#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)
Delay(10);
}
+ /* refresh window contents from drawing buffer, if needed */
+ BackToFront();
+
if (game_status == EXITGAME)
return;
}
}
}
- if (game_status==PLAYING)
+ if (game_status == PLAYING)
XAutoRepeatOff(display);
}
{
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)))
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);
+ /*
+ HandleVideoButtons(mx,my, button);
+ HandleSoundButtons(mx,my, button);
+ HandleGameButtons(mx,my, button);
+ */
}
+ 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:
break;
case LEVELED:
- LevelEd(mx,my,button);
break;
case HELPSCREEN:
break;
case SETUP:
- HandleSetupScreen(mx,my,0,0,button);
+ HandleSetupScreen(mx,my, 0,0, button);
break;
case SETUPINPUT:
- HandleSetupInputScreen(mx,my,0,0,button);
+ HandleSetupInputScreen(mx,my, 0,0, button);
break;
case PLAYING:
int x = LEVELX(sx);
int y = LEVELY(sy);
- printf("INFO: Feld[%d][%d] == %d\n", x,y, Feld[x][y]);
+ 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]);
/* 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;
}
+
+
+#ifndef DEBUG
+
if (game_status == PLAYING && (tape.playing || tape.pausing))
return;
+#endif
+
+
+
+ HandleGadgetsKeyInput(key);
+
switch(game_status)
{
case TYPENAME:
break;
case LEVELED:
- LevelNameTyping(key);
+ HandleLevelEditorKeyInput(key);
break;
case PLAYING:
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",
break;
#endif
+#if 1
+ 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);
#if 0
- 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 == %d\n", setup.direct_draw);
-
- break;
-
case XK_z:
{
int i;
printf("\n");
}
- break;
-
- case XK_t:
- {
- char *color[] = { "yellow", "red", "green", "blue" };
-
- do
- TestPlayer = (TestPlayer + 1) % MAX_PLAYERS;
- while(!stored_player[TestPlayer].active);
-
- printf("TestPlayer = %d (%s player)\n",
- TestPlayer, color[TestPlayer]);
- }
-
break;
#endif
#endif
{
if (button_status && game_status != PLAYING)
{
- HandleButton(-1,-1,button_status);
+ HandleButton(0, 0, -button_status);
return;
}
+#ifndef MSDOS
if (options.network)
HandleNetworking();
+#endif
- switch(game_status)
- {
- case MAINMENU:
- case CHOOSELEVEL:
- case HALLOFFAME:
- case HELPSCREEN:
- case SETUP:
- case SETUPINPUT:
- HandleJoystick();
- break;
-
- case PLAYING:
- HandleJoystick();
-
- /*
- HandleGameActions(0);
- */
-
- break;
+ HandleJoystick();
- default:
- break;
- }
+ if (game_status == PLAYING)
+ HandleGameActions();
}
static int HandleJoystickForAllPlayers()
{
byte joy_action = 0;
+ /*
if (!setup.input[i].use_joystick)
continue;
+ */
joy_action = Joystick(i);
result |= joy_action;
+
+ if (!setup.input[i].use_joystick)
+ continue;
+
+
stored_player[i].action = joy_action;
}
case SETUP:
case SETUPINPUT:
{
- static long joystickmove_delay = 0;
+ static unsigned long joystickmove_delay = 0;
- if (joystick && !button && !DelayReached(&joystickmove_delay,150))
+ if (joystick && !button &&
+ !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
newbutton = dx = dy = 0;
if (game_status==MAINMENU)
return;
}
- HandleGameActions();
break;
default: