// Supaplex levels with time limit currently unsupported -- should be added
if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
level.time = 0;
+
+ // ---------- initialize mask for handling game action events ---------------
+
+ // set game action events mask to default value
+ game.event_mask = GAME_EVENTS_DEFAULT;
+
+ // when using Mirror Magic game engine, handle mouse events only
+ if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+ game.event_mask = GAME_EVENTS_MOUSE;
+
+ // check for custom elements with mouse click events
+ if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+ {
+ int element = EL_CUSTOM_START + i;
+
+ if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+ HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
+ HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
+ HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
+ game.event_mask = GAME_EVENTS_KEYS | GAME_EVENTS_MOUSE;
+ }
+ }
}
static int get_num_special_action(int element, int action_first,
InitGameEngine();
InitGameControlValues();
+ // initialize tape action events from game when recording tape
+ if (tape.recording)
+ tape.event_mask = game.event_mask;
+
// don't play tapes over network
network_playing = (network.enabled && !tape.playing);
static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
byte *tape_action)
{
- if (!tape.use_mouse)
+ if (!(tape.event_mask & GAME_EVENTS_MOUSE))
return;
mouse_action->lx = tape_action[TAPE_ACTION_LX];
static void SetTapeActionFromMouseAction(byte *tape_action,
struct MouseActionInfo *mouse_action)
{
- if (!tape.use_mouse)
+ if (!(tape.event_mask & GAME_EVENTS_MOUSE))
return;
tape_action[TAPE_ACTION_LX] = mouse_action->lx;
unsigned int game_frame_delay_value;
byte *recorded_player_action;
byte summarized_player_action = 0;
- byte tape_action[MAX_PLAYERS];
+ byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
int i;
// detect endless loops, caused by custom element programming
{
int new_button = (mouse_action.button && mouse_action_last.button == 0);
- x = local_player->mouse_action.lx;
- y = local_player->mouse_action.ly;
+ x = mouse_action.lx;
+ y = mouse_action.ly;
element = Feld[x][y];
if (new_button)