/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
+* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-98 Artsoft Entertainment *
-* Holger Schemel *
-* Oststrasse 11a *
-* 33604 Bielefeld *
-* phone: ++49 +521 290471 *
-* email: aeglos@valinor.owl.de *
+* (c) 1995-2002 Artsoft Entertainment *
+* Holger Schemel *
+* Detmolder Strasse 189 *
+* 33604 Bielefeld *
+* Germany *
+* e-mail: info@artsoft.org *
*----------------------------------------------------------*
-* events.c *
+* events.c *
***********************************************************/
+#include "libgame/libgame.h"
+
#include "events.h"
#include "init.h"
#include "screens.h"
#include "tools.h"
#include "game.h"
#include "editor.h"
-#include "misc.h"
+#include "files.h"
#include "tape.h"
-#include "joystick.h"
#include "network.h"
-void EventLoop(void)
-{
- while(1)
- {
- if (XPending(display)) /* got event from X server */
- {
- XEvent event;
+/* values for key_status */
+#define KEY_NOT_PRESSED FALSE
+#define KEY_RELEASED FALSE
+#define KEY_PRESSED TRUE
- XNextEvent(display, &event);
- switch(event.type)
- {
- case ButtonPress:
- case ButtonRelease:
- HandleButtonEvent((XButtonEvent *) &event);
- break;
+static boolean cursor_inside_playfield = FALSE;
+static boolean playfield_cursor_set = FALSE;
+static unsigned long playfield_cursor_delay = 0;
- case MotionNotify:
- HandleMotionEvent((XMotionEvent *) &event);
- break;
- case KeyPress:
- case KeyRelease:
- HandleKeyEvent((XKeyEvent *) &event);
- break;
+/* event filter especially needed for SDL event filtering due to
+ delay problems with lots of mouse motion events when mouse button
+ not pressed (X11 can handle this with 'PointerMotionHintMask') */
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
+int FilterMouseMotionEvents(const Event *event)
+{
+ MotionEvent *motion;
- HandleNoXEvent();
+ /* non-motion events are directly passed to event handler functions */
+ if (event->type != EVENT_MOTIONNOTIFY)
+ return 1;
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ motion = (MotionEvent *)event;
+ cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
+ motion->y >= SY && motion->y < SY + SYSIZE);
- if (game_status != PLAYING)
- {
- XSync(display, FALSE);
- Delay(10);
- }
+ if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
+ {
+ SetMouseCursor(CURSOR_DEFAULT);
+ playfield_cursor_set = FALSE;
+ DelayReached(&playfield_cursor_delay, 0);
+ }
+ /* skip mouse motion events without pressed button outside level editor */
+ if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
+ return 0;
+ else
+ return 1;
+}
+/* this is only really needed for non-SDL targets to filter unwanted events;
+ when using SDL with properly installed event filter, this function can be
+ replaced with a simple "NextEvent()" call, but it doesn't hurt either */
-#if 0
- else /* got no event, but don't be lazy... */
- {
- HandleNoXEvent();
+static boolean NextValidEvent(Event *event)
+{
+ while (PendingEvent())
+ {
+ NextEvent(event);
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ if (FilterMouseMotionEvents(event))
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+void EventLoop(void)
+{
+ while(1)
+ {
+ if (PendingEvent()) /* got event */
+ {
+ Event event;
- if (game_status != PLAYING)
+ if (NextValidEvent(&event))
{
- XSync(display, FALSE);
- Delay(10);
+ switch(event.type)
+ {
+ case EVENT_BUTTONPRESS:
+ case EVENT_BUTTONRELEASE:
+ HandleButtonEvent((ButtonEvent *) &event);
+ break;
+
+ case EVENT_MOTIONNOTIFY:
+ HandleMotionEvent((MotionEvent *) &event);
+ break;
+
+ case EVENT_KEYPRESS:
+ case EVENT_KEYRELEASE:
+ HandleKeyEvent((KeyEvent *) &event);
+ break;
+
+ default:
+ HandleOtherEvents(&event);
+ break;
+ }
}
}
-#endif
+ else
+ {
+ /* when playing, display a special mouse pointer inside the playfield */
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ if (!playfield_cursor_set && cursor_inside_playfield &&
+ DelayReached(&playfield_cursor_delay, 1000))
+ {
+ SetMouseCursor(CURSOR_PLAYFIELD);
+ playfield_cursor_set = TRUE;
+ }
+ }
+ else if (playfield_cursor_set)
+ {
+ SetMouseCursor(CURSOR_DEFAULT);
+ playfield_cursor_set = FALSE;
+ }
+ HandleNoEvent();
+ }
+ /* 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 == EXITGAME)
+ if (game_status == GAME_MODE_PLAYING)
+ HandleGameActions();
+ else
+ {
+ SyncDisplay();
+ if (!PendingEvent()) /* delay only if no pending events */
+ Delay(10);
+ }
+
+ /* refresh window contents from drawing buffer, if needed */
+ BackToFront();
+
+ if (game_status == GAME_MODE_QUIT)
return;
}
}
-void HandleOtherEvents(XEvent *event)
+void HandleOtherEvents(Event *event)
{
switch(event->type)
{
- case Expose:
- HandleExposeEvent((XExposeEvent *) event);
+ case EVENT_EXPOSE:
+ HandleExposeEvent((ExposeEvent *) event);
break;
- case UnmapNotify:
+ case EVENT_UNMAPNOTIFY:
+#if 0
+ /* This causes the game to stop not only when iconified, but also
+ when on another virtual desktop, which might be not desired. */
SleepWhileUnmapped();
+#endif
+ break;
+
+ case EVENT_FOCUSIN:
+ case EVENT_FOCUSOUT:
+ HandleFocusEvent((FocusChangeEvent *) event);
break;
- case FocusIn:
- case FocusOut:
- HandleFocusEvent((XFocusChangeEvent *) event);
+ case EVENT_CLIENTMESSAGE:
+ HandleClientMessageEvent((ClientMessageEvent *) event);
break;
- case ClientMessage:
- HandleClientMessageEvent((XClientMessageEvent *) event);
+#if defined(TARGET_SDL)
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ HandleJoystickEvent(event);
break;
+#endif
default:
break;
void ClearEventQueue()
{
- while(XPending(display))
+ while (PendingEvent())
{
- XEvent event;
+ Event event;
- XNextEvent(display, &event);
+ NextEvent(&event);
switch(event.type)
{
- case ButtonRelease:
+ case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
break;
- case KeyRelease:
+ case EVENT_KEYRELEASE:
key_joystick_mapping = 0;
break;
}
}
+void ClearPlayerAction()
+{
+ int i;
+
+ /* simulate key release events for still pressed keys */
+ key_joystick_mapping = 0;
+ for (i=0; i<MAX_PLAYERS; i++)
+ stored_player[i].action = 0;
+}
+
void SleepWhileUnmapped()
{
boolean window_unmapped = TRUE;
- XAutoRepeatOn(display);
+ KeyboardAutoRepeatOn();
while(window_unmapped)
{
- XEvent event;
+ Event event;
- XNextEvent(display, &event);
+ NextEvent(&event);
switch(event.type)
{
- case ButtonRelease:
+ case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
break;
- case KeyRelease:
+ case EVENT_KEYRELEASE:
key_joystick_mapping = 0;
break;
- case MapNotify:
+ case EVENT_MAPNOTIFY:
window_unmapped = FALSE;
break;
- case UnmapNotify:
+ case EVENT_UNMAPNOTIFY:
/* this is only to surely prevent the 'should not happen' case
* of recursively looping between 'SleepWhileUnmapped()' and
* 'HandleOtherEvents()' which usually calls this funtion.
}
}
- if (game_status==PLAYING)
- XAutoRepeatOff(display);
+ if (game_status == GAME_MODE_PLAYING)
+ KeyboardAutoRepeatOffUnlessAutoplay();
}
-void HandleExposeEvent(XExposeEvent *event)
+void HandleExposeEvent(ExposeEvent *event)
{
- int x = event->x, y = event->y;
- int width = event->width, height = event->height;
-
- if (setup.direct_draw && game_status==PLAYING)
- {
- int xx,yy;
- int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY;
- int x2 = (x-SX+width)/TILEX, y2 = (y-SY+height)/TILEY;
-
- SetDrawtoField(DRAW_BACKBUFFER);
-
- for(xx=0; xx<SCR_FIELDX; xx++)
- for(yy=0; yy<SCR_FIELDY; yy++)
- if (xx>=x1 && xx<=x2 && yy>=y1 && yy<=y2)
- DrawScreenField(xx,yy);
- DrawAllPlayers();
-
- SetDrawtoField(DRAW_DIRECT);
- }
-
- if (setup.soft_scrolling && game_status == PLAYING)
- {
- int fx = FX, fy = FY;
-
- 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,
- SX,SY);
- }
-
- XCopyArea(display,drawto,window,gc, x,y, width,height, x,y);
-
- XFlush(display);
+#ifndef TARGET_SDL
+ RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
+ FlushDisplay();
+#endif
}
-void HandleButtonEvent(XButtonEvent *event)
+void HandleButtonEvent(ButtonEvent *event)
{
motion_status = FALSE;
- if (event->type==ButtonPress)
+ if (event->type == EVENT_BUTTONPRESS)
button_status = event->button;
else
button_status = MB_RELEASED;
HandleButton(event->x, event->y, button_status);
}
-void HandleMotionEvent(XMotionEvent *event)
+void HandleMotionEvent(MotionEvent *event)
{
+ if (!PointerInWindow(window))
+ return; /* window and pointer are on different screens */
+
+#if 1
+ if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
+ return;
+#endif
+
motion_status = TRUE;
HandleButton(event->x, event->y, button_status);
}
-void HandleKeyEvent(XKeyEvent *event)
+void HandleKeyEvent(KeyEvent *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);
+ int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
+ boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
+ Key key = GetEventKey(event, with_modifiers);
HandleKey(key, key_status);
}
-void HandleFocusEvent(XFocusChangeEvent *event)
+void HandleFocusEvent(FocusChangeEvent *event)
{
static int old_joystick_status = -1;
- if (event->type == FocusOut)
+ if (event->type == EVENT_FOCUSOUT)
{
- XAutoRepeatOn(display);
- old_joystick_status = joystick_status;
- joystick_status = JOYSTICK_OFF;
- key_joystick_mapping = 0;
+ KeyboardAutoRepeatOn();
+ old_joystick_status = joystick.status;
+ joystick.status = JOYSTICK_NOT_AVAILABLE;
+
+ ClearPlayerAction();
}
- else if (event->type == FocusIn)
+ else if (event->type == EVENT_FOCUSIN)
{
- if (game_status == PLAYING)
- XAutoRepeatOff(display);
+ /* 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 == GAME_MODE_PLAYING), which is not desired.
+ To avoid this special case, we just wait 1/10 second before
+ processing the 'FocusIn' event.
+ */
+
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ Delay(100);
+ KeyboardAutoRepeatOffUnlessAutoplay();
+ }
if (old_joystick_status != -1)
- joystick_status = old_joystick_status;
+ joystick.status = old_joystick_status;
}
}
-void HandleClientMessageEvent(XClientMessageEvent *event)
+void HandleClientMessageEvent(ClientMessageEvent *event)
{
- if ((event->window == window) &&
- (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
+ if (CheckCloseWindowEvent(event))
CloseAllAndExit(0);
}
{
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_VIS_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);
+ case GAME_MODE_MAIN:
+ HandleMainMenu(mx,my, 0,0, button);
break;
- case TYPENAME:
- HandleTypeName(0,XK_Return);
+ case GAME_MODE_PSEUDO_TYPENAME:
+ HandleTypeName(0, KSYM_Return);
break;
- case CHOOSELEVEL:
- HandleChooseLevel(mx,my,0,0,button);
+ case GAME_MODE_LEVELS:
+ HandleChooseLevel(mx,my, 0,0, button);
break;
- case HALLOFFAME:
- HandleHallOfFame(button);
+ case GAME_MODE_SCORES:
+ HandleHallOfFame(0,0, 0,0, button);
break;
- case LEVELED:
- LevelEd(mx,my,button);
+ case GAME_MODE_EDITOR:
break;
- case HELPSCREEN:
+ case GAME_MODE_INFO:
HandleHelpScreen(button);
break;
- case SETUP:
- HandleSetupScreen(mx,my,0,0,button);
- break;
-
- case SETUPINPUT:
- HandleSetupInputScreen(mx,my,0,0,button);
+ case GAME_MODE_SETUP:
+ HandleSetupScreen(mx,my, 0,0, button);
break;
- case PLAYING:
-
- /* --> NoXEvent() will follow */
-
- /*
- HandleGameActions(0);
- */
-
+ case GAME_MODE_PLAYING:
+#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(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]);
+ printf("\n");
+ }
+ }
+#endif
break;
default:
}
}
-void HandleKey(KeySym key, int key_status)
+void HandleKey(Key key, int key_status)
{
int joy = 0;
+ boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
static struct SetupKeyboardInfo custom_key;
static struct
{
- KeySym *keysym_custom;
- KeySym keysym_default;
+ Key *key_custom;
+ Key key_default;
byte action;
} key_info[] =
{
{ &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
};
- if (game_status == PLAYING)
+ if (game_status == GAME_MODE_PLAYING)
{
+ /* only needed for single-step tape recording mode */
+ static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+ static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
int pnr;
for (pnr=0; pnr<MAX_PLAYERS; pnr++)
custom_key = setup.input[pnr].key;
for (i=0; i<6; i++)
- if (key == *key_info[i].keysym_custom)
+ if (key == *key_info[i].key_custom)
key_action |= key_info[i].action;
- if (key_status == KEY_PRESSED)
+ if (tape.single_step && clear_button_2[pnr])
{
- if (network_playing)
- stored_player[pnr].potential_action |= key_action;
- else
- stored_player[pnr].action |= key_action;
+ stored_player[pnr].action &= ~KEY_BUTTON_2;
+ clear_button_2[pnr] = FALSE;
}
+
+ if (key_status == KEY_PRESSED)
+ stored_player[pnr].action |= key_action;
else
+ stored_player[pnr].action &= ~key_action;
+
+ if (tape.single_step && tape.recording && tape.pausing)
{
- if (network_playing)
- stored_player[pnr].potential_action &= ~key_action;
- else
- stored_player[pnr].action &= ~key_action;
+ if (key_status == KEY_PRESSED &&
+ (key_action & (KEY_MOTION | KEY_BUTTON_1)))
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ if (key_action & KEY_MOTION)
+ {
+ if (stored_player[pnr].action & KEY_BUTTON_2)
+ bomb_placed[pnr] = TRUE;
+ }
+ }
+ else if (key_status == KEY_RELEASED &&
+ (key_action & KEY_BUTTON_2))
+ {
+ if (!bomb_placed[pnr])
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ stored_player[pnr].action |= KEY_BUTTON_2;
+ clear_button_2[pnr] = TRUE;
+ }
+
+ bomb_placed[pnr] = FALSE;
+ }
}
+ else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
}
}
else
int i;
for (i=0; i<6; i++)
- if (key == key_info[i].keysym_default)
+ if (key == key_info[i].key_default)
joy |= key_info[i].action;
}
-
-#if 0
-
-
- /* Map cursor keys to joystick directions */
-
- switch(key)
- {
- 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;
- }
-
-
-#endif
-
-
if (joy)
{
if (key_status == KEY_PRESSED)
HandleJoystick();
}
- if (game_status != PLAYING)
+ if (game_status != GAME_MODE_PLAYING)
key_joystick_mapping = 0;
if (key_status == KEY_RELEASED)
return;
- if (key==XK_Return && game_status==PLAYING && AllPlayersGone)
+ if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
+ game_status == GAME_MODE_PLAYING && AllPlayersGone)
{
CloseDoor(DOOR_CLOSE_1);
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
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 == KSYM_Escape &&
+ game_status != GAME_MODE_MAIN &&
+ game_status != GAME_MODE_PLAYING &&
+ game_status != GAME_MODE_EDITOR &&
+ game_status != GAME_MODE_LEVELS &&
+ game_status != GAME_MODE_SETUP)
{
- CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY);
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
return;
}
- if (game_status==PLAYING && (tape.playing || tape.pausing))
+ /* special key shortcuts */
+ if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
+ {
+ if (key == setup.shortcut.save_game)
+ TapeQuickSave();
+ else if (key == setup.shortcut.load_game)
+ TapeQuickLoad();
+ else if (key == setup.shortcut.toggle_pause)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
+
+#if 0
+#ifndef DEBUG
+
+ if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
return;
+#endif
+#endif
+
+
+ HandleGadgetsKeyInput(key);
+
switch(game_status)
{
- case TYPENAME:
- HandleTypeName(0,key);
+ case GAME_MODE_PSEUDO_TYPENAME:
+ HandleTypeName(0, key);
break;
- case MAINMENU:
- case CHOOSELEVEL:
- case SETUP:
- case SETUPINPUT:
+ case GAME_MODE_MAIN:
+ case GAME_MODE_LEVELS:
+ case GAME_MODE_SETUP:
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);
- else if (game_status==SETUPINPUT)
- HandleSetupInputScreen(0,0,0,0,MB_MENU_CHOICE);
+ case KSYM_Return:
+ if (game_status == GAME_MODE_MAIN)
+ HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
+ break;
+
+ case KSYM_Escape:
+ if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
+ break;
+
+ case KSYM_Page_Up:
+ if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
break;
+ case KSYM_Page_Down:
+ if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+ break;
+
+#ifdef DEBUG
+ case KSYM_t:
+ DumpTape(&tape);
+ break;
+#endif
+
default:
break;
}
break;
- case HELPSCREEN:
+ case GAME_MODE_INFO:
HandleHelpScreen(MB_RELEASED);
break;
- case HALLOFFAME:
+ case GAME_MODE_SCORES:
switch(key)
{
- case XK_Return:
- game_status = MAINMENU;
+ case KSYM_Return:
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
BackToFront();
break;
+ case KSYM_Page_Up:
+ HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+ break;
+
+ case KSYM_Page_Down:
+ HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+ break;
+
default:
break;
}
break;
- case LEVELED:
- LevelNameTyping(key);
+ case GAME_MODE_EDITOR:
+ if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
+ HandleLevelEditorKeyInput(key);
break;
- case PLAYING:
+ case GAME_MODE_PLAYING:
{
switch(key)
{
+ case KSYM_Escape:
+ RequestQuitGame(setup.ask_on_escape);
+ break;
#ifdef DEBUG
- case XK_0:
- case XK_1:
- case XK_2:
- case XK_3:
- case XK_4:
- case XK_5:
- case XK_6:
- case XK_7:
- case XK_8:
- case XK_9:
- if (key == XK_0)
- GameFrameDelay = 500;
+ case KSYM_0:
+ case KSYM_1:
+ case KSYM_2:
+ case KSYM_3:
+ case KSYM_4:
+ case KSYM_5:
+ case KSYM_6:
+ case KSYM_7:
+ case KSYM_8:
+ case KSYM_9:
+ if (key == KSYM_0)
+ {
+ if (GameFrameDelay == 500)
+ GameFrameDelay = GAME_FRAME_DELAY;
+ else
+ GameFrameDelay = 500;
+ }
else
- GameFrameDelay = (key - XK_0) * 10;
+ GameFrameDelay = (key - KSYM_0) * 10;
printf("Game speed == %d%% (%d ms delay between two frames)\n",
GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
break;
+ case KSYM_d:
+ if (options.debug)
+ {
+ options.debug = FALSE;
+ printf("debug mode disabled\n");
+ }
+ else
+ {
+ options.debug = TRUE;
+ printf("debug mode enabled\n");
+ }
+ break;
+
+ case KSYM_s:
+ if (!global.fps_slowdown)
+ {
+ global.fps_slowdown = TRUE;
+ global.fps_slowdown_factor = 2;
+ printf("fps slowdown enabled -- display only every 2nd frame\n");
+ }
+ else if (global.fps_slowdown_factor == 2)
+ {
+ global.fps_slowdown_factor = 4;
+ printf("fps slowdown enabled -- display only every 4th frame\n");
+ }
+ else
+ {
+ global.fps_slowdown = FALSE;
+ global.fps_slowdown_factor = 1;
+ printf("fps slowdown disabled\n");
+ }
+ break;
#if 0
- case XK_a:
+ case KSYM_a:
if (ScrollStepSize == TILEX/8)
ScrollStepSize = TILEX/4;
else
break;
#endif
- case XK_f:
+#if 0
+ case KSYM_m:
+ if (MoveSpeed == 8)
+ {
+ MoveSpeed = 4;
+ ScrollStepSize = TILEX/4;
+ }
+ else
+ {
+ MoveSpeed = 8;
+ ScrollStepSize = TILEX/8;
+ }
+ printf("MoveSpeed == %d\n", MoveSpeed);
+ break;
+#endif
+
+ case KSYM_f:
ScrollStepSize = TILEX/8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
break;
- case XK_g:
+ case KSYM_g:
ScrollStepSize = TILEX/4;
printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
break;
- case XK_h:
+ case KSYM_h:
ScrollStepSize = TILEX/2;
printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
break;
- case XK_l:
+ case KSYM_l:
ScrollStepSize = TILEX;
printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
break;
-#ifndef MSDOS
- case XK_Q:
-#endif
- case XK_q:
+ case KSYM_Q:
+ case KSYM_q:
local_player->dynamite = 1000;
break;
#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:
+ case KSYM_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
}
}
-void HandleNoXEvent()
+void HandleNoEvent()
{
- if (button_status && game_status != PLAYING)
+ if (button_status && game_status != GAME_MODE_PLAYING)
{
- HandleButton(-1,-1,button_status);
+ HandleButton(0, 0, -button_status);
return;
}
+#if defined(PLATFORM_UNIX)
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;
-
- default:
- break;
- }
+ HandleJoystick();
}
static int HandleJoystickForAllPlayers()
{
byte joy_action = 0;
+ /*
if (!setup.input[i].use_joystick)
continue;
+ */
joy_action = Joystick(i);
-
result |= joy_action;
- if (network_playing)
- stored_player[i].potential_action = joy_action;
- else
- stored_player[i].action = joy_action;
+ if (!setup.input[i].use_joystick)
+ continue;
+
+ stored_player[i].action = joy_action;
}
return result;
switch(game_status)
{
- case MAINMENU:
- case CHOOSELEVEL:
- case SETUP:
- case SETUPINPUT:
+ case GAME_MODE_MAIN:
+ case GAME_MODE_LEVELS:
+ case GAME_MODE_SETUP:
{
- 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)
+ if (game_status == GAME_MODE_MAIN)
HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
- else if (game_status==CHOOSELEVEL)
+ else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
- else if (game_status==SETUP)
+ else if (game_status == GAME_MODE_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;
}
- case HALLOFFAME:
- HandleHallOfFame(!newbutton);
+ case GAME_MODE_SCORES:
+ HandleHallOfFame(0,0, dx,dy, !newbutton);
break;
- case HELPSCREEN:
+ case GAME_MODE_INFO:
HandleHelpScreen(!newbutton);
break;
- case PLAYING:
+ case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
+ break;
+
+ case GAME_MODE_PLAYING:
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
if (AllPlayersGone && newbutton)
{
CloseDoor(DOOR_CLOSE_1);
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
return;
}
- HandleGameActions();
break;
default: