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 HandleGadgets(mx, my, button);
382 HandleMainMenu(mx,my, 0,0, button);
385 case GAME_MODE_PSEUDO_TYPENAME:
386 HandleTypeName(0, KSYM_Return);
389 case GAME_MODE_LEVELS:
390 HandleChooseLevel(mx,my, 0,0, button);
393 case GAME_MODE_SCORES:
394 HandleHallOfFame(0,0, 0,0, button);
397 case GAME_MODE_EDITOR:
401 HandleHelpScreen(button);
404 case GAME_MODE_SETUP:
405 HandleSetupScreen(mx,my, 0,0, button);
408 case GAME_MODE_PLAYING:
410 if (button == MB_RELEASED)
412 int sx = (mx - SX) / TILEX;
413 int sy = (my - SY) / TILEY;
415 if (IN_VIS_FIELD(sx,sy))
420 printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
422 if (!IN_LEV_FIELD(x, y))
425 printf(" Feld[%d][%d] == %d ('%s')\n", x,y, Feld[x][y],
426 element_info[Feld[x][y]].token_name);
427 printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
428 printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
429 printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
430 printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
431 printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
432 printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
433 printf(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]);
434 printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]);
435 printf(" GfxAction[%d][%d] == %d\n", x,y, GfxAction[x][y]);
447 void HandleKey(Key key, int key_status)
450 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
451 static struct SetupKeyboardInfo custom_key;
459 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
460 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
461 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
462 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
463 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
464 { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
467 if (game_status == GAME_MODE_PLAYING)
469 /* only needed for single-step tape recording mode */
470 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
471 static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
474 for (pnr=0; pnr<MAX_PLAYERS; pnr++)
479 if (setup.input[pnr].use_joystick)
482 custom_key = setup.input[pnr].key;
485 if (key == *key_info[i].key_custom)
486 key_action |= key_info[i].action;
488 if (tape.single_step && clear_button_2[pnr])
490 stored_player[pnr].action &= ~KEY_BUTTON_2;
491 clear_button_2[pnr] = FALSE;
494 if (key_status == KEY_PRESSED)
495 stored_player[pnr].action |= key_action;
497 stored_player[pnr].action &= ~key_action;
499 if (tape.single_step && tape.recording && tape.pausing)
501 if (key_status == KEY_PRESSED &&
502 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
504 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
506 if (key_action & KEY_MOTION)
508 if (stored_player[pnr].action & KEY_BUTTON_2)
509 bomb_placed[pnr] = TRUE;
512 else if (key_status == KEY_RELEASED &&
513 (key_action & KEY_BUTTON_2))
515 if (!bomb_placed[pnr])
517 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
519 stored_player[pnr].action |= KEY_BUTTON_2;
520 clear_button_2[pnr] = TRUE;
523 bomb_placed[pnr] = FALSE;
526 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
527 TapeTogglePause(TAPE_TOGGLE_MANUAL);
535 if (key == key_info[i].key_default)
536 joy |= key_info[i].action;
541 if (key_status == KEY_PRESSED)
542 key_joystick_mapping |= joy;
544 key_joystick_mapping &= ~joy;
549 if (game_status != GAME_MODE_PLAYING)
550 key_joystick_mapping = 0;
552 if (key_status == KEY_RELEASED)
555 if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
556 game_status == GAME_MODE_PLAYING && AllPlayersGone)
558 CloseDoor(DOOR_CLOSE_1);
559 game_status = GAME_MODE_MAIN;
564 /* allow quick escape to the main menu with the Escape key */
565 if (key == KSYM_Escape &&
566 game_status != GAME_MODE_MAIN &&
567 game_status != GAME_MODE_PLAYING &&
568 game_status != GAME_MODE_EDITOR &&
569 game_status != GAME_MODE_LEVELS &&
570 game_status != GAME_MODE_SETUP)
572 game_status = GAME_MODE_MAIN;
577 /* special key shortcuts */
578 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
580 if (key == setup.shortcut.save_game)
582 else if (key == setup.shortcut.load_game)
584 else if (key == setup.shortcut.toggle_pause)
585 TapeTogglePause(TAPE_TOGGLE_MANUAL);
591 if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
598 HandleGadgetsKeyInput(key);
602 case GAME_MODE_PSEUDO_TYPENAME:
603 HandleTypeName(0, key);
607 case GAME_MODE_LEVELS:
608 case GAME_MODE_SETUP:
612 if (game_status == GAME_MODE_MAIN)
613 HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
614 else if (game_status == GAME_MODE_LEVELS)
615 HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
616 else if (game_status == GAME_MODE_SETUP)
617 HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
621 if (game_status == GAME_MODE_LEVELS)
622 HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
623 else if (game_status == GAME_MODE_SETUP)
624 HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
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);
635 if (game_status == GAME_MODE_LEVELS)
636 HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
637 else if (game_status == GAME_MODE_SETUP)
638 HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
653 HandleHelpScreen(MB_RELEASED);
656 case GAME_MODE_SCORES:
660 game_status = GAME_MODE_MAIN;
666 HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
670 HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
678 case GAME_MODE_EDITOR:
679 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
680 HandleLevelEditorKeyInput(key);
683 case GAME_MODE_PLAYING:
688 RequestQuitGame(setup.ask_on_escape);
704 if (GameFrameDelay == 500)
705 GameFrameDelay = GAME_FRAME_DELAY;
707 GameFrameDelay = 500;
710 GameFrameDelay = (key - KSYM_0) * 10;
711 printf("Game speed == %d%% (%d ms delay between two frames)\n",
712 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
718 options.debug = FALSE;
719 printf("debug mode disabled\n");
723 options.debug = TRUE;
724 printf("debug mode enabled\n");
729 if (!global.fps_slowdown)
731 global.fps_slowdown = TRUE;
732 global.fps_slowdown_factor = 2;
733 printf("fps slowdown enabled -- display only every 2nd frame\n");
735 else if (global.fps_slowdown_factor == 2)
737 global.fps_slowdown_factor = 4;
738 printf("fps slowdown enabled -- display only every 4th frame\n");
742 global.fps_slowdown = FALSE;
743 global.fps_slowdown_factor = 1;
744 printf("fps slowdown disabled\n");
750 if (ScrollStepSize == TILEX/8)
751 ScrollStepSize = TILEX/4;
753 ScrollStepSize = TILEX/8;
754 printf("ScrollStepSize == %d\n", ScrollStepSize);
763 ScrollStepSize = TILEX/4;
768 ScrollStepSize = TILEX/8;
770 printf("MoveSpeed == %d\n", MoveSpeed);
775 ScrollStepSize = TILEX/8;
776 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
780 ScrollStepSize = TILEX/4;
781 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
785 ScrollStepSize = TILEX/2;
786 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
790 ScrollStepSize = TILEX;
791 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
796 local_player->dynamite = 1000;
807 for(i=0; i<MAX_PLAYERS; i++)
809 printf("Player %d:\n", i);
810 printf(" jx == %d, jy == %d\n",
811 stored_player[i].jx, stored_player[i].jy);
812 printf(" last_jx == %d, last_jy == %d\n",
813 stored_player[i].last_jx, stored_player[i].last_jy);
834 if (button_status && game_status != GAME_MODE_PLAYING)
836 HandleButton(0, 0, -button_status);
840 #if defined(PLATFORM_UNIX)
848 static int HandleJoystickForAllPlayers()
853 for (i=0; i<MAX_PLAYERS; i++)
858 if (!setup.input[i].use_joystick)
862 joy_action = Joystick(i);
863 result |= joy_action;
865 if (!setup.input[i].use_joystick)
868 stored_player[i].action = joy_action;
874 void HandleJoystick()
876 int joystick = HandleJoystickForAllPlayers();
877 int keyboard = key_joystick_mapping;
878 int joy = (joystick | keyboard);
879 int left = joy & JOY_LEFT;
880 int right = joy & JOY_RIGHT;
881 int up = joy & JOY_UP;
882 int down = joy & JOY_DOWN;
883 int button = joy & JOY_BUTTON;
884 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
885 int dx = (left ? -1 : right ? 1 : 0);
886 int dy = (up ? -1 : down ? 1 : 0);
891 case GAME_MODE_LEVELS:
892 case GAME_MODE_SETUP:
894 static unsigned long joystickmove_delay = 0;
896 if (joystick && !button &&
897 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
898 newbutton = dx = dy = 0;
900 if (game_status == GAME_MODE_MAIN)
901 HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
902 else if (game_status == GAME_MODE_LEVELS)
903 HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
904 else if (game_status == GAME_MODE_SETUP)
905 HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
909 case GAME_MODE_SCORES:
910 HandleHallOfFame(0,0, dx,dy, !newbutton);
914 HandleHelpScreen(!newbutton);
917 case GAME_MODE_EDITOR:
918 HandleLevelEditorIdle();
921 case GAME_MODE_PLAYING:
922 if (tape.playing || keyboard)
923 newbutton = ((joy & JOY_BUTTON) != 0);
925 if (AllPlayersGone && newbutton)
927 CloseDoor(DOOR_CLOSE_1);
928 game_status = GAME_MODE_MAIN;