/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
+* (c) 1995-98 Artsoft Entertainment *
+* Holger Schemel *
+* Oststrasse 11a *
+* 33604 Bielefeld *
+* phone: ++49 +521 290471 *
+* email: aeglos@valinor.owl.de *
*----------------------------------------------------------*
* events.c *
***********************************************************/
#include "misc.h"
#include "tape.h"
#include "joystick.h"
+#include "buttons.h"
+#include "network.h"
+
+/* values for key_status */
+#define KEY_NOT_PRESSED FALSE
+#define KEY_RELEASED FALSE
+#define KEY_PRESSED TRUE
void EventLoop(void)
{
while(1)
{
- if (XPending(display)) /* got an event */
+ if (XPending(display)) /* got event from X server */
{
XEvent event;
switch(event.type)
{
- case Expose:
- HandleExposeEvent((XExposeEvent *) &event);
- break;
- case UnmapNotify:
- SleepWhileUnmapped();
- break;
case ButtonPress:
case ButtonRelease:
HandleButtonEvent((XButtonEvent *) &event);
break;
+
case MotionNotify:
HandleMotionEvent((XMotionEvent *) &event);
break;
+
case KeyPress:
case KeyRelease:
HandleKeyEvent((XKeyEvent *) &event);
break;
- case FocusIn:
- case FocusOut:
- HandleFocusEvent((XFocusChangeEvent *) &event);
- break;
- case ClientMessage:
- HandleClientMessageEvent((XClientMessageEvent *) &event);
- break;
+
default:
+ HandleOtherEvents(&event);
break;
}
}
- else /* got no event, but don't be lazy... */
- {
- HandleNoXEvent();
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ HandleNoXEvent();
- if (game_status != PLAYING)
- {
- XSync(display, FALSE);
- Delay(10);
- }
+ /* don't use all CPU time when idle; the main loop while playing
+ has its own synchronization and is CPU friendly, too */
+
+ if (game_status != PLAYING)
+ {
+ XSync(display, FALSE);
+ Delay(10);
}
+ /* refresh window contents from drawing buffer, if needed */
+ BackToFront();
+
if (game_status == EXITGAME)
return;
}
}
+void HandleOtherEvents(XEvent *event)
+{
+ switch(event->type)
+ {
+ case Expose:
+ HandleExposeEvent((XExposeEvent *) event);
+ break;
+
+ case UnmapNotify:
+ SleepWhileUnmapped();
+ break;
+
+ case FocusIn:
+ case FocusOut:
+ HandleFocusEvent((XFocusChangeEvent *) event);
+ break;
+
+ case ClientMessage:
+ HandleClientMessageEvent((XClientMessageEvent *) event);
+ break;
+
+ default:
+ break;
+ }
+}
+
void ClearEventQueue()
{
while(XPending(display))
switch(event.type)
{
- case Expose:
- HandleExposeEvent((XExposeEvent *) &event);
- break;
- case UnmapNotify:
- SleepWhileUnmapped();
- break;
case ButtonRelease:
button_status = MB_RELEASED;
break;
+
case KeyRelease:
key_joystick_mapping = 0;
break;
- case FocusIn:
- case FocusOut:
- HandleFocusEvent((XFocusChangeEvent *) &event);
- break;
- case ClientMessage:
- HandleClientMessageEvent((XClientMessageEvent *) &event);
- break;
+
default:
+ HandleOtherEvents(&event);
break;
}
}
void SleepWhileUnmapped()
{
- BOOL window_unmapped = TRUE;
+ boolean window_unmapped = TRUE;
XAutoRepeatOn(display);
switch(event.type)
{
- case Expose:
- HandleExposeEvent((XExposeEvent *) &event);
- break;
case ButtonRelease:
button_status = MB_RELEASED;
break;
+
case KeyRelease:
key_joystick_mapping = 0;
break;
+
case MapNotify:
window_unmapped = FALSE;
break;
- case ClientMessage:
- HandleClientMessageEvent((XClientMessageEvent *) &event);
+
+ case UnmapNotify:
+ /* this is only to surely prevent the 'should not happen' case
+ * of recursively looping between 'SleepWhileUnmapped()' and
+ * 'HandleOtherEvents()' which usually calls this funtion.
+ */
break;
+
default:
+ HandleOtherEvents(&event);
break;
}
}
- if (game_status==PLAYING)
+ if (game_status == PLAYING)
XAutoRepeatOff(display);
}
int x = event->x, y = event->y;
int width = event->width, height = event->height;
- if (direct_draw_on && game_status==PLAYING)
+ if (setup.direct_draw && game_status==PLAYING)
{
int xx,yy;
int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY;
SetDrawtoField(DRAW_DIRECT);
}
- if (soft_scrolling_on && game_status == PLAYING)
+ if (setup.soft_scrolling && game_status == PLAYING)
{
int fx = FX, fy = FY;
{
motion_status = FALSE;
- if (event->type==ButtonPress)
+ if (event->type == ButtonPress)
button_status = event->button;
else
button_status = MB_RELEASED;
void HandleMotionEvent(XMotionEvent *event)
{
+ Window root, child;
+ int root_x, root_y;
+ int win_x, win_y;
+ unsigned int mask;
+
+ if (!XQueryPointer(display, window, &root, &child, &root_x, &root_y,
+ &win_x, &win_y, &mask))
+ return;
+
+ if (!button_status && game_status != LEVELED)
+ return;
+
motion_status = TRUE;
- HandleButton(event->x, event->y, button_status);
+ HandleButton(win_x, win_y, button_status);
}
void HandleKeyEvent(XKeyEvent *event)
{
int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED);
- unsigned int event_state = (game_status != PLAYING ? event->state : 0);
- KeySym key = XLookupKeysym(event, event_state);
+ KeySym key;
+
+ if (game_status == PLAYING)
+ {
+ /* use '0' instead of 'event->state' to get the key without modifiers */
+ key = XLookupKeysym(event, 0);
+ }
+ else
+ {
+ /* get the key with all modifiers */
+ char buffer[10];
+ int buffer_size = 10;
+ XComposeStatus compose;
+ int char_count;
+
+ char_count = XLookupString(event, buffer, buffer_size, &key, &compose);
+ buffer[char_count] = '\0';
+ }
HandleKey(key, key_status);
}
if (event->type == FocusOut)
{
+ int i;
+
XAutoRepeatOn(display);
old_joystick_status = joystick_status;
joystick_status = JOYSTICK_OFF;
+
+ /* simulate key release events for still pressed keys */
key_joystick_mapping = 0;
+ for (i=0; i<MAX_PLAYERS; i++)
+ stored_player[i].action = 0;
}
else if (event->type == FocusIn)
{
+ /* When there are two Rocks'n'Diamonds windows which overlap and
+ the player moves the pointer from one game window to the other,
+ a 'FocusOut' event is generated for the window the pointer is
+ leaving and a 'FocusIn' event is generated for the window the
+ pointer is entering. In some cases, it can happen that the
+ 'FocusIn' event is handled by the one game process before the
+ 'FocusOut' event by the other game process. In this case the
+ X11 environment would end up with activated keyboard auto repeat,
+ because unfortunately this is a global setting and not (which
+ would be far better) set for each X11 window individually.
+ The effect would be keyboard auto repeat while playing the game
+ (game_status == PLAYING), which is not desired.
+ To avoid this special case, we just wait 1/50 second before
+ processing the 'FocusIn' event.
+ */
+
+ Delay(20);
if (game_status == PLAYING)
XAutoRepeatOff(display);
if (old_joystick_status != -1)
void HandleClientMessageEvent(XClientMessageEvent *event)
{
+#ifndef MSDOS
if ((event->window == window) &&
(event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
- CloseAll();
+ CloseAllAndExit(0);
+#endif
}
void HandleButton(int mx, int my, int button)
{
static int old_mx = 0, old_my = 0;
- if (mx<0 || my<0)
+ if (button < 0)
{
mx = old_mx;
my = old_my;
+ button = -button;
}
else
{
old_mx = mx;
old_my = my;
-
- HandleVideoButtons(mx,my,button);
- HandleSoundButtons(mx,my,button);
- HandleGameButtons(mx,my,button);
}
-#ifdef DEBUG
- if (game_status == PLAYING && !button)
- {
- int sx = (mx - SX) / TILEX;
- int sy = (my - SY) / TILEY;
-
- if (IN_SCR_FIELD(sx,sy))
- {
- int x = LEVELX(sx);
- int y = LEVELY(sy);
-
- printf("INFO: Feld[%d][%d] == %d\n", x,y, Feld[x][y]);
- printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
- printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
- printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
- printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
- printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
- printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
- printf("\n");
- }
- }
-#endif
+ HandleGadgets(mx, my, button);
switch(game_status)
{
case MAINMENU:
- HandleMainMenu(mx,my,0,0,button);
+ HandleMainMenu(mx,my, 0,0, button);
break;
+
case TYPENAME:
- HandleTypeName(0,XK_Return);
+ HandleTypeName(0, XK_Return);
break;
+
case CHOOSELEVEL:
- HandleChooseLevel(mx,my,0,0,button);
+ HandleChooseLevel(mx,my, 0,0, button);
break;
+
case HALLOFFAME:
HandleHallOfFame(button);
break;
+
case LEVELED:
- LevelEd(mx,my,button);
break;
+
case HELPSCREEN:
HandleHelpScreen(button);
break;
+
case SETUP:
- HandleSetupScreen(mx,my,0,0,button);
+ HandleSetupScreen(mx,my, 0,0, button);
break;
+
+ case SETUPINPUT:
+ HandleSetupInputScreen(mx,my, 0,0, button);
+ break;
+
case PLAYING:
- HandleGameActions(0);
+#ifdef DEBUG
+ if (button == MB_RELEASED)
+ {
+ int sx = (mx - SX) / TILEX;
+ int sy = (my - SY) / TILEY;
+
+ if (IN_VIS_FIELD(sx,sy))
+ {
+ int x = LEVELX(sx);
+ int y = LEVELY(sy);
+
+ printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
+
+ if (!IN_LEV_FIELD(x, y))
+ break;
+
+ printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]);
+ printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
+ printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
+ printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
+ printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
+ printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
+ printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
+ printf("\n");
+ }
+ }
+#endif
break;
+
default:
break;
}
void HandleKey(KeySym key, int key_status)
{
int joy = 0;
+ static struct SetupKeyboardInfo custom_key;
+ static struct
+ {
+ KeySym *keysym_custom;
+ KeySym keysym_default;
+ byte action;
+ } key_info[] =
+ {
+ { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
+ { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
+ { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
+ { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
+ { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
+ { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
+ };
+
+ if (game_status == PLAYING)
+ {
+ int pnr;
+
+ for (pnr=0; pnr<MAX_PLAYERS; pnr++)
+ {
+ int i;
+ byte key_action = 0;
+
+ if (setup.input[pnr].use_joystick)
+ continue;
- /* Map cursor keys to joystick directions */
+ custom_key = setup.input[pnr].key;
- switch(key)
+ for (i=0; i<6; i++)
+ if (key == *key_info[i].keysym_custom)
+ key_action |= key_info[i].action;
+
+ if (key_status == KEY_PRESSED)
+ stored_player[pnr].action |= key_action;
+ else
+ stored_player[pnr].action &= ~key_action;
+ }
+ }
+ else
{
- case XK_Left: /* normale Richtungen */
-#ifdef XK_KP_Left
- case XK_KP_Left:
-#endif
- case XK_KP_4:
-#ifndef MSDOS
- case XK_J:
-#endif
- case XK_j:
- joy |= JOY_LEFT;
- break;
- case XK_Right:
-#ifdef XK_KP_Right
- case XK_KP_Right:
-#endif
- case XK_KP_6:
-#ifndef MSDOS
- case XK_K:
-#endif
- case XK_k:
- joy |= JOY_RIGHT;
- break;
- case XK_Up:
-#ifdef XK_KP_Up
- case XK_KP_Up:
-#endif
- case XK_KP_8:
-#ifndef MSDOS
- case XK_I:
-#endif
- case XK_i:
- joy |= JOY_UP;
- break;
- case XK_Down:
-#ifdef XK_KP_Down
- case XK_KP_Down:
-#endif
- case XK_KP_2:
-#ifndef MSDOS
- case XK_M:
-#endif
- case XK_m:
- joy |= JOY_DOWN;
- break;
-#ifdef XK_KP_Home
- case XK_KP_Home: /* Diagonalrichtungen */
-#endif
- case XK_KP_7:
- joy |= JOY_UP | JOY_LEFT;
- break;
-#ifdef XK_KP_Page_Up
- case XK_KP_Page_Up:
-#endif
- case XK_KP_9:
- joy = JOY_UP | JOY_RIGHT;
- break;
-#ifdef XK_KP_End
- case XK_KP_End:
-#endif
- case XK_KP_1:
- joy |= JOY_DOWN | JOY_LEFT;
- break;
-#ifdef XK_KP_Page_Down
- case XK_KP_Page_Down:
-#endif
- case XK_KP_3:
- joy |= JOY_DOWN | JOY_RIGHT;
- break;
-#ifndef MSDOS
- case XK_S: /* Feld entfernen */
-#endif
- case XK_s:
- joy |= JOY_BUTTON_1 | JOY_LEFT;
- break;
-#ifndef MSDOS
- case XK_D:
-#endif
- case XK_d:
- joy |= JOY_BUTTON_1 | JOY_RIGHT;
- break;
-#ifndef MSDOS
- case XK_E:
-#endif
- case XK_e:
- joy |= JOY_BUTTON_1 | JOY_UP;
- break;
-#ifndef MSDOS
- case XK_X:
-#endif
- case XK_x:
- joy |= JOY_BUTTON_1 | JOY_DOWN;
- break;
- case XK_Shift_L: /* Linker Feuerknopf */
-#ifndef MSDOS
- case XK_Control_L:
- case XK_Alt_L:
- case XK_Meta_L:
-#endif
- joy |= JOY_BUTTON_1;
- break;
- case XK_Shift_R: /* Rechter Feuerknopf */
-#ifndef MSDOS
- case XK_Control_R:
- case XK_Alt_R:
- case XK_Meta_R:
- case XK_Mode_switch:
- case XK_Multi_key:
- case XK_B: /* (Bombe legen) */
-#endif
- case XK_b:
- joy |= JOY_BUTTON_2;
- break;
- default:
- break;
+ int i;
+
+ for (i=0; i<6; i++)
+ if (key == key_info[i].keysym_default)
+ joy |= key_info[i].action;
}
if (joy)
if (key_status == KEY_RELEASED)
return;
- if (key==XK_Return && game_status==PLAYING && AllPlayersGone)
+ if (key == XK_Return && game_status == PLAYING && AllPlayersGone)
{
CloseDoor(DOOR_CLOSE_1);
game_status = MAINMENU;
return;
}
- if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */
+ /* allow quick escape to the main menu with the Escape key */
+ if (key == XK_Escape && game_status != MAINMENU)
{
- CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY);
+ if (game_status == LEVELED)
+ {
+ /* draw smaller door */
+ XCopyArea(display, pix[PIX_DOOR], drawto, gc,
+ DOOR_GFX_PAGEX7, 64,
+ 108, 64,
+ EX - 4, EY - 12);
+ redraw_mask |= REDRAW_ALL;
+ }
+
+ CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY);
game_status = MAINMENU;
DrawMainMenu();
return;
}
- if (game_status==PLAYING && (tape.playing || tape.pausing))
+
+
+#ifndef DEBUG
+
+ if (game_status == PLAYING && (tape.playing || tape.pausing))
return;
+#endif
+
+
+
+ HandleGadgetsKeyInput(key);
+
switch(game_status)
{
case TYPENAME:
- HandleTypeName(0,key);
+ HandleTypeName(0, key);
break;
+
case MAINMENU:
case CHOOSELEVEL:
case SETUP:
- {
+ case SETUPINPUT:
switch(key)
{
case XK_Return:
- if (game_status==MAINMENU)
- HandleMainMenu(0,0,0,0,MB_MENU_CHOICE);
- else if (game_status==CHOOSELEVEL)
- HandleChooseLevel(0,0,0,0,MB_MENU_CHOICE);
- else if (game_status==SETUP)
- HandleSetupScreen(0,0,0,0,MB_MENU_CHOICE);
+ if (game_status == MAINMENU)
+ HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
+ else if (game_status == CHOOSELEVEL)
+ HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
+ else if (game_status == SETUP)
+ HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
+ else if (game_status == SETUPINPUT)
+ HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE);
break;
+
default:
break;
}
break;
- }
+
case HELPSCREEN:
HandleHelpScreen(MB_RELEASED);
break;
+
case HALLOFFAME:
switch(key)
{
DrawMainMenu();
BackToFront();
break;
+
default:
break;
}
break;
+
case LEVELED:
- LevelNameTyping(key);
+ HandleLevelEditorKeyInput(key);
break;
+
case PLAYING:
{
switch(key)
case XK_8:
case XK_9:
if (key == XK_0)
- GameFrameDelay = 500;
+ {
+ if (GameFrameDelay == 500)
+ GameFrameDelay = GAME_FRAME_DELAY;
+ else
+ GameFrameDelay = 500;
+ }
else
GameFrameDelay = (key - XK_0) * 10;
printf("Game speed == %d%% (%d ms delay between two frames)\n",
GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
break;
+
+#if 0
case XK_a:
if (ScrollStepSize == TILEX/8)
ScrollStepSize = TILEX/4;
ScrollStepSize = TILEX/8;
printf("ScrollStepSize == %d\n", ScrollStepSize);
break;
+#endif
+
+#if 0
+ case XK_m:
+ if (MoveSpeed == 8)
+ {
+ MoveSpeed = 4;
+ ScrollStepSize = TILEX/4;
+ }
+ else
+ {
+ MoveSpeed = 8;
+ ScrollStepSize = TILEX/8;
+ }
+ printf("MoveSpeed == %d\n", MoveSpeed);
+ break;
+#endif
case XK_f:
ScrollStepSize = TILEX/8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
break;
+
case XK_g:
ScrollStepSize = TILEX/4;
printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
break;
+
case XK_h:
ScrollStepSize = TILEX/2;
printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
break;
+
case XK_l:
ScrollStepSize = TILEX;
printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
local_player->dynamite = 1000;
break;
- case XK_x:
- {
- int i,j,k, num_steps = 8, step_size = TILEX / num_steps;
- static long scroll_delay=0;
- long scroll_delay_value = 4*4 / num_steps;
- printf("Scroll test\n");
-
- for(i=0;i<3;i++)
- {
- for(j=0;j<SCR_FIELDX;j++)
- {
- for(k=0;k<num_steps;k++)
- {
- int xxx = j*TILEX+k*step_size;
- int done = 0;
-
- while(!done)
- {
- if (DelayReached(&scroll_delay, scroll_delay_value))
- {
- XCopyArea(display,fieldbuffer,window,gc,
- SX+xxx,SY,
- SXSIZE-xxx,SYSIZE,
- SX,SY);
- XCopyArea(display,fieldbuffer,window,gc,
- SX,SY,
- xxx,SYSIZE,
- SX+SXSIZE-xxx,SY);
-
- XFlush(display);
- XSync(display,FALSE);
-
- done = 1;
- }
- else
- {
- Delay(1);
- }
- }
-
- /*
- Delay(160 / num_steps);
- */
- /*
- Delay(120 / num_steps);
- */
- }
- }
- }
- }
-
- break;
-
- case XK_y:
- /*
- {
- printf("FX = %d, FY = %d\n", FX,FY);
-
- XCopyArea(display,fieldbuffer,window,gc,
- 0,0,
- MIN(WIN_XSIZE,FXSIZE),MIN(WIN_YSIZE,FYSIZE),
- 0,0);
- XFlush(display);
- XSync(display,FALSE);
- Delay(1000);
- }
- */
-
- printf("direct_draw_on == %d\n", direct_draw_on);
-
- break;
+#if 0
case XK_z:
{
}
break;
-
- case XK_t:
- {
- char *color[] = { "yellow", "red", "green", "blue" };
-
- TestPlayer = (TestPlayer + 1) % MAX_PLAYERS;
-
- printf("TestPlayer = %d (%s player)\n",
- TestPlayer, color[TestPlayer]);
- }
-
- break;
+#endif
#endif
default:
{
if (button_status && game_status != PLAYING)
{
- HandleButton(-1,-1,button_status);
+ HandleButton(0, 0, -button_status);
return;
}
- switch(game_status)
+#ifndef MSDOS
+ if (options.network)
+ HandleNetworking();
+#endif
+
+ HandleJoystick();
+
+ if (game_status == PLAYING)
+ HandleGameActions();
+}
+
+static int HandleJoystickForAllPlayers()
+{
+ int i;
+ int result = 0;
+
+ for (i=0; i<MAX_PLAYERS; i++)
{
- case MAINMENU:
- case CHOOSELEVEL:
- case HALLOFFAME:
- case HELPSCREEN:
- case SETUP:
- HandleJoystick();
- break;
- case PLAYING:
- HandleJoystick();
+ byte joy_action = 0;
- /*
- HandleGameActions(0);
+ /*
+ if (!setup.input[i].use_joystick)
+ continue;
*/
- break;
- default:
- break;
+ joy_action = Joystick(i);
+ result |= joy_action;
+
+
+ if (!setup.input[i].use_joystick)
+ continue;
+
+
+ stored_player[i].action = joy_action;
}
+
+ return result;
}
void HandleJoystick()
{
- int joystick = Joystick();
+ int joystick = HandleJoystickForAllPlayers();
int keyboard = key_joystick_mapping;
- int joy = (tape.playing ? TapePlayAction() : (joystick | keyboard));
+ int joy = (joystick | keyboard);
int left = joy & JOY_LEFT;
int right = joy & JOY_RIGHT;
int up = joy & JOY_UP;
int down = joy & JOY_DOWN;
int button = joy & JOY_BUTTON;
- int newbutton = (JoystickButton() == JOY_BUTTON_NEW_PRESSED);
+ int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
case MAINMENU:
case CHOOSELEVEL:
case SETUP:
+ case SETUPINPUT:
{
- static long joystickmove_delay = 0;
+ static unsigned long joystickmove_delay = 0;
- if (joystick && !button && !DelayReached(&joystickmove_delay,15))
+ if (joystick && !button &&
+ !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
newbutton = dx = dy = 0;
if (game_status==MAINMENU)
HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
else if (game_status==SETUP)
HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status==SETUPINPUT)
+ HandleSetupInputScreen(0,0,dx,dy,
+ newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
break;
}
return;
}
- if (tape.pausing || AllPlayersGone)
- joy = 0;
-
- HandleGameActions(joy);
break;
default: