/***********************************************************
-* 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) 1995-2006 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)
+
+#define DEBUG_EVENTS 1
+
+
+static boolean cursor_inside_playfield = FALSE;
+static boolean playfield_cursor_set = FALSE;
+static unsigned int 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') */
+
+/* event filter addition for SDL2: as SDL2 does not have a function to enable
+ or disable keyboard auto-repeat, filter repeated keyboard events instead */
+
+static int FilterEventsExt(const Event *event)
{
- while(1)
+ MotionEvent *motion;
+
+#if defined(TARGET_SDL2)
+ /* skip repeated key press events if keyboard auto-repeat is disabled */
+ if (event->type == EVENT_KEYPRESS &&
+ event->key.repeat &&
+ !keyrepeat_status)
+ return 0;
+#endif
+
+ /* 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;
- switch(event.type)
- {
- case ButtonPress:
- case ButtonRelease:
- HandleButtonEvent((XButtonEvent *) &event);
- break;
+ return 1;
+}
- case MotionNotify:
- HandleMotionEvent((XMotionEvent *) &event);
- break;
+#if defined(TARGET_SDL2)
+int FilterEvents(void *userdata, Event *event)
+{
+ return FilterEventsExt(event);
+}
+#else
+int FilterEvents(const Event *event)
+{
+ return FilterEventsExt(event);
+}
+#endif
- case KeyPress:
- case KeyRelease:
- HandleKeyEvent((XKeyEvent *) &event);
- break;
+/* to prevent delay problems, skip mouse motion events if the very next
+ event is also a mouse motion event (and therefore effectively only
+ handling the last of a row of mouse motion events in the event queue) */
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
+boolean SkipPressedMouseMotionEvent(const Event *event)
+{
+ /* nothing to do if the current event is not a mouse motion event */
+ if (event->type != EVENT_MOTIONNOTIFY)
+ return FALSE;
- HandleNoXEvent();
+ /* only skip motion events with pressed button outside level editor */
+ if (button_status == MB_RELEASED ||
+ game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
+ return FALSE;
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ if (PendingEvent())
+ {
+ Event next_event;
- if (game_status != PLAYING)
- {
- XSync(display, FALSE);
- Delay(10);
- }
+ PeekEvent(&next_event);
+
+ /* if next event is also a mouse motion event, skip the current one */
+ if (next_event.type == EVENT_MOTIONNOTIFY)
+ return TRUE;
+ }
+ return FALSE;
+}
+/* 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... */
+static boolean NextValidEvent(Event *event)
+{
+ while (PendingEvent())
+ {
+ boolean handle_this_event = FALSE;
+
+ NextEvent(event);
+
+ if (FilterEventsExt(event))
+ handle_this_event = TRUE;
+
+ if (SkipPressedMouseMotionEvent(event))
+ handle_this_event = FALSE;
+
+ if (handle_this_event)
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+void EventLoop(void)
+{
+ while (1)
+ {
+ if (PendingEvent()) /* got event */
{
- HandleNoXEvent();
+ Event event;
- /* don't use all CPU time when idle; the main loop while playing
- has its own synchronization and is CPU friendly, too */
+ while (NextValidEvent(&event))
+ {
+ switch (event.type)
+ {
+ case EVENT_BUTTONPRESS:
+ case EVENT_BUTTONRELEASE:
+ HandleButtonEvent((ButtonEvent *) &event);
+ break;
+
+ case EVENT_MOTIONNOTIFY:
+ HandleMotionEvent((MotionEvent *) &event);
+ break;
+
+#if defined(TARGET_SDL2)
+ case EVENT_FINGERPRESS:
+ case EVENT_FINGERRELEASE:
+ case EVENT_FINGERMOTION:
+ HandleFingerEvent((FingerEvent *) &event);
+ break;
+#endif
- if (game_status != PLAYING)
+ 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 && !tape.pausing)
{
- XSync(display, FALSE);
- Delay(10);
+ 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();
}
-#endif
+ /* 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 == 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 == EXITGAME)
+ if (game_status == GAME_MODE_QUIT)
return;
}
}
-void HandleOtherEvents(XEvent *event)
+void HandleOtherEvents(Event *event)
{
- switch(event->type)
+ 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 EVENT_CLIENTMESSAGE:
+ HandleClientMessageEvent((ClientMessageEvent *) event);
break;
- case FocusIn:
- case FocusOut:
- HandleFocusEvent((XFocusChangeEvent *) event);
+#if defined(TARGET_SDL)
+ case SDL_JOYAXISMOTION:
+ case SDL_JOYBUTTONDOWN:
+ case SDL_JOYBUTTONUP:
+ HandleJoystickEvent(event);
break;
- case ClientMessage:
- HandleClientMessageEvent((XClientMessageEvent *) event);
+ case SDL_SYSWMEVENT:
+ HandleWindowManagerEvent(event);
break;
+#endif
default:
break;
void ClearEventQueue()
{
- while(XPending(display))
+ while (PendingEvent())
{
- XEvent event;
+ Event event;
- XNextEvent(display, &event);
+ NextEvent(&event);
- switch(event.type)
+ switch (event.type)
{
- case ButtonRelease:
+ case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
break;
- case KeyRelease:
+ case EVENT_KEYRELEASE:
+#if 1
+ ClearPlayerAction();
+#else
key_joystick_mapping = 0;
+#endif
break;
default:
}
}
+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)
+ while (window_unmapped)
{
- XEvent event;
+ Event event;
- XNextEvent(display, &event);
+ NextEvent(&event);
- switch(event.type)
+ 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 !defined(TARGET_SDL)
+ RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
+ FlushDisplay();
+#endif
+}
- if (setup.direct_draw_on && 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;
+void HandleButtonEvent(ButtonEvent *event)
+{
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "BUTTON EVENT: button %d %s, x/y %d/%d\n",
+ event->button,
+ event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
+ event->x, event->y);
+#endif
- SetDrawtoField(DRAW_BACKBUFFER);
+ motion_status = FALSE;
- 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();
+ if (event->type == EVENT_BUTTONPRESS)
+ button_status = event->button;
+ else
+ button_status = MB_RELEASED;
- SetDrawtoField(DRAW_DIRECT);
- }
+ HandleButton(event->x, event->y, button_status, event->button);
+}
- if (setup.soft_scrolling_on && game_status == PLAYING)
- {
- int fx = FX, fy = FY;
+void HandleMotionEvent(MotionEvent *event)
+{
+ if (!PointerInWindow(window))
+ return; /* window and pointer are on different screens */
- fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0);
- fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0);
+ if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
+ return;
- XCopyArea(display,fieldbuffer,backbuffer,gc,
- fx,fy, SXSIZE,SYSIZE,
- SX,SY);
- }
+ motion_status = TRUE;
- XCopyArea(display,drawto,window,gc, x,y, width,height, x,y);
+ Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ button_status, event->x, event->y);
- XFlush(display);
+ HandleButton(event->x, event->y, button_status, button_status);
}
-void HandleButtonEvent(XButtonEvent *event)
+#if defined(TARGET_SDL2)
+void HandleFingerEvent(FingerEvent *event)
{
- motion_status = FALSE;
+#if 0
+ static int num_events = 0;
+ int max_events = 10;
+#endif
- if (event->type==ButtonPress)
- button_status = event->button;
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "FINGER EVENT: finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
+ event->type == EVENT_FINGERPRESS ? "pressed" :
+ event->type == EVENT_FINGERRELEASE ? "released" : "moved",
+ event->touchId,
+ event->fingerId,
+ event->x, event->y,
+ event->dx, event->dy,
+ event->pressure);
+#endif
+
+#if 0
+ int x = (int)(event->x * video.width);
+ int y = (int)(event->y * video.height);
+ int button = MB_LEFTBUTTON;
+
+ Error(ERR_DEBUG, "=> screen x/y %d/%d", x, y);
+#endif
+
+#if 0
+ if (++num_events >= max_events)
+ CloseAllAndExit(0);
+#endif
+
+#if 1
+#if 0
+ if (event->type == EVENT_FINGERPRESS ||
+ event->type == EVENT_FINGERMOTION)
+ button_status = button;
else
button_status = MB_RELEASED;
- HandleButton(event->x, event->y, button_status);
-}
+ int max_x = SX + SXSIZE;
+ int max_y = SY + SYSIZE;
+#endif
-void HandleMotionEvent(XMotionEvent *event)
-{
- motion_status = TRUE;
+#if 1
+ if (game_status == GAME_MODE_PLAYING)
+#else
+ if (game_status == GAME_MODE_PLAYING &&
+ x < max_x)
+#endif
+ {
+ int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
+ KEY_PRESSED);
+#if 1
+ Key key = (event->y < 1.0 / 3.0 ? setup.input[0].key.up :
+ event->y > 2.0 / 3.0 ? setup.input[0].key.down :
+ event->x < 1.0 / 3.0 ? setup.input[0].key.left :
+ event->x > 2.0 / 3.0 ? setup.input[0].key.right :
+ setup.input[0].key.drop);
+#else
+ Key key = (y < max_y / 3 ? setup.input[0].key.up :
+ y > 2 * max_y / 3 ? setup.input[0].key.down :
+ x < max_x / 3 ? setup.input[0].key.left :
+ x > 2 * max_x / 3 ? setup.input[0].key.right :
+ setup.input[0].key.drop);
+#endif
+
+ Error(ERR_DEBUG, "=> key == %d, key_status == %d", key, key_status);
+
+ HandleKey(key, key_status);
+ }
+ else
+ {
+#if 0
+ Error(ERR_DEBUG, "::: button_status == %d, button == %d\n",
+ button_status, button);
- HandleButton(event->x, event->y, button_status);
+ HandleButton(x, y, button_status, button);
+#endif
+ }
+#endif
}
+#endif
-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);
+ Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
+
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "KEY EVENT: key was %s, keysym.scancode == %d, keysym.sym == %d, resulting key == %d (%s)",
+ event->type == EVENT_KEYPRESS ? "pressed" : "released",
+ event->keysym.scancode,
+ event->keysym.sym,
+ GetEventKey(event, TRUE),
+ getKeyNameFromKey(key));
+#endif
+
+#if 0
+ if (key == KSYM_Menu)
+ Error(ERR_DEBUG, "menu key pressed");
+ else if (key == KSYM_Back)
+ Error(ERR_DEBUG, "back key pressed");
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ // always map the "back" button to the "escape" key on Android devices
+ if (key == KSYM_Back)
+ key = KSYM_Escape;
+#endif
+ HandleKeyModState(keymod, key_status);
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);
}
-void HandleButton(int mx, int my, int button)
+void HandleWindowManagerEvent(Event *event)
+{
+#if defined(TARGET_SDL)
+ SDLHandleWindowManagerEvent(event);
+#endif
+}
+
+void HandleButton(int mx, int my, int button, int button_nr)
{
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)
+ if (HandleGadgets(mx, my, 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");
- }
+ /* do not handle this button event anymore */
+ mx = my = -32; /* force mouse event to be outside screen tiles */
}
-#endif
- switch(game_status)
+ /* do not use scroll wheel button events for anything other than gadgets */
+ if (IS_WHEEL_BUTTON(button_nr))
+ return;
+
+ Error(ERR_DEBUG, "::: game_status == %d", game_status);
+
+ switch (game_status)
{
- case MAINMENU:
- HandleMainMenu(mx,my,0,0,button);
+ case GAME_MODE_TITLE:
+ HandleTitleScreen(mx, my, 0, 0, button);
break;
- case TYPENAME:
- HandleTypeName(0,XK_Return);
+ case GAME_MODE_MAIN:
+ HandleMainMenu(mx, my, 0, 0, button);
break;
- case CHOOSELEVEL:
- HandleChooseLevel(mx,my,0,0,button);
+ case GAME_MODE_PSEUDO_TYPENAME:
+ HandleTypeName(0, KSYM_Return);
break;
- case HALLOFFAME:
- HandleHallOfFame(button);
+ case GAME_MODE_LEVELS:
+ HandleChooseLevelSet(mx, my, 0, 0, button);
break;
- case LEVELED:
- LevelEd(mx,my,button);
+ case GAME_MODE_LEVELNR:
+ HandleChooseLevelNr(mx, my, 0, 0, button);
break;
- case HELPSCREEN:
- HandleHelpScreen(button);
+ case GAME_MODE_SCORES:
+ HandleHallOfFame(0, 0, 0, 0, button);
break;
- case SETUP:
- HandleSetupScreen(mx,my,0,0,button);
+ case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
break;
- case SETUPINPUT:
- HandleSetupInputScreen(mx,my,0,0,button);
+ case GAME_MODE_INFO:
+ HandleInfoScreen(mx, my, 0, 0, button);
break;
- case PLAYING:
-
- /* --> NoXEvent() will follow */
-
- /*
- HandleGameActions(0);
- */
+ case GAME_MODE_SETUP:
+ HandleSetupScreen(mx, my, 0, 0, button);
+ break;
+ case GAME_MODE_PLAYING:
+#ifdef DEBUG
+ if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
+ DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
+#endif
break;
default:
}
}
-void HandleKey(KeySym key, int key_status)
+static boolean is_string_suffix(char *string, char *suffix)
{
- int joy = 0;
+ int string_len = strlen(string);
+ int suffix_len = strlen(suffix);
+
+ if (suffix_len > string_len)
+ return FALSE;
+
+ return (strEqual(&string[string_len - suffix_len], suffix));
+}
+
+#define MAX_CHEAT_INPUT_LEN 32
- /* Map cursor keys to joystick directions */
+static void HandleKeysSpecial(Key key)
+{
+ static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
+ char letter = getCharFromKey(key);
+ int cheat_input_len = strlen(cheat_input);
+ int i;
+
+ if (letter == 0)
+ return;
- switch(key)
+ if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
{
- 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;
+ for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
+ cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
- 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;
+ cheat_input_len = MAX_CHEAT_INPUT_LEN;
+ }
- 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;
+ cheat_input[cheat_input_len++] = letter;
+ cheat_input[cheat_input_len] = '\0';
- case XK_Down:
-#ifdef XK_KP_Down
- case XK_KP_Down:
-#endif
- case XK_KP_2:
-#ifndef MSDOS
- case XK_M:
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
#endif
- case XK_m:
- joy |= JOY_DOWN;
- break;
-#ifdef XK_KP_Home
- case XK_KP_Home: /* Diagonalrichtungen */
+ if (game_status == GAME_MODE_MAIN)
+ {
+ if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
+ is_string_suffix(cheat_input, ":ist"))
+ {
+ InsertSolutionTape();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-graphics") ||
+ is_string_suffix(cheat_input, ":rg"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-sounds") ||
+ is_string_suffix(cheat_input, ":rs"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-music") ||
+ is_string_suffix(cheat_input, ":rm"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":reload-artwork") ||
+ is_string_suffix(cheat_input, ":ra"))
+ {
+ ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
+ 1 << ARTWORK_TYPE_SOUNDS |
+ 1 << ARTWORK_TYPE_MUSIC);
+ DrawMainMenu();
+ }
+ else if (is_string_suffix(cheat_input, ":dump-level") ||
+ is_string_suffix(cheat_input, ":dl"))
+ {
+ DumpLevel(&level);
+ }
+ else if (is_string_suffix(cheat_input, ":dump-tape") ||
+ is_string_suffix(cheat_input, ":dt"))
+ {
+ DumpTape(&tape);
+ }
+ else if (is_string_suffix(cheat_input, ":save-native-level") ||
+ is_string_suffix(cheat_input, ":snl"))
+ {
+ SaveNativeLevel(&level);
+ }
+ }
+ else if (game_status == GAME_MODE_PLAYING)
+ {
+#ifdef DEBUG
+ if (is_string_suffix(cheat_input, ".q"))
+ DEBUG_SetMaximumDynamite();
#endif
- case XK_KP_7:
- joy |= JOY_UP | JOY_LEFT;
- break;
+ }
+ else if (game_status == GAME_MODE_EDITOR)
+ {
+ if (is_string_suffix(cheat_input, ":dump-brush") ||
+ is_string_suffix(cheat_input, ":DB"))
+ {
+ DumpBrush();
+ }
+ else if (is_string_suffix(cheat_input, ":DDB"))
+ {
+ DumpBrush_Small();
+ }
+ }
+}
-#ifdef XK_KP_Page_Up
- case XK_KP_Page_Up:
-#endif
- case XK_KP_9:
- joy = JOY_UP | JOY_RIGHT;
- break;
+void HandleKey(Key key, int key_status)
+{
+ boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
+ static struct SetupKeyboardInfo ski;
+ static struct SetupShortcutInfo ssi;
+ static struct
+ {
+ Key *key_custom;
+ Key *key_snap;
+ Key key_default;
+ byte action;
+ } key_info[] =
+ {
+ { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT },
+ { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
+ { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP },
+ { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN },
+ { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP },
+ { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP }
+ };
+ int joy = 0;
+ int i;
-#ifdef XK_KP_End
- case XK_KP_End:
-#endif
- case XK_KP_1:
- joy |= JOY_DOWN | JOY_LEFT;
- break;
+ if (game_status == GAME_MODE_PLAYING)
+ {
+ /* only needed for single-step tape recording mode */
+ static boolean clear_snap_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+ static boolean clear_drop_button[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+ static boolean element_snapped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+ static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+ int pnr;
+
+ for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
+ {
+ byte key_action = 0;
-#ifdef XK_KP_Page_Down
- case XK_KP_Page_Down:
-#endif
- case XK_KP_3:
- joy |= JOY_DOWN | JOY_RIGHT;
- break;
+ if (setup.input[pnr].use_joystick)
+ continue;
-#ifndef MSDOS
- case XK_S: /* Feld entfernen */
-#endif
- case XK_s:
- joy |= JOY_BUTTON_1 | JOY_LEFT;
- break;
+ ski = setup.input[pnr].key;
-#ifndef MSDOS
- case XK_D:
-#endif
- case XK_d:
- joy |= JOY_BUTTON_1 | JOY_RIGHT;
- break;
+ for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
+ if (key == *key_info[i].key_custom)
+ key_action |= key_info[i].action;
-#ifndef MSDOS
- case XK_E:
-#endif
- case XK_e:
- joy |= JOY_BUTTON_1 | JOY_UP;
- break;
+ /* use combined snap+direction keys for the first player only */
+ if (pnr == 0)
+ {
+ ssi = setup.shortcut;
+
+ for (i = 0; i < NUM_DIRECTIONS; i++)
+ if (key == *key_info[i].key_snap)
+ key_action |= key_info[i].action | JOY_BUTTON_SNAP;
+ }
+
+ /* clear delayed snap and drop actions in single step mode (see below) */
+ if (tape.single_step)
+ {
+ if (clear_snap_button[pnr])
+ {
+ stored_player[pnr].action &= ~KEY_BUTTON_SNAP;
+ clear_snap_button[pnr] = FALSE;
+ }
+
+ if (clear_drop_button[pnr])
+ {
+ stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+ clear_drop_button[pnr] = FALSE;
+ }
+ }
+
+ if (key_status == KEY_PRESSED)
+ stored_player[pnr].action |= key_action;
+ else
+ stored_player[pnr].action &= ~key_action;
-#ifndef MSDOS
- case XK_X:
+ if (tape.single_step && tape.recording && tape.pausing)
+ {
+ if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ /* if snap key already pressed, don't snap when releasing (below) */
+ if (stored_player[pnr].action & KEY_BUTTON_SNAP)
+ element_snapped[pnr] = TRUE;
+
+ /* if drop key already pressed, don't drop when releasing (below) */
+ if (stored_player[pnr].action & KEY_BUTTON_DROP)
+ element_dropped[pnr] = TRUE;
+ }
+#if 1
+ else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM ||
+ level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+#if 0
+ printf("::: drop key pressed\n");
#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:
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
+ getRedDiskReleaseFlag_SP() == 0)
+ stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ }
+ }
#endif
- joy |= JOY_BUTTON_1;
- break;
+ else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
+ {
+ if (key_action & KEY_BUTTON_SNAP)
+ {
+ /* if snap key was released without moving (see above), snap now */
+ if (!element_snapped[pnr])
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- 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;
+ stored_player[pnr].action |= KEY_BUTTON_SNAP;
- default:
- break;
+ /* clear delayed snap button on next event */
+ clear_snap_button[pnr] = TRUE;
+ }
+
+ element_snapped[pnr] = FALSE;
+ }
+
+#if 1
+ if (key_action & KEY_BUTTON_DROP &&
+ level.game_engine_type == GAME_ENGINE_TYPE_RND)
+ {
+ /* if drop key was released without moving (see above), drop now */
+ if (!element_dropped[pnr])
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ if (level.game_engine_type != GAME_ENGINE_TYPE_SP ||
+ getRedDiskReleaseFlag_SP() != 0)
+ stored_player[pnr].action |= KEY_BUTTON_DROP;
+
+ /* clear delayed drop button on next event */
+ clear_drop_button[pnr] = TRUE;
+ }
+
+ element_dropped[pnr] = FALSE;
+ }
+#endif
+ }
+ }
+ else if (tape.recording && tape.pausing)
+ {
+ /* prevent key release events from un-pausing a paused game */
+ if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
+ TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ }
+ }
+ }
+ else
+ {
+ for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
+ if (key == key_info[i].key_default)
+ joy |= key_info[i].action;
}
if (joy)
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 == KSYM_KP_Enter) &&
+ (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
{
- CloseDoor(DOOR_CLOSE_1);
- game_status = MAINMENU;
- DrawMainMenu();
+ setup.fullscreen = !setup.fullscreen;
+
+ ToggleFullscreenIfNeeded();
+
+ if (game_status == GAME_MODE_SETUP)
+ RedrawSetupScreenAfterFullscreenToggle();
+
return;
}
- if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */
+#if 0
+ if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
+ (key == KSYM_Return || key == setup.shortcut.toggle_pause))
+#else
+ if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
+ (key == KSYM_Return || key == setup.shortcut.toggle_pause))
+#endif
{
- CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY);
- game_status = MAINMENU;
- DrawMainMenu();
+ GameEnd();
+
return;
}
- if (game_status==PLAYING && (tape.playing || tape.pausing))
+ if (game_status == GAME_MODE_MAIN &&
+ (key == setup.shortcut.toggle_pause || key == KSYM_space))
+ {
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+
return;
+ }
+
+ 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);
+
+ HandleTapeButtonKeys(key);
+ HandleSoundButtonKeys(key);
+ }
+
+ if (game_status == GAME_MODE_PLAYING && !network_playing)
+ {
+ int centered_player_nr_next = -999;
+
+ if (key == setup.shortcut.focus_player_all)
+ centered_player_nr_next = -1;
+ else
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (key == setup.shortcut.focus_player[i])
+ centered_player_nr_next = i;
+
+ if (centered_player_nr_next != -999)
+ {
+ game.centered_player_nr_next = centered_player_nr_next;
+ game.set_centered_player = TRUE;
+
+ if (tape.recording)
+ {
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+ }
+ }
+
+ HandleKeysSpecial(key);
+
+ if (HandleGadgetsKeyInput(key))
+ {
+ if (key != KSYM_Escape) /* always allow ESC key to be handled */
+ key = KSYM_UNDEFINED;
+ }
- switch(game_status)
+ 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:
- switch(key)
+ case GAME_MODE_TITLE:
+ case GAME_MODE_MAIN:
+ case GAME_MODE_LEVELS:
+ case GAME_MODE_LEVELNR:
+ case GAME_MODE_SETUP:
+ case GAME_MODE_INFO:
+ case GAME_MODE_SCORES:
+ 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_space:
+ case KSYM_Return:
+ if (game_status == GAME_MODE_TITLE)
+ HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_MAIN)
+ HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_INFO)
+ HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
+ else if (game_status == GAME_MODE_SCORES)
+ HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
break;
- default:
+ case KSYM_Escape:
+ if (game_status != GAME_MODE_MAIN)
+ FadeSkipNextFadeIn();
+
+ if (game_status == GAME_MODE_TITLE)
+ HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_INFO)
+ HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+ else if (game_status == GAME_MODE_SCORES)
+ HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
break;
- }
- break;
- case HELPSCREEN:
- HandleHelpScreen(MB_RELEASED);
- break;
+ case KSYM_Page_Up:
+ if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(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);
+ else if (game_status == GAME_MODE_INFO)
+ HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCORES)
+ HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+ break;
- case HALLOFFAME:
- switch(key)
- {
- case XK_Return:
- game_status = MAINMENU;
- DrawMainMenu();
- BackToFront();
+ case KSYM_Page_Down:
+ if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(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);
+ else if (game_status == GAME_MODE_INFO)
+ HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SCORES)
+ HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+ break;
+
+#ifdef DEBUG
+ case KSYM_0:
+ GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
+ break;
+
+ case KSYM_b:
+ setup.sp_show_border_elements = !setup.sp_show_border_elements;
+ printf("Supaplex border elements %s\n",
+ setup.sp_show_border_elements ? "enabled" : "disabled");
break;
+#endif
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)
+ 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:
+#if 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:
+#endif
+ 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 XK_a:
- if (ScrollStepSize == TILEX/8)
- ScrollStepSize = TILEX/4;
+ 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
- ScrollStepSize = TILEX/8;
- printf("ScrollStepSize == %d\n", ScrollStepSize);
+ {
+ global.fps_slowdown = FALSE;
+ global.fps_slowdown_factor = 1;
+ printf("fps slowdown disabled\n");
+ }
break;
- case XK_f:
- ScrollStepSize = TILEX/8;
+ case KSYM_f:
+ ScrollStepSize = TILEX / 8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
break;
- case XK_g:
- ScrollStepSize = TILEX/4;
+ case KSYM_g:
+ ScrollStepSize = TILEX / 4;
printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
break;
- case XK_h:
- ScrollStepSize = TILEX/2;
+ 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:
- local_player->dynamite = 1000;
- break;
-
- 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_on == %d\n", setup.direct_draw_on);
-
- break;
-
- case XK_z:
- {
- int i;
-
- for(i=0; i<MAX_PLAYERS; i++)
- {
- printf("Player %d:\n", i);
- printf(" jx == %d, jy == %d\n",
- stored_player[i].jx, stored_player[i].jy);
- printf(" last_jx == %d, last_jy == %d\n",
- stored_player[i].last_jx, stored_player[i].last_jy);
- }
- 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]);
- }
-
+ case KSYM_v:
+ printf("::: currently using game engine version %d\n",
+ game.engine_version);
break;
#endif
}
break;
}
+
default:
- break;
+ if (key == KSYM_Escape)
+ {
+ game_status = GAME_MODE_MAIN;
+ DrawMainMenu();
+
+ return;
+ }
}
}
-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, button_status);
+
return;
}
+#if defined(NETWORK_AVALIABLE)
if (options.network)
HandleNetworking();
+#endif
- switch(game_status)
- {
- case MAINMENU:
- case CHOOSELEVEL:
- case HALLOFFAME:
- case HELPSCREEN:
- case SETUP:
- case SETUPINPUT:
- HandleJoystick();
- break;
+ HandleJoystick();
+}
+
+static int HandleJoystickForAllPlayers()
+{
+ int i;
+ int result = 0;
- case PLAYING:
- HandleJoystick();
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ byte joy_action = 0;
- /*
- HandleGameActions(0);
+ /*
+ if (!setup.input[i].use_joystick)
+ continue;
*/
- break;
+ joy_action = Joystick(i);
+ result |= joy_action;
- default:
- break;
+ if (!setup.input[i].use_joystick)
+ continue;
+
+ stored_player[i].action = joy_action;
}
+
+ return result;
}
void HandleJoystick()
{
- int joystick = Joystick();
+ int joystick = HandleJoystickForAllPlayers();
int keyboard = key_joystick_mapping;
int joy = (joystick | keyboard);
int left = joy & JOY_LEFT;
int up = joy & JOY_UP;
int down = joy & JOY_DOWN;
int button = joy & JOY_BUTTON;
- int newbutton = (JoystickButton() == JOY_BUTTON_NEW_PRESSED);
+ int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
- switch(game_status)
+ switch (game_status)
{
- case MAINMENU:
- case CHOOSELEVEL:
- case SETUP:
- case SETUPINPUT:
+ case GAME_MODE_TITLE:
+ case GAME_MODE_MAIN:
+ case GAME_MODE_LEVELS:
+ case GAME_MODE_LEVELNR:
+ case GAME_MODE_SETUP:
+ case GAME_MODE_INFO:
{
- static long joystickmove_delay = 0;
+ static unsigned int 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)
- HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
- else if (game_status==CHOOSELEVEL)
- 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);
+ if (game_status == GAME_MODE_TITLE)
+ HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_MAIN)
+ HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELS)
+ HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_LEVELNR)
+ HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_SETUP)
+ HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+ else if (game_status == GAME_MODE_INFO)
+ HandleInfoScreen(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:
- HandleHelpScreen(!newbutton);
+ case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
break;
- case PLAYING:
+ case GAME_MODE_PLAYING:
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
+#if 0
+ if (local_player->LevelSolved_GameEnd && newbutton)
+#else
if (AllPlayersGone && newbutton)
+#endif
{
- CloseDoor(DOOR_CLOSE_1);
- game_status = MAINMENU;
- DrawMainMenu();
+ GameEnd();
+
return;
}
- if (tape.pausing || AllPlayersGone)
- joy = 0;
-
- HandleGameActions((byte)joy);
break;
default: