/***********************************************************
-* 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) 1995-2001 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 "buttons.h"
#include "network.h"
/* values for key_status */
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 */
+
+static boolean NextValidEvent(Event *event)
+{
+ while (PendingEvent())
+ {
+ NextEvent(event);
+
+ if (FilterMouseMotionEvents(event))
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
void EventLoop(void)
{
while(1)
{
Event event;
- NextEvent(&event);
-
- if (FilterMouseMotionEvents(&event))
+ if (NextValidEvent(&event))
{
switch(event.type)
{
HandleClientMessageEvent((ClientMessageEvent *) event);
break;
-#ifdef USE_SDL_JOYSTICK
+#if defined(TARGET_SDL)
case SDL_JOYAXISMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
void HandleExposeEvent(ExposeEvent *event)
{
#ifndef TARGET_SDL
- 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);
-
- BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY);
- }
-
- BlitBitmap(drawto, window, x,y, width,height, x,y);
-
+ RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
FlushDisplay();
#endif
}
int i;
KeyboardAutoRepeatOn();
- old_joystick_status = joystick_status;
- joystick_status = JOYSTICK_OFF;
+ old_joystick_status = joystick.status;
+ joystick.status = JOYSTICK_NOT_AVAILABLE;
/* simulate key release events for still pressed keys */
key_joystick_mapping = 0;
KeyboardAutoRepeatOff();
}
if (old_joystick_status != -1)
- joystick_status = old_joystick_status;
+ joystick.status = old_joystick_status;
}
}
break;
case TYPENAME:
- HandleTypeName(0, KEY_Return);
+ HandleTypeName(0, KSYM_Return);
break;
case CHOOSELEVEL:
HandleSetupScreen(mx,my, 0,0, button);
break;
- case SETUPINPUT:
- HandleSetupInputScreen(mx,my, 0,0, button);
- break;
-
case PLAYING:
#ifdef DEBUG
if (button == MB_RELEASED)
if (key_status == KEY_RELEASED)
return;
- if ((key == KEY_Return || key == KEY_space) &&
+ if ((key == KSYM_Return || key == KSYM_space) &&
game_status == PLAYING && AllPlayersGone)
{
CloseDoor(DOOR_CLOSE_1);
}
/* allow quick escape to the main menu with the Escape key */
- if (key == KEY_Escape && game_status != MAINMENU)
+ if (key == KSYM_Escape &&
+ game_status != MAINMENU &&
+ game_status != LEVELED &&
+ game_status != CHOOSELEVEL &&
+ game_status != SETUP)
{
- CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY);
game_status = MAINMENU;
DrawMainMenu();
return;
case MAINMENU:
case CHOOSELEVEL:
case SETUP:
- case SETUPINPUT:
switch(key)
{
- case KEY_Return:
- case KEY_space:
+ case KSYM_Return:
+ case KSYM_space:
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;
- case KEY_Page_Up:
+ case KSYM_Escape:
+ if (game_status == CHOOSELEVEL)
+ HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
+ else if (game_status == SETUP)
+ HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
+ break;
+
+ case KSYM_Page_Up:
if (game_status == CHOOSELEVEL)
HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
break;
- case KEY_Page_Down:
+ case KSYM_Page_Down:
if (game_status == CHOOSELEVEL)
HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
break;
+#ifdef DEBUG
+ case KSYM_t:
+ DumpTape(&tape);
+ break;
+#endif
+
default:
break;
}
case HALLOFFAME:
switch(key)
{
- case KEY_Return:
- case KEY_space:
+ case KSYM_Return:
+ case KSYM_space:
game_status = MAINMENU;
DrawMainMenu();
BackToFront();
break;
- case KEY_Page_Up:
+ case KSYM_Page_Up:
HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
break;
- case KEY_Page_Down:
+ case KSYM_Page_Down:
HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
break;
break;
case LEVELED:
- if (!anyTextGadgetActiveOrJustFinished)
+ if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
HandleLevelEditorKeyInput(key);
break;
{
#ifdef DEBUG
- case KEY_0:
- case KEY_1:
- case KEY_2:
- case KEY_3:
- case KEY_4:
- case KEY_5:
- case KEY_6:
- case KEY_7:
- case KEY_8:
- case KEY_9:
- if (key == KEY_0)
+ 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;
GameFrameDelay = 500;
}
else
- GameFrameDelay = (key - KEY_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 KEY_d:
+ case KSYM_d:
if (options.debug)
{
options.debug = FALSE;
}
break;
- case KEY_s:
+ case KSYM_s:
if (!global.fps_slowdown)
{
global.fps_slowdown = TRUE;
break;
#if 0
- case KEY_a:
+ case KSYM_a:
if (ScrollStepSize == TILEX/8)
ScrollStepSize = TILEX/4;
else
#endif
#if 0
- case KEY_m:
+ case KSYM_m:
if (MoveSpeed == 8)
{
MoveSpeed = 4;
break;
#endif
- case KEY_f:
+ case KSYM_f:
ScrollStepSize = TILEX/8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
break;
- case KEY_g:
+ case KSYM_g:
ScrollStepSize = TILEX/4;
printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
break;
- case KEY_h:
+ case KSYM_h:
ScrollStepSize = TILEX/2;
printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
break;
- case KEY_l:
+ case KSYM_l:
ScrollStepSize = TILEX;
printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
break;
- case KEY_Q:
+ case KSYM_Q:
+ case KSYM_q:
local_player->dynamite = 1000;
break;
#if 0
- case KEY_z:
+ case KSYM_z:
{
int i;
return;
}
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
if (options.network)
HandleNetworking();
#endif
case MAINMENU:
case CHOOSELEVEL:
case SETUP:
- case SETUPINPUT:
{
static unsigned long joystickmove_delay = 0;
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;
}