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\n", x,y, Feld[x][y]);
426 printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
427 printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
428 printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
429 printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
430 printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
431 printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
432 printf(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]);
433 printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]);
445 void HandleKey(Key key, int key_status)
448 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
449 static struct SetupKeyboardInfo custom_key;
457 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
458 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
459 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
460 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
461 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
462 { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
465 if (game_status == GAME_MODE_PLAYING)
467 /* only needed for single-step tape recording mode */
468 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
469 static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
472 for (pnr=0; pnr<MAX_PLAYERS; pnr++)
477 if (setup.input[pnr].use_joystick)
480 custom_key = setup.input[pnr].key;
483 if (key == *key_info[i].key_custom)
484 key_action |= key_info[i].action;
486 if (tape.single_step && clear_button_2[pnr])
488 stored_player[pnr].action &= ~KEY_BUTTON_2;
489 clear_button_2[pnr] = FALSE;
492 if (key_status == KEY_PRESSED)
493 stored_player[pnr].action |= key_action;
495 stored_player[pnr].action &= ~key_action;
497 if (tape.single_step && tape.recording && tape.pausing)
499 if (key_status == KEY_PRESSED &&
500 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
502 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
504 if (key_action & KEY_MOTION)
506 if (stored_player[pnr].action & KEY_BUTTON_2)
507 bomb_placed[pnr] = TRUE;
510 else if (key_status == KEY_RELEASED &&
511 (key_action & KEY_BUTTON_2))
513 if (!bomb_placed[pnr])
515 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
517 stored_player[pnr].action |= KEY_BUTTON_2;
518 clear_button_2[pnr] = TRUE;
521 bomb_placed[pnr] = FALSE;
524 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
525 TapeTogglePause(TAPE_TOGGLE_MANUAL);
533 if (key == key_info[i].key_default)
534 joy |= key_info[i].action;
539 if (key_status == KEY_PRESSED)
540 key_joystick_mapping |= joy;
542 key_joystick_mapping &= ~joy;
547 if (game_status != GAME_MODE_PLAYING)
548 key_joystick_mapping = 0;
550 if (key_status == KEY_RELEASED)
553 if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
554 game_status == GAME_MODE_PLAYING && AllPlayersGone)
556 CloseDoor(DOOR_CLOSE_1);
557 game_status = GAME_MODE_MAIN;
562 /* allow quick escape to the main menu with the Escape key */
563 if (key == KSYM_Escape &&
564 game_status != GAME_MODE_MAIN &&
565 game_status != GAME_MODE_PLAYING &&
566 game_status != GAME_MODE_EDITOR &&
567 game_status != GAME_MODE_LEVELS &&
568 game_status != GAME_MODE_SETUP)
570 game_status = GAME_MODE_MAIN;
575 /* special key shortcuts */
576 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
578 if (key == setup.shortcut.save_game)
580 else if (key == setup.shortcut.load_game)
582 else if (key == setup.shortcut.toggle_pause)
583 TapeTogglePause(TAPE_TOGGLE_MANUAL);
589 if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
596 HandleGadgetsKeyInput(key);
600 case GAME_MODE_PSEUDO_TYPENAME:
601 HandleTypeName(0, key);
605 case GAME_MODE_LEVELS:
606 case GAME_MODE_SETUP:
610 if (game_status == GAME_MODE_MAIN)
611 HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
612 else if (game_status == GAME_MODE_LEVELS)
613 HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
614 else if (game_status == GAME_MODE_SETUP)
615 HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
619 if (game_status == GAME_MODE_LEVELS)
620 HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
621 else if (game_status == GAME_MODE_SETUP)
622 HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
626 if (game_status == GAME_MODE_LEVELS)
627 HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
628 else if (game_status == GAME_MODE_SETUP)
629 HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
633 if (game_status == GAME_MODE_LEVELS)
634 HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
635 else if (game_status == GAME_MODE_SETUP)
636 HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
651 HandleHelpScreen(MB_RELEASED);
654 case GAME_MODE_SCORES:
658 game_status = GAME_MODE_MAIN;
664 HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
668 HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
676 case GAME_MODE_EDITOR:
677 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
678 HandleLevelEditorKeyInput(key);
681 case GAME_MODE_PLAYING:
686 RequestQuitGame(setup.ask_on_escape);
702 if (GameFrameDelay == 500)
703 GameFrameDelay = GAME_FRAME_DELAY;
705 GameFrameDelay = 500;
708 GameFrameDelay = (key - KSYM_0) * 10;
709 printf("Game speed == %d%% (%d ms delay between two frames)\n",
710 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
716 options.debug = FALSE;
717 printf("debug mode disabled\n");
721 options.debug = TRUE;
722 printf("debug mode enabled\n");
727 if (!global.fps_slowdown)
729 global.fps_slowdown = TRUE;
730 global.fps_slowdown_factor = 2;
731 printf("fps slowdown enabled -- display only every 2nd frame\n");
733 else if (global.fps_slowdown_factor == 2)
735 global.fps_slowdown_factor = 4;
736 printf("fps slowdown enabled -- display only every 4th frame\n");
740 global.fps_slowdown = FALSE;
741 global.fps_slowdown_factor = 1;
742 printf("fps slowdown disabled\n");
748 if (ScrollStepSize == TILEX/8)
749 ScrollStepSize = TILEX/4;
751 ScrollStepSize = TILEX/8;
752 printf("ScrollStepSize == %d\n", ScrollStepSize);
761 ScrollStepSize = TILEX/4;
766 ScrollStepSize = TILEX/8;
768 printf("MoveSpeed == %d\n", MoveSpeed);
773 ScrollStepSize = TILEX/8;
774 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
778 ScrollStepSize = TILEX/4;
779 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
783 ScrollStepSize = TILEX/2;
784 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
788 ScrollStepSize = TILEX;
789 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
794 local_player->dynamite = 1000;
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);
832 if (button_status && game_status != GAME_MODE_PLAYING)
834 HandleButton(0, 0, -button_status);
838 #if defined(PLATFORM_UNIX)
846 static int HandleJoystickForAllPlayers()
851 for (i=0; i<MAX_PLAYERS; i++)
856 if (!setup.input[i].use_joystick)
860 joy_action = Joystick(i);
861 result |= joy_action;
863 if (!setup.input[i].use_joystick)
866 stored_player[i].action = joy_action;
872 void HandleJoystick()
874 int joystick = HandleJoystickForAllPlayers();
875 int keyboard = key_joystick_mapping;
876 int joy = (joystick | keyboard);
877 int left = joy & JOY_LEFT;
878 int right = joy & JOY_RIGHT;
879 int up = joy & JOY_UP;
880 int down = joy & JOY_DOWN;
881 int button = joy & JOY_BUTTON;
882 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
883 int dx = (left ? -1 : right ? 1 : 0);
884 int dy = (up ? -1 : down ? 1 : 0);
889 case GAME_MODE_LEVELS:
890 case GAME_MODE_SETUP:
892 static unsigned long joystickmove_delay = 0;
894 if (joystick && !button &&
895 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
896 newbutton = dx = dy = 0;
898 if (game_status == GAME_MODE_MAIN)
899 HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
900 else if (game_status == GAME_MODE_LEVELS)
901 HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
902 else if (game_status == GAME_MODE_SETUP)
903 HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
907 case GAME_MODE_SCORES:
908 HandleHallOfFame(0,0, dx,dy, !newbutton);
912 HandleHelpScreen(!newbutton);
915 case GAME_MODE_EDITOR:
916 HandleLevelEditorIdle();
919 case GAME_MODE_PLAYING:
920 if (tape.playing || keyboard)
921 newbutton = ((joy & JOY_BUTTON) != 0);
923 if (AllPlayersGone && newbutton)
925 CloseDoor(DOOR_CLOSE_1);
926 game_status = GAME_MODE_MAIN;