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(" Back[%d][%d] == %d\n", x,y, Back[x][y]);
428 printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
429 printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
430 printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
431 printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
432 printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
433 printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
434 printf(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]);
435 printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]);
436 printf(" GfxAction[%d][%d] == %d\n", x,y, GfxAction[x][y]);
448 void HandleKey(Key key, int key_status)
451 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
452 static struct SetupKeyboardInfo custom_key;
460 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
461 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
462 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
463 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
464 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
465 { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
468 if (game_status == GAME_MODE_PLAYING)
470 /* only needed for single-step tape recording mode */
471 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
472 static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
475 for (pnr=0; pnr<MAX_PLAYERS; pnr++)
480 if (setup.input[pnr].use_joystick)
483 custom_key = setup.input[pnr].key;
486 if (key == *key_info[i].key_custom)
487 key_action |= key_info[i].action;
489 if (tape.single_step && clear_button_2[pnr])
491 stored_player[pnr].action &= ~KEY_BUTTON_2;
492 clear_button_2[pnr] = FALSE;
495 if (key_status == KEY_PRESSED)
496 stored_player[pnr].action |= key_action;
498 stored_player[pnr].action &= ~key_action;
500 if (tape.single_step && tape.recording && tape.pausing)
502 if (key_status == KEY_PRESSED &&
503 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
505 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
507 if (key_action & KEY_MOTION)
509 if (stored_player[pnr].action & KEY_BUTTON_2)
510 bomb_placed[pnr] = TRUE;
513 else if (key_status == KEY_RELEASED &&
514 (key_action & KEY_BUTTON_2))
516 if (!bomb_placed[pnr])
518 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
520 stored_player[pnr].action |= KEY_BUTTON_2;
521 clear_button_2[pnr] = TRUE;
524 bomb_placed[pnr] = FALSE;
527 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
528 TapeTogglePause(TAPE_TOGGLE_MANUAL);
536 if (key == key_info[i].key_default)
537 joy |= key_info[i].action;
542 if (key_status == KEY_PRESSED)
543 key_joystick_mapping |= joy;
545 key_joystick_mapping &= ~joy;
550 if (game_status != GAME_MODE_PLAYING)
551 key_joystick_mapping = 0;
553 if (key_status == KEY_RELEASED)
556 if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
557 game_status == GAME_MODE_PLAYING && AllPlayersGone)
559 CloseDoor(DOOR_CLOSE_1);
560 game_status = GAME_MODE_MAIN;
565 /* allow quick escape to the main menu with the Escape key */
566 if (key == KSYM_Escape &&
567 game_status != GAME_MODE_MAIN &&
568 game_status != GAME_MODE_PLAYING &&
569 game_status != GAME_MODE_EDITOR &&
570 game_status != GAME_MODE_LEVELS &&
571 game_status != GAME_MODE_SETUP)
573 game_status = GAME_MODE_MAIN;
578 /* special key shortcuts */
579 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
581 if (key == setup.shortcut.save_game)
583 else if (key == setup.shortcut.load_game)
585 else if (key == setup.shortcut.toggle_pause)
586 TapeTogglePause(TAPE_TOGGLE_MANUAL);
592 if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
599 HandleGadgetsKeyInput(key);
603 case GAME_MODE_PSEUDO_TYPENAME:
604 HandleTypeName(0, key);
608 case GAME_MODE_LEVELS:
609 case GAME_MODE_SETUP:
613 if (game_status == GAME_MODE_MAIN)
614 HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
615 else if (game_status == GAME_MODE_LEVELS)
616 HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
617 else if (game_status == GAME_MODE_SETUP)
618 HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
622 if (game_status == GAME_MODE_LEVELS)
623 HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
624 else if (game_status == GAME_MODE_SETUP)
625 HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
629 if (game_status == GAME_MODE_LEVELS)
630 HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
631 else if (game_status == GAME_MODE_SETUP)
632 HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
636 if (game_status == GAME_MODE_LEVELS)
637 HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
638 else if (game_status == GAME_MODE_SETUP)
639 HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
654 HandleHelpScreen(MB_RELEASED);
657 case GAME_MODE_SCORES:
661 game_status = GAME_MODE_MAIN;
667 HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
671 HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
679 case GAME_MODE_EDITOR:
680 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
681 HandleLevelEditorKeyInput(key);
684 case GAME_MODE_PLAYING:
689 RequestQuitGame(setup.ask_on_escape);
705 if (GameFrameDelay == 500)
706 GameFrameDelay = GAME_FRAME_DELAY;
708 GameFrameDelay = 500;
711 GameFrameDelay = (key - KSYM_0) * 10;
712 printf("Game speed == %d%% (%d ms delay between two frames)\n",
713 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
719 options.debug = FALSE;
720 printf("debug mode disabled\n");
724 options.debug = TRUE;
725 printf("debug mode enabled\n");
730 if (!global.fps_slowdown)
732 global.fps_slowdown = TRUE;
733 global.fps_slowdown_factor = 2;
734 printf("fps slowdown enabled -- display only every 2nd frame\n");
736 else if (global.fps_slowdown_factor == 2)
738 global.fps_slowdown_factor = 4;
739 printf("fps slowdown enabled -- display only every 4th frame\n");
743 global.fps_slowdown = FALSE;
744 global.fps_slowdown_factor = 1;
745 printf("fps slowdown disabled\n");
751 if (ScrollStepSize == TILEX/8)
752 ScrollStepSize = TILEX/4;
754 ScrollStepSize = TILEX/8;
755 printf("ScrollStepSize == %d\n", ScrollStepSize);
764 ScrollStepSize = TILEX/4;
769 ScrollStepSize = TILEX/8;
771 printf("MoveSpeed == %d\n", MoveSpeed);
776 ScrollStepSize = TILEX/8;
777 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
781 ScrollStepSize = TILEX/4;
782 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
786 ScrollStepSize = TILEX/2;
787 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
791 ScrollStepSize = TILEX;
792 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
800 for (i=0; i < MAX_INVENTORY_SIZE; i++)
801 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
802 local_player->inventory_element[local_player->inventory_size++] =
815 for(i=0; i<MAX_PLAYERS; i++)
817 printf("Player %d:\n", i);
818 printf(" jx == %d, jy == %d\n",
819 stored_player[i].jx, stored_player[i].jy);
820 printf(" last_jx == %d, last_jy == %d\n",
821 stored_player[i].last_jx, stored_player[i].last_jy);
842 if (button_status && game_status != GAME_MODE_PLAYING)
844 HandleButton(0, 0, -button_status);
848 #if defined(PLATFORM_UNIX)
856 static int HandleJoystickForAllPlayers()
861 for (i=0; i<MAX_PLAYERS; i++)
866 if (!setup.input[i].use_joystick)
870 joy_action = Joystick(i);
871 result |= joy_action;
873 if (!setup.input[i].use_joystick)
876 stored_player[i].action = joy_action;
882 void HandleJoystick()
884 int joystick = HandleJoystickForAllPlayers();
885 int keyboard = key_joystick_mapping;
886 int joy = (joystick | keyboard);
887 int left = joy & JOY_LEFT;
888 int right = joy & JOY_RIGHT;
889 int up = joy & JOY_UP;
890 int down = joy & JOY_DOWN;
891 int button = joy & JOY_BUTTON;
892 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
893 int dx = (left ? -1 : right ? 1 : 0);
894 int dy = (up ? -1 : down ? 1 : 0);
899 case GAME_MODE_LEVELS:
900 case GAME_MODE_SETUP:
902 static unsigned long joystickmove_delay = 0;
904 if (joystick && !button &&
905 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
906 newbutton = dx = dy = 0;
908 if (game_status == GAME_MODE_MAIN)
909 HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
910 else if (game_status == GAME_MODE_LEVELS)
911 HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
912 else if (game_status == GAME_MODE_SETUP)
913 HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
917 case GAME_MODE_SCORES:
918 HandleHallOfFame(0,0, dx,dy, !newbutton);
922 HandleHelpScreen(!newbutton);
925 case GAME_MODE_EDITOR:
926 HandleLevelEditorIdle();
929 case GAME_MODE_PLAYING:
930 if (tape.playing || keyboard)
931 newbutton = ((joy & JOY_BUTTON) != 0);
933 if (AllPlayersGone && newbutton)
935 CloseDoor(DOOR_CLOSE_1);
936 game_status = GAME_MODE_MAIN;