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]);
446 void HandleKey(Key key, int key_status)
449 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
450 static struct SetupKeyboardInfo custom_key;
458 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
459 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
460 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
461 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
462 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
463 { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
466 if (game_status == GAME_MODE_PLAYING)
468 /* only needed for single-step tape recording mode */
469 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
470 static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
473 for (pnr=0; pnr<MAX_PLAYERS; pnr++)
478 if (setup.input[pnr].use_joystick)
481 custom_key = setup.input[pnr].key;
484 if (key == *key_info[i].key_custom)
485 key_action |= key_info[i].action;
487 if (tape.single_step && clear_button_2[pnr])
489 stored_player[pnr].action &= ~KEY_BUTTON_2;
490 clear_button_2[pnr] = FALSE;
493 if (key_status == KEY_PRESSED)
494 stored_player[pnr].action |= key_action;
496 stored_player[pnr].action &= ~key_action;
498 if (tape.single_step && tape.recording && tape.pausing)
500 if (key_status == KEY_PRESSED &&
501 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
503 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
505 if (key_action & KEY_MOTION)
507 if (stored_player[pnr].action & KEY_BUTTON_2)
508 bomb_placed[pnr] = TRUE;
511 else if (key_status == KEY_RELEASED &&
512 (key_action & KEY_BUTTON_2))
514 if (!bomb_placed[pnr])
516 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
518 stored_player[pnr].action |= KEY_BUTTON_2;
519 clear_button_2[pnr] = TRUE;
522 bomb_placed[pnr] = FALSE;
525 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
526 TapeTogglePause(TAPE_TOGGLE_MANUAL);
534 if (key == key_info[i].key_default)
535 joy |= key_info[i].action;
540 if (key_status == KEY_PRESSED)
541 key_joystick_mapping |= joy;
543 key_joystick_mapping &= ~joy;
548 if (game_status != GAME_MODE_PLAYING)
549 key_joystick_mapping = 0;
551 if (key_status == KEY_RELEASED)
554 if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
555 game_status == GAME_MODE_PLAYING && AllPlayersGone)
557 CloseDoor(DOOR_CLOSE_1);
558 game_status = GAME_MODE_MAIN;
563 /* allow quick escape to the main menu with the Escape key */
564 if (key == KSYM_Escape &&
565 game_status != GAME_MODE_MAIN &&
566 game_status != GAME_MODE_PLAYING &&
567 game_status != GAME_MODE_EDITOR &&
568 game_status != GAME_MODE_LEVELS &&
569 game_status != GAME_MODE_SETUP)
571 game_status = GAME_MODE_MAIN;
576 /* special key shortcuts */
577 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
579 if (key == setup.shortcut.save_game)
581 else if (key == setup.shortcut.load_game)
583 else if (key == setup.shortcut.toggle_pause)
584 TapeTogglePause(TAPE_TOGGLE_MANUAL);
590 if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
597 HandleGadgetsKeyInput(key);
601 case GAME_MODE_PSEUDO_TYPENAME:
602 HandleTypeName(0, key);
606 case GAME_MODE_LEVELS:
607 case GAME_MODE_SETUP:
611 if (game_status == GAME_MODE_MAIN)
612 HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
613 else if (game_status == GAME_MODE_LEVELS)
614 HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
615 else if (game_status == GAME_MODE_SETUP)
616 HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
620 if (game_status == GAME_MODE_LEVELS)
621 HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
622 else if (game_status == GAME_MODE_SETUP)
623 HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
627 if (game_status == GAME_MODE_LEVELS)
628 HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
629 else if (game_status == GAME_MODE_SETUP)
630 HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
634 if (game_status == GAME_MODE_LEVELS)
635 HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
636 else if (game_status == GAME_MODE_SETUP)
637 HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
652 HandleHelpScreen(MB_RELEASED);
655 case GAME_MODE_SCORES:
659 game_status = GAME_MODE_MAIN;
665 HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
669 HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
677 case GAME_MODE_EDITOR:
678 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
679 HandleLevelEditorKeyInput(key);
682 case GAME_MODE_PLAYING:
687 RequestQuitGame(setup.ask_on_escape);
703 if (GameFrameDelay == 500)
704 GameFrameDelay = GAME_FRAME_DELAY;
706 GameFrameDelay = 500;
709 GameFrameDelay = (key - KSYM_0) * 10;
710 printf("Game speed == %d%% (%d ms delay between two frames)\n",
711 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
717 options.debug = FALSE;
718 printf("debug mode disabled\n");
722 options.debug = TRUE;
723 printf("debug mode enabled\n");
728 if (!global.fps_slowdown)
730 global.fps_slowdown = TRUE;
731 global.fps_slowdown_factor = 2;
732 printf("fps slowdown enabled -- display only every 2nd frame\n");
734 else if (global.fps_slowdown_factor == 2)
736 global.fps_slowdown_factor = 4;
737 printf("fps slowdown enabled -- display only every 4th frame\n");
741 global.fps_slowdown = FALSE;
742 global.fps_slowdown_factor = 1;
743 printf("fps slowdown disabled\n");
749 if (ScrollStepSize == TILEX/8)
750 ScrollStepSize = TILEX/4;
752 ScrollStepSize = TILEX/8;
753 printf("ScrollStepSize == %d\n", ScrollStepSize);
762 ScrollStepSize = TILEX/4;
767 ScrollStepSize = TILEX/8;
769 printf("MoveSpeed == %d\n", MoveSpeed);
774 ScrollStepSize = TILEX/8;
775 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
779 ScrollStepSize = TILEX/4;
780 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
784 ScrollStepSize = TILEX/2;
785 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
789 ScrollStepSize = TILEX;
790 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
795 local_player->dynamite = 1000;
806 for(i=0; i<MAX_PLAYERS; i++)
808 printf("Player %d:\n", i);
809 printf(" jx == %d, jy == %d\n",
810 stored_player[i].jx, stored_player[i].jy);
811 printf(" last_jx == %d, last_jy == %d\n",
812 stored_player[i].last_jx, stored_player[i].last_jy);
833 if (button_status && game_status != GAME_MODE_PLAYING)
835 HandleButton(0, 0, -button_status);
839 #if defined(PLATFORM_UNIX)
847 static int HandleJoystickForAllPlayers()
852 for (i=0; i<MAX_PLAYERS; i++)
857 if (!setup.input[i].use_joystick)
861 joy_action = Joystick(i);
862 result |= joy_action;
864 if (!setup.input[i].use_joystick)
867 stored_player[i].action = joy_action;
873 void HandleJoystick()
875 int joystick = HandleJoystickForAllPlayers();
876 int keyboard = key_joystick_mapping;
877 int joy = (joystick | keyboard);
878 int left = joy & JOY_LEFT;
879 int right = joy & JOY_RIGHT;
880 int up = joy & JOY_UP;
881 int down = joy & JOY_DOWN;
882 int button = joy & JOY_BUTTON;
883 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
884 int dx = (left ? -1 : right ? 1 : 0);
885 int dy = (up ? -1 : down ? 1 : 0);
890 case GAME_MODE_LEVELS:
891 case GAME_MODE_SETUP:
893 static unsigned long joystickmove_delay = 0;
895 if (joystick && !button &&
896 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
897 newbutton = dx = dy = 0;
899 if (game_status == GAME_MODE_MAIN)
900 HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
901 else if (game_status == GAME_MODE_LEVELS)
902 HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
903 else if (game_status == GAME_MODE_SETUP)
904 HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
908 case GAME_MODE_SCORES:
909 HandleHallOfFame(0,0, dx,dy, !newbutton);
913 HandleHelpScreen(!newbutton);
916 case GAME_MODE_EDITOR:
917 HandleLevelEditorIdle();
920 case GAME_MODE_PLAYING:
921 if (tape.playing || keyboard)
922 newbutton = ((joy & JOY_BUTTON) != 0);
924 if (AllPlayersGone && newbutton)
926 CloseDoor(DOOR_CLOSE_1);
927 game_status = GAME_MODE_MAIN;