case GAME_MODE_EDITOR:
405 HandleInfoScreen(mx,my, 0,0, button);
408 case GAME_MODE_SETUP:
409 HandleSetupScreen(mx,my, 0,0, button);
412 case GAME_MODE_PLAYING:
414 if (button == MB_RELEASED)
416 if (IN_GFX_SCREEN(mx, my))
418 int sx = (mx - SX) / TILEX;
419 int sy = (my - SY) / TILEY;
423 printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
425 if (!IN_LEV_FIELD(x, y))
428 printf(" Feld[%d][%d] == %d ('%s')\n", x,y, Feld[x][y],
429 element_info[Feld[x][y]].token_name);
430 printf(" Back[%d][%d] == %d\n", x,y, Back[x][y]);
431 printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
432 printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
433 printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
434 printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
435 printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
436 printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
437 printf(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]);
438 printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]);
439 printf(" GfxAction[%d][%d] == %d\n", x,y, GfxAction[x][y]);
440 printf(" GfxFrame[%d][%d] == %d\n", x,y, GfxFrame[x][y]);
452 void HandleKey(Key key, int key_status)
455 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
456 static struct SetupKeyboardInfo custom_key;
464 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
465 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
466 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
467 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
468 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
469 { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
472 if (game_status == GAME_MODE_PLAYING)
474 /* only needed for single-step tape recording mode */
475 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
476 static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
479 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
484 if (setup.input[pnr].use_joystick)
487 custom_key = setup.input[pnr].key;
489 for (i = 0; i < 6; i++)
490 if (key == *key_info[i].key_custom)
491 key_action |= key_info[i].action;
493 if (tape.single_step && clear_button_2[pnr])
495 stored_player[pnr].action &= ~KEY_BUTTON_2;
496 clear_button_2[pnr] = FALSE;
499 if (key_status == KEY_PRESSED)
500 stored_player[pnr].action |= key_action;
502 stored_player[pnr].action &= ~key_action;
504 if (tape.single_step && tape.recording && tape.pausing)
506 if (key_status == KEY_PRESSED &&
507 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
509 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
511 if (key_action & KEY_MOTION)
513 if (stored_player[pnr].action & KEY_BUTTON_2)
514 bomb_placed[pnr] = TRUE;
517 else if (key_status == KEY_RELEASED &&
518 (key_action & KEY_BUTTON_2))
520 if (!bomb_placed[pnr])
522 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
524 stored_player[pnr].action |= KEY_BUTTON_2;
525 clear_button_2[pnr] = TRUE;
528 bomb_placed[pnr] = FALSE;
531 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
532 TapeTogglePause(TAPE_TOGGLE_MANUAL);
539 for (i = 0; i < 6; i++)
540 if (key == key_info[i].key_default)
541 joy |= key_info[i].action;
546 if (key_status == KEY_PRESSED)
547 key_joystick_mapping |= joy;
549 key_joystick_mapping &= ~joy;
554 if (game_status != GAME_MODE_PLAYING)
555 key_joystick_mapping = 0;
557 if (key_status == KEY_RELEASED)
560 if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
561 game_status == GAME_MODE_PLAYING && AllPlayersGone)
563 CloseDoor(DOOR_CLOSE_1);
564 game_status = GAME_MODE_MAIN;
569 /* special key shortcuts */
570 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
572 if (key == setup.shortcut.save_game)
574 else if (key == setup.shortcut.load_game)
576 else if (key == setup.shortcut.toggle_pause)
577 TapeTogglePause(TAPE_TOGGLE_MANUAL);
580 if (HandleGadgetsKeyInput(key))
582 if (key != KSYM_Escape) /* always allow ESC key to be handled */
583 key = KSYM_UNDEFINED;
588 case GAME_MODE_PSEUDO_TYPENAME:
589 HandleTypeName(0, key);
593 case GAME_MODE_LEVELS:
594 case GAME_MODE_SETUP:
599 if (game_status == GAME_MODE_MAIN)
600 HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
601 else if (game_status == GAME_MODE_LEVELS)
602 HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
603 else if (game_status == GAME_MODE_SETUP)
604 HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
605 else if (game_status == GAME_MODE_INFO)
606 HandleInfoScreen(0,0, 0,0, MB_MENU_CHOICE);
610 if (game_status == GAME_MODE_LEVELS)
611 HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
612 else if (game_status == GAME_MODE_SETUP)
613 HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
614 else if (game_status == GAME_MODE_INFO)
615 HandleInfoScreen(0,0, 0,0, MB_MENU_LEAVE);
619 if (game_status == GAME_MODE_LEVELS)
620 HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
621 else if (game_status == GAME_MODE_SETUP)
622 HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
623 else if (game_status == GAME_MODE_INFO)
624 HandleInfoScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
628 if (game_status == GAME_MODE_LEVELS)
629 HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
630 else if (game_status == GAME_MODE_SETUP)
631 HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
632 else if (game_status == GAME_MODE_INFO)
633 HandleInfoScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
647 case GAME_MODE_SCORES:
652 game_status = GAME_MODE_MAIN;
657 HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
661 HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
669 case GAME_MODE_EDITOR:
670 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
671 HandleLevelEditorKeyInput(key);
674 case GAME_MODE_PLAYING:
679 RequestQuitGame(setup.ask_on_escape);
695 if (GameFrameDelay == 500)
696 GameFrameDelay = GAME_FRAME_DELAY;
698 GameFrameDelay = 500;
701 GameFrameDelay = (key - KSYM_0) * 10;
702 printf("Game speed == %d%% (%d ms delay between two frames)\n",
703 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
709 options.debug = FALSE;
710 printf("debug mode disabled\n");
714 options.debug = TRUE;
715 printf("debug mode enabled\n");
720 if (!global.fps_slowdown)
722 global.fps_slowdown = TRUE;
723 global.fps_slowdown_factor = 2;
724 printf("fps slowdown enabled -- display only every 2nd frame\n");
726 else if (global.fps_slowdown_factor == 2)
728 global.fps_slowdown_factor = 4;
729 printf("fps slowdown enabled -- display only every 4th frame\n");
733 global.fps_slowdown = FALSE;
734 global.fps_slowdown_factor = 1;
735 printf("fps slowdown disabled\n");
741 if (ScrollStepSize == TILEX/8)
742 ScrollStepSize = TILEX/4;
744 ScrollStepSize = TILEX/8;
745 printf("ScrollStepSize == %d\n", ScrollStepSize);
754 ScrollStepSize = TILEX/4;
759 ScrollStepSize = TILEX/8;
761 printf("MoveSpeed == %d\n", MoveSpeed);
766 ScrollStepSize = TILEX/8;
767 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
771 ScrollStepSize = TILEX/4;
772 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
776 ScrollStepSize = TILEX/2;
777 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
781 ScrollStepSize = TILEX;
782 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
790 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
791 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
792 local_player->inventory_element[local_player->inventory_size++] =
805 for (i = 0; i < MAX_PLAYERS; i++)
807 printf("Player %d:\n", i);
808 printf(" jx == %d, jy == %d\n",
809 stored_player[i].jx, stored_player[i].jy);
810 printf(" last_jx == %d, last_jy == %d\n",
811 stored_player[i].last_jx, stored_player[i].last_jy);
826 if (key == KSYM_Escape)
828 game_status = GAME_MODE_MAIN;
838 if (button_status && game_status != GAME_MODE_PLAYING)
840 HandleButton(0, 0, -button_status);
844 #if defined(PLATFORM_UNIX)
852 static int HandleJoystickForAllPlayers()
857 for (i = 0; i < MAX_PLAYERS; i++)
862 if (!setup.input[i].use_joystick)
866 joy_action = Joystick(i);
867 result |= joy_action;
869 if (!setup.input[i].use_joystick)
872 stored_player[i].action = joy_action;
878 void HandleJoystick()
880 int joystick = HandleJoystickForAllPlayers();
881 int keyboard = key_joystick_mapping;
882 int joy = (joystick | keyboard);
883 int left = joy & JOY_LEFT;
884 int right = joy & JOY_RIGHT;
885 int up = joy & JOY_UP;
886 int down = joy & JOY_DOWN;
887 int button = joy & JOY_BUTTON;
888 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
889 int dx = (left ? -1 : right ? 1 : 0);
890 int dy = (up ? -1 : down ? 1 : 0);
895 case GAME_MODE_LEVELS:
896 case GAME_MODE_SETUP:
899 static unsigned long joystickmove_delay = 0;
901 if (joystick && !button &&
902 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
903 newbutton = dx = dy = 0;
905 if (game_status == GAME_MODE_MAIN)
906 HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
907 else if (game_status == GAME_MODE_LEVELS)
908 HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
909 else if (game_status == GAME_MODE_SETUP)
910 HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
911 else if (game_status == GAME_MODE_INFO)
912 HandleInfoScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
916 case GAME_MODE_SCORES:
917 HandleHallOfFame(0,0, dx,dy, !newbutton);
920 case GAME_MODE_EDITOR:
921 HandleLevelEditorIdle();
924 case GAME_MODE_PLAYING:
925 if (tape.playing || keyboard)
926 newbutton = ((joy & JOY_BUTTON) != 0);
928 if (AllPlayersGone && newbutton)
930 CloseDoor(DOOR_CLOSE_1);
931 game_status = GAME_MODE_MAIN;