/***********************************************************
* 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 "network.h"
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;
}
}
+
+ HandleNoXEvent();
+
+ /* 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);
+ }
+
+
+
+#if 0
else /* got no event, but don't be lazy... */
{
HandleNoXEvent();
Delay(10);
}
}
+#endif
+
+
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;
}
}
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_on && 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_on && game_status == PLAYING)
{
int fx = FX, fy = FY;
- fx += (local_player->MovDir & (MV_LEFT|MV_RIGHT) ? ScreenMovPos : 0);
- fy += (local_player->MovDir & (MV_UP|MV_DOWN) ? ScreenMovPos : 0);
+ fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0);
+ fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0);
XCopyArea(display,fieldbuffer,backbuffer,gc,
fx,fy, SXSIZE,SYSIZE,
{
if ((event->window == window) &&
(event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
- CloseAll();
+ CloseAllAndExit(0);
}
void HandleButton(int mx, int my, int button)
int sx = (mx - SX) / TILEX;
int sy = (my - SY) / TILEY;
- if (IN_SCR_FIELD(sx,sy))
+ if (IN_VIS_FIELD(sx,sy))
{
int x = LEVELX(sx);
int y = LEVELY(sy);
case MAINMENU:
HandleMainMenu(mx,my,0,0,button);
break;
+
case TYPENAME:
HandleTypeName(0,XK_Return);
break;
+
case CHOOSELEVEL:
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);
break;
+
+ case SETUPINPUT:
+ HandleSetupInputScreen(mx,my,0,0,button);
+ break;
+
case PLAYING:
+
+ /* --> NoXEvent() will follow */
+
+ /*
HandleGameActions(0);
+ */
+
break;
+
default:
break;
}
case XK_j:
joy |= JOY_LEFT;
break;
+
case XK_Right:
#ifdef XK_KP_Right
case XK_KP_Right:
case XK_k:
joy |= JOY_RIGHT;
break;
+
case XK_Up:
#ifdef XK_KP_Up
case XK_KP_Up:
case XK_i:
joy |= JOY_UP;
break;
+
case XK_Down:
#ifdef XK_KP_Down
case XK_KP_Down:
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:
#endif
joy |= JOY_BUTTON_1;
break;
+
case XK_Shift_R: /* Rechter Feuerknopf */
#ifndef MSDOS
case XK_Control_R:
case XK_b:
joy |= JOY_BUTTON_2;
break;
+
default:
break;
}
case TYPENAME:
HandleTypeName(0,key);
break;
+
case MAINMENU:
case CHOOSELEVEL:
case SETUP:
- {
+ case SETUPINPUT:
switch(key)
{
case XK_Return:
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);
break;
+
case PLAYING:
{
switch(key)
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);
}
*/
- printf("direct_draw_on == %d\n", direct_draw_on);
+ printf("direct_draw_on == %d\n", setup.direct_draw_on);
break;
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
return;
}
+ if (options.network)
+ HandleNetworking();
+
switch(game_status)
{
case MAINMENU:
case HALLOFFAME:
case HELPSCREEN:
case SETUP:
+ case SETUPINPUT:
HandleJoystick();
break;
+
case PLAYING:
HandleJoystick();
*/
break;
+
default:
break;
}
{
int joystick = Joystick();
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;
case MAINMENU:
case CHOOSELEVEL:
case SETUP:
+ case SETUPINPUT:
{
static long joystickmove_delay = 0;
- if (joystick && !button && !DelayReached(&joystickmove_delay,15))
+ if (joystick && !button && !DelayReached(&joystickmove_delay,150))
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;
}
if (tape.pausing || AllPlayersGone)
joy = 0;
- HandleGameActions(joy);
+ HandleGameActions((byte)joy);
break;
default: