/***********************************************************
-* 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 "buttons.h"
#include "network.h"
/* values for key_status */
#define KEY_RELEASED FALSE
#define KEY_PRESSED TRUE
-void EventLoop(void)
+
+static boolean cursor_inside_playfield = FALSE;
+static boolean playfield_cursor_set = FALSE;
+static unsigned long playfield_cursor_delay = 0;
+
+
+/* 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') */
+
+int FilterMouseMotionEvents(const Event *event)
{
- while(1)
+ MotionEvent *motion;
+
+ /* non-motion events are directly passed to event handler functions */
+ if (event->type != EVENT_MOTIONNOTIFY)
+ return 1;
+
+ motion = (MotionEvent *)event;
+ cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
+ motion->y >= SY && motion->y < SY + SYSIZE);
+
+ if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
{
- if (XPending(display)) /* got event from X server */
- {
- XEvent event;
+ SetMouseCursor(CURSOR_DEFAULT);
+ playfield_cursor_set = FALSE;
+ DelayReached(&playfield_cursor_delay, 0);
+ }
- XNextEvent(display, &event);
+ /* skip mouse motion events without pressed button outside level editor */
+ if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR &&
+ game_status != GAME_MODE_PLAYING)
+ return 0;
+ else
+ return 1;
+}
- switch(event.type)
- {
- case ButtonPress:
- case ButtonRelease:
- HandleButtonEvent((XButtonEvent *) &event);
- break;
+/* 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 */
- case MotionNotify:
- HandleMotionEvent((XMotionEvent *) &event);
- break;
+static boolean NextValidEvent(Event *event)
+{
+ while (PendingEvent())
+ {
+ NextEvent(event);
- case KeyPress:
- case KeyRelease:
- HandleKeyEvent((XKeyEvent *) &event);
- break;
+ if (FilterMouseMotionEvents(event))
+ return TRUE;
+ }
- default:
- HandleOtherEvents(&event);
- break;
+ return FALSE;
+}
+
+void EventLoop(void)
+{
+ while(1)
+ {
+ if (PendingEvent()) /* got event */
+ {
+ Event event;
+
+ if (NextValidEvent(&event))
+ {
+ 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;
+ }
}
}
+ 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;
+ }
- HandleNoXEvent();
+ 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 != PLAYING)
+ if (game_status == GAME_MODE_PLAYING)
+ HandleGameActions();
+ else
{
- XSync(display, FALSE);
- if (!XPending(display)) /* delay only if no pending events */
+ SyncDisplay();
+ if (!PendingEvent()) /* delay only if no pending events */
Delay(10);
}
/* refresh window contents from drawing buffer, if needed */
BackToFront();
- if (game_status == EXITGAME)
+ 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)
{
- Window root, child;
- int root_x, root_y;
- int win_x, win_y;
- unsigned int mask;
+ if (!PointerInWindow(window))
+ return; /* window and pointer are on different screens */
- if (!XQueryPointer(display, window, &root, &child, &root_x, &root_y,
- &win_x, &win_y, &mask))
- return;
-
- if (!button_status && game_status != LEVELED)
+#if 1
+ if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
return;
+#endif
motion_status = TRUE;
- HandleButton(win_x, win_y, button_status);
+ 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);
- 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';
- }
+ 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)
{
- int i;
+ KeyboardAutoRepeatOn();
+ old_joystick_status = joystick.status;
+ joystick.status = JOYSTICK_NOT_AVAILABLE;
- 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;
+ ClearPlayerAction();
}
- else if (event->type == FocusIn)
+ else if (event->type == EVENT_FOCUSIN)
{
/* When there are two Rocks'n'Diamonds windows which overlap and
the player moves the pointer from one game window to the other,
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.
+ (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 == PLAYING)
+ if (game_status == GAME_MODE_PLAYING)
{
Delay(100);
- XAutoRepeatOff(display);
+ KeyboardAutoRepeatOffUnlessAutoplay();
}
if (old_joystick_status != -1)
- joystick_status = old_joystick_status;
+ joystick.status = old_joystick_status;
}
}
-void HandleClientMessageEvent(XClientMessageEvent *event)
+void HandleClientMessageEvent(ClientMessageEvent *event)
{
-#ifndef MSDOS
- if ((event->window == window) &&
- (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
+ if (CheckCloseWindowEvent(event))
CloseAllAndExit(0);
-#endif
}
void HandleButton(int mx, int my, int button)
switch(game_status)
{
- case MAINMENU:
+ 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:
+ case GAME_MODE_LEVELS:
HandleChooseLevel(mx,my, 0,0, button);
break;
- case HALLOFFAME:
+ case GAME_MODE_SCORES:
HandleHallOfFame(0,0, 0,0, button);
break;
- case LEVELED:
+ case GAME_MODE_EDITOR:
break;
- case HELPSCREEN:
+ case GAME_MODE_INFO:
HandleHelpScreen(button);
break;
- case SETUP:
+ case GAME_MODE_SETUP:
HandleSetupScreen(mx,my, 0,0, button);
break;
- case SETUPINPUT:
- HandleSetupInputScreen(mx,my, 0,0, button);
- break;
-
- case PLAYING:
+ case GAME_MODE_PLAYING:
#ifdef DEBUG
if (button == MB_RELEASED)
{
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");
}
}
}
}
-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 (tape.single_step && clear_button_2[pnr])
+ {
+ 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 (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;
}
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 || key == XK_space) &&
- 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;
}
/* allow quick escape to the main menu with the Escape key */
- if (key == XK_Escape && game_status != MAINMENU)
+ 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_OPEN_2 | DOOR_NO_DELAY);
- game_status = MAINMENU;
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
return;
}
+ /* 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 == PLAYING && (tape.playing || tape.pausing))
+ if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
return;
#endif
-
+#endif
HandleGadgetsKeyInput(key);
switch(game_status)
{
- case TYPENAME:
+ 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:
- case XK_space:
- if (game_status == MAINMENU)
+ case KSYM_Return:
+ if (game_status == GAME_MODE_MAIN)
HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
- else if (game_status == CHOOSELEVEL)
+ else if (game_status == GAME_MODE_LEVELS)
HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
- else if (game_status == SETUP)
+ else if (game_status == GAME_MODE_SETUP)
HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
- else if (game_status == SETUPINPUT)
- HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE);
break;
- case XK_Page_Up:
- if (game_status == CHOOSELEVEL)
- HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+ 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 XK_Page_Down:
- if (game_status == CHOOSELEVEL)
- HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+ case KSYM_Page_Up:
+ if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
break;
+ case KSYM_Page_Down:
+ if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, 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:
- case XK_space:
- game_status = MAINMENU;
+ case KSYM_Return:
+ game_status = GAME_MODE_MAIN;
DrawMainMenu();
BackToFront();
break;
- case XK_Page_Up:
- HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+ case KSYM_Page_Up:
+ HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
break;
- case XK_Page_Down:
- HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+ case KSYM_Page_Down:
+ HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
break;
default:
}
break;
- case LEVELED:
- HandleLevelEditorKeyInput(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)
+ 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 - 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
#endif
#if 0
- case XK_m:
+ case KSYM_m:
if (MoveSpeed == 8)
{
MoveSpeed = 4;
break;
#endif
- case XK_f:
+ 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_z:
+ case KSYM_z:
{
int i;
}
}
-void HandleNoXEvent()
+void HandleNoEvent()
{
- if (button_status && game_status != PLAYING)
+ if (button_status && game_status != GAME_MODE_PLAYING)
{
HandleButton(0, 0, -button_status);
return;
}
-#ifndef MSDOS
+#if defined(PLATFORM_UNIX)
if (options.network)
HandleNetworking();
#endif
HandleJoystick();
-
- if (game_status == PLAYING)
- HandleGameActions();
}
static int HandleJoystickForAllPlayers()
joy_action = Joystick(i);
result |= joy_action;
-
if (!setup.input[i].use_joystick)
continue;
-
stored_player[i].action = joy_action;
}
switch(game_status)
{
- case MAINMENU:
- case CHOOSELEVEL:
- case SETUP:
- case SETUPINPUT:
+ case GAME_MODE_MAIN:
+ case GAME_MODE_LEVELS:
+ case GAME_MODE_SETUP:
{
static unsigned long joystickmove_delay = 0;
!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:
+ 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;
}