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 while (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_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
415 DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
424 static boolean is_string_suffix(char *string, char *suffix)
426 int string_len = strlen(string);
427 int suffix_len = strlen(suffix);
429 if (suffix_len > string_len)
432 return (strcmp(&string[string_len - suffix_len], suffix) == 0);
435 #define MAX_CHEAT_INPUT_LEN 32
437 static void HandleKeysSpecial(Key key)
439 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
440 char letter = getCharFromKey(key);
441 int cheat_input_len = strlen(cheat_input);
447 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
449 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
450 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
452 cheat_input_len = MAX_CHEAT_INPUT_LEN;
455 cheat_input[cheat_input_len++] = letter;
456 cheat_input[cheat_input_len] = '\0';
459 printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
462 if (game_status == GAME_MODE_MAIN)
464 if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
465 is_string_suffix(cheat_input, ":ist"))
467 InsertSolutionTape();
469 else if (is_string_suffix(cheat_input, ":reload-graphics") ||
470 is_string_suffix(cheat_input, ":rg"))
472 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
475 else if (is_string_suffix(cheat_input, ":reload-sounds") ||
476 is_string_suffix(cheat_input, ":rs"))
478 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
481 else if (is_string_suffix(cheat_input, ":reload-music") ||
482 is_string_suffix(cheat_input, ":rm"))
484 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
487 else if (is_string_suffix(cheat_input, ":reload-artwork") ||
488 is_string_suffix(cheat_input, ":ra"))
490 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
491 1 << ARTWORK_TYPE_SOUNDS |
492 1 << ARTWORK_TYPE_MUSIC);
495 else if (is_string_suffix(cheat_input, ":dump-level") ||
496 is_string_suffix(cheat_input, ":dl"))
500 else if (is_string_suffix(cheat_input, ":dump-tape") ||
501 is_string_suffix(cheat_input, ":dt"))
506 else if (game_status == GAME_MODE_PLAYING)
509 if (is_string_suffix(cheat_input, ".q"))
510 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
511 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
512 local_player->inventory_element[local_player->inventory_size++] =
516 else if (game_status == GAME_MODE_EDITOR)
518 if (is_string_suffix(cheat_input, ":dump-brush") ||
519 is_string_suffix(cheat_input, ":DB"))
526 void HandleKey(Key key, int key_status)
529 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
530 static struct SetupKeyboardInfo custom_key;
538 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
539 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
540 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
541 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
542 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
543 { &custom_key.drop, DEFAULT_KEY_DROP, JOY_BUTTON_2 }
546 if (game_status == GAME_MODE_PLAYING)
548 /* only needed for single-step tape recording mode */
549 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
550 static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
553 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
558 if (setup.input[pnr].use_joystick)
561 custom_key = setup.input[pnr].key;
563 for (i = 0; i < 6; i++)
564 if (key == *key_info[i].key_custom)
565 key_action |= key_info[i].action;
567 if (tape.single_step && clear_button_2[pnr])
569 stored_player[pnr].action &= ~KEY_BUTTON_2;
570 clear_button_2[pnr] = FALSE;
573 if (key_status == KEY_PRESSED)
574 stored_player[pnr].action |= key_action;
576 stored_player[pnr].action &= ~key_action;
578 if (tape.single_step && tape.recording && tape.pausing)
580 if (key_status == KEY_PRESSED &&
581 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
583 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
585 if (key_action & KEY_MOTION)
587 if (stored_player[pnr].action & KEY_BUTTON_2)
588 element_dropped[pnr] = TRUE;
591 else if (key_status == KEY_RELEASED &&
592 (key_action & KEY_BUTTON_2))
594 if (!element_dropped[pnr])
596 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
598 stored_player[pnr].action |= KEY_BUTTON_2;
599 clear_button_2[pnr] = TRUE;
602 element_dropped[pnr] = FALSE;
605 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
606 TapeTogglePause(TAPE_TOGGLE_MANUAL);
613 for (i = 0; i < 6; i++)
614 if (key == key_info[i].key_default)
615 joy |= key_info[i].action;
620 if (key_status == KEY_PRESSED)
621 key_joystick_mapping |= joy;
623 key_joystick_mapping &= ~joy;
628 if (game_status != GAME_MODE_PLAYING)
629 key_joystick_mapping = 0;
631 if (key_status == KEY_RELEASED)
634 if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
635 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
637 CloseDoor(DOOR_CLOSE_1);
638 game_status = GAME_MODE_MAIN;
644 if (game_status == GAME_MODE_MAIN && key == setup.shortcut.toggle_pause)
646 if (setup.autorecord)
647 TapeStartRecording();
649 #if defined(PLATFORM_UNIX)
651 SendToServer_StartPlaying();
655 game_status = GAME_MODE_PLAYING;
663 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
665 if (key == setup.shortcut.save_game)
667 else if (key == setup.shortcut.load_game)
669 else if (key == setup.shortcut.toggle_pause)
670 TapeTogglePause(TAPE_TOGGLE_MANUAL);
673 HandleKeysSpecial(key);
675 if (HandleGadgetsKeyInput(key))
677 if (key != KSYM_Escape) /* always allow ESC key to be handled */
678 key = KSYM_UNDEFINED;
683 case GAME_MODE_PSEUDO_TYPENAME:
684 HandleTypeName(0, key);
688 case GAME_MODE_LEVELS:
689 case GAME_MODE_SETUP:
694 if (game_status == GAME_MODE_MAIN)
695 HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
696 else if (game_status == GAME_MODE_LEVELS)
697 HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
698 else if (game_status == GAME_MODE_SETUP)
699 HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
700 else if (game_status == GAME_MODE_INFO)
701 HandleInfoScreen(0,0, 0,0, MB_MENU_CHOICE);
705 if (game_status == GAME_MODE_LEVELS)
706 HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
707 else if (game_status == GAME_MODE_SETUP)
708 HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
709 else if (game_status == GAME_MODE_INFO)
710 HandleInfoScreen(0,0, 0,0, MB_MENU_LEAVE);
714 if (game_status == GAME_MODE_LEVELS)
715 HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
716 else if (game_status == GAME_MODE_SETUP)
717 HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
718 else if (game_status == GAME_MODE_INFO)
719 HandleInfoScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
723 if (game_status == GAME_MODE_LEVELS)
724 HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
725 else if (game_status == GAME_MODE_SETUP)
726 HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
727 else if (game_status == GAME_MODE_INFO)
728 HandleInfoScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
736 case GAME_MODE_SCORES:
741 game_status = GAME_MODE_MAIN;
746 HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
750 HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
758 case GAME_MODE_EDITOR:
759 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
760 HandleLevelEditorKeyInput(key);
763 case GAME_MODE_PLAYING:
768 RequestQuitGame(setup.ask_on_escape);
784 if (GameFrameDelay == 500)
785 GameFrameDelay = GAME_FRAME_DELAY;
787 GameFrameDelay = 500;
790 GameFrameDelay = (key - KSYM_0) * 10;
791 printf("Game speed == %d%% (%d ms delay between two frames)\n",
792 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
798 options.debug = FALSE;
799 printf("debug mode disabled\n");
803 options.debug = TRUE;
804 printf("debug mode enabled\n");
809 if (!global.fps_slowdown)
811 global.fps_slowdown = TRUE;
812 global.fps_slowdown_factor = 2;
813 printf("fps slowdown enabled -- display only every 2nd frame\n");
815 else if (global.fps_slowdown_factor == 2)
817 global.fps_slowdown_factor = 4;
818 printf("fps slowdown enabled -- display only every 4th frame\n");
822 global.fps_slowdown = FALSE;
823 global.fps_slowdown_factor = 1;
824 printf("fps slowdown disabled\n");
830 if (ScrollStepSize == TILEX/8)
831 ScrollStepSize = TILEX/4;
833 ScrollStepSize = TILEX/8;
834 printf("ScrollStepSize == %d\n", ScrollStepSize);
843 ScrollStepSize = TILEX/4;
848 ScrollStepSize = TILEX/8;
850 printf("MoveSpeed == %d\n", MoveSpeed);
855 ScrollStepSize = TILEX/8;
856 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
860 ScrollStepSize = TILEX/4;
861 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
865 ScrollStepSize = TILEX/2;
866 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
870 ScrollStepSize = TILEX;
871 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
880 for (i = 0; i < MAX_PLAYERS; i++)
882 printf("Player %d:\n", i);
883 printf(" jx == %d, jy == %d\n",
884 stored_player[i].jx, stored_player[i].jy);
885 printf(" last_jx == %d, last_jy == %d\n",
886 stored_player[i].last_jx, stored_player[i].last_jy);
902 if (key == KSYM_Escape)
904 game_status = GAME_MODE_MAIN;
914 if (button_status && game_status != GAME_MODE_PLAYING)
916 HandleButton(0, 0, -button_status);
920 #if defined(PLATFORM_UNIX)
928 static int HandleJoystickForAllPlayers()
933 for (i = 0; i < MAX_PLAYERS; i++)
938 if (!setup.input[i].use_joystick)
942 joy_action = Joystick(i);
943 result |= joy_action;
945 if (!setup.input[i].use_joystick)
948 stored_player[i].action = joy_action;
954 void HandleJoystick()
956 int joystick = HandleJoystickForAllPlayers();
957 int keyboard = key_joystick_mapping;
958 int joy = (joystick | keyboard);
959 int left = joy & JOY_LEFT;
960 int right = joy & JOY_RIGHT;
961 int up = joy & JOY_UP;
962 int down = joy & JOY_DOWN;
963 int button = joy & JOY_BUTTON;
964 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
965 int dx = (left ? -1 : right ? 1 : 0);
966 int dy = (up ? -1 : down ? 1 : 0);
971 case GAME_MODE_LEVELS:
972 case GAME_MODE_SETUP:
975 static unsigned long joystickmove_delay = 0;
977 if (joystick && !button &&
978 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
979 newbutton = dx = dy = 0;
981 if (game_status == GAME_MODE_MAIN)
982 HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
983 else if (game_status == GAME_MODE_LEVELS)
984 HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
985 else if (game_status == GAME_MODE_SETUP)
986 HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
987 else if (game_status == GAME_MODE_INFO)
988 HandleInfoScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
992 case GAME_MODE_SCORES:
993 HandleHallOfFame(0,0, dx,dy, !newbutton);
996 case GAME_MODE_EDITOR:
997 HandleLevelEditorIdle();
1000 case GAME_MODE_PLAYING:
1001 if (tape.playing || keyboard)
1002 newbutton = ((joy & JOY_BUTTON) != 0);
1004 if (AllPlayersGone && newbutton)
1006 CloseDoor(DOOR_CLOSE_1);
1007 game_status = GAME_MODE_MAIN;