/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment *
+* (c) 1995-2006 Artsoft Entertainment *
* Holger Schemel *
* Detmolder Strasse 189 *
* 33604 Bielefeld *
#include "tape.h"
#include "network.h"
-/* values for key_status */
-#define KEY_NOT_PRESSED FALSE
-#define KEY_RELEASED FALSE
-#define KEY_PRESSED TRUE
+
+#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 */
+ delay problems with lots of mouse motion events when mouse button
+ not pressed (X11 can handle this with 'PointerMotionHintMask') */
-int FilterMouseMotionEvents(const Event *event)
+/* 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)
{
+ 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;
- /* get mouse motion events without pressed button only in level editor */
- if (button_status == MB_RELEASED && game_status != LEVELED)
+ 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)
+ {
+ 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 && game_status != GAME_MODE_PLAYING)
return 0;
- else
- return 1;
+
+ return 1;
+}
+
+#if defined(TARGET_SDL2)
+int FilterEvents(void *userdata, Event *event)
+{
+ return FilterEventsExt(event);
+}
+#else
+int FilterEvents(const Event *event)
+{
+ return FilterEventsExt(event);
+}
+#endif
+
+/* 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) */
+
+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;
+
+ /* 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;
+
+ if (PendingEvent())
+ {
+ Event next_event;
+
+ 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;
{
while (PendingEvent())
{
+ boolean handle_this_event = FALSE;
+
NextEvent(event);
- if (FilterMouseMotionEvents(event))
+ if (FilterEventsExt(event))
+ handle_this_event = TRUE;
+
+ if (SkipPressedMouseMotionEvent(event))
+ handle_this_event = FALSE;
+
+ if (handle_this_event)
return TRUE;
}
void EventLoop(void)
{
- while(1)
+ while (1)
{
if (PendingEvent()) /* got event */
{
Event event;
- if (NextValidEvent(&event))
+ while (NextValidEvent(&event))
{
- switch(event.type)
+ switch (event.type)
{
case EVENT_BUTTONPRESS:
case EVENT_BUTTONRELEASE:
case EVENT_MOTIONNOTIFY:
HandleMotionEvent((MotionEvent *) &event);
break;
-
+
+#if defined(TARGET_SDL2)
+ case EVENT_FINGERPRESS:
+ case EVENT_FINGERRELEASE:
+ case EVENT_FINGERMOTION:
+ HandleFingerEvent((FingerEvent *) &event);
+ break;
+
+ case EVENT_TEXTINPUT:
+ HandleTextEvent((TextEvent *) &event);
+ break;
+#endif
+
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)
+ {
+ 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 == PLAYING)
+ if (game_status == GAME_MODE_PLAYING)
+ {
HandleGameActions();
+ }
else
{
SyncDisplay();
/* refresh window contents from drawing buffer, if needed */
BackToFront();
- if (game_status == EXITGAME)
+ if (game_status == GAME_MODE_QUIT)
return;
}
}
void HandleOtherEvents(Event *event)
{
- switch(event->type)
+ switch (event->type)
{
case EVENT_EXPOSE:
HandleExposeEvent((ExposeEvent *) event);
break;
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 SDL_JOYBUTTONUP:
HandleJoystickEvent(event);
break;
+
+ case SDL_SYSWMEVENT:
+ HandleWindowManagerEvent(event);
+ break;
#endif
default:
NextEvent(&event);
- switch(event.type)
+ switch (event.type)
{
case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
break;
case EVENT_KEYRELEASE:
+#if 1
+ ClearPlayerAction();
+#else
key_joystick_mapping = 0;
+#endif
break;
default:
/* simulate key release events for still pressed keys */
key_joystick_mapping = 0;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
stored_player[i].action = 0;
}
KeyboardAutoRepeatOn();
- while(window_unmapped)
+ while (window_unmapped)
{
Event event;
NextEvent(&event);
- switch(event.type)
+ switch (event.type)
{
case EVENT_BUTTONRELEASE:
button_status = MB_RELEASED;
}
}
- if (game_status == PLAYING)
- KeyboardAutoRepeatOff();
+ if (game_status == GAME_MODE_PLAYING)
+ KeyboardAutoRepeatOffUnlessAutoplay();
}
void HandleExposeEvent(ExposeEvent *event)
{
-#ifndef TARGET_SDL
+#if !defined(TARGET_SDL)
RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
FlushDisplay();
#endif
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
+
motion_status = FALSE;
if (event->type == EVENT_BUTTONPRESS)
else
button_status = MB_RELEASED;
- HandleButton(event->x, event->y, button_status);
+ HandleButton(event->x, event->y, button_status, event->button);
}
void HandleMotionEvent(MotionEvent *event)
if (!PointerInWindow(window))
return; /* window and pointer are on different screens */
-#if 1
- if (button_status == MB_RELEASED && game_status != LEVELED)
+ if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
return;
-#endif
motion_status = TRUE;
- HandleButton(event->x, event->y, button_status);
+ Error(ERR_DEBUG, "MOTION EVENT: button %d moved, x/y %d/%d\n",
+ button_status, event->x, event->y);
+
+ HandleButton(event->x, event->y, button_status, button_status);
}
+#if defined(TARGET_SDL2)
+void HandleFingerEvent(FingerEvent *event)
+{
+#if 0
+ static int num_events = 0;
+ int max_events = 10;
+#endif
+
+#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;
+
+ int max_x = SX + SXSIZE;
+ int max_y = SY + SYSIZE;
+#endif
+
+#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(x, y, button_status, button);
+#endif
+ }
+#endif
+}
+
+static boolean checkTextInputKeyModState()
+{
+ // when playing, only handle raw key events and ignore text input
+ if (game_status == GAME_MODE_PLAYING)
+ return FALSE;
+
+ return ((GetKeyModState() & KMOD_TextInput) != KMOD_None);
+}
+
+void HandleTextEvent(TextEvent *event)
+{
+ char *text = event->text;
+ Key key = getKeyFromKeyName(text);
+
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "TEXT EVENT: text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s)",
+ text,
+ strlen(text),
+ text[0], (int)(text[0]),
+ key,
+ getKeyNameFromKey(key));
+#endif
+
+ // if (game_status != GAME_MODE_PLAYING && GetKeyModState() != KMOD_None)
+ /*
+ if (game_status != GAME_MODE_PLAYING &&
+ (GetKeyModState() & KMOD_TextInput) != KMOD_None)
+ */
+ if (checkTextInputKeyModState())
+ {
+ HandleKey(key, KEY_PRESSED);
+ HandleKey(key, KEY_RELEASED);
+ }
+}
+#endif
+
void HandleKeyEvent(KeyEvent *event)
{
- int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
- boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE);
+ 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, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
+ event->type == EVENT_KEYPRESS ? "pressed" : "released",
+ event->keysym.scancode,
+ event->keysym.sym,
+ keymod,
+ GetKeyModState(),
+ key,
+ 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);
+
+#if defined(TARGET_SDL2)
+
+ // if (game_status == GAME_MODE_PLAYING || GetKeyModState() == KMOD_None)
+ /*
+ if (game_status == GAME_MODE_PLAYING ||
+ (GetKeyModState() & KMOD_TextInput) == KMOD_None)
+ */
+ if (!checkTextInputKeyModState())
+ HandleKey(key, key_status);
+#else
HandleKey(key, key_status);
+#endif
}
void HandleFocusEvent(FocusChangeEvent *event)
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);
- KeyboardAutoRepeatOff();
+ KeyboardAutoRepeatOffUnlessAutoplay();
}
+
if (old_joystick_status != -1)
joystick.status = old_joystick_status;
}
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;
old_my = my;
}
- HandleGadgets(mx, my, button);
+ if (HandleGadgets(mx, my, button))
+ {
+ /* do not handle this button event anymore */
+ mx = my = -32; /* force mouse event to be outside screen tiles */
+ }
+
+ /* do not use scroll wheel button events for anything other than gadgets */
+ if (IS_WHEEL_BUTTON(button_nr))
+ return;
- switch(game_status)
+ 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:
+ case GAME_MODE_MAIN:
+ HandleMainMenu(mx, my, 0, 0, button);
+ break;
+
+ case GAME_MODE_PSEUDO_TYPENAME:
HandleTypeName(0, KSYM_Return);
break;
- case CHOOSELEVEL:
- HandleChooseLevel(mx,my, 0,0, button);
+ case GAME_MODE_LEVELS:
+ HandleChooseLevelSet(mx, my, 0, 0, button);
break;
- case HALLOFFAME:
- HandleHallOfFame(0,0, 0,0, button);
+ case GAME_MODE_LEVELNR:
+ HandleChooseLevelNr(mx, my, 0, 0, button);
break;
- case LEVELED:
+ case GAME_MODE_SCORES:
+ HandleHallOfFame(0, 0, 0, 0, button);
break;
- case HELPSCREEN:
- HandleHelpScreen(button);
+ case GAME_MODE_EDITOR:
+ HandleLevelEditorIdle();
break;
- case SETUP:
- HandleSetupScreen(mx,my, 0,0, button);
+ case GAME_MODE_INFO:
+ HandleInfoScreen(mx, my, 0, 0, button);
break;
- case PLAYING:
-#ifdef DEBUG
- if (button == MB_RELEASED)
- {
- int sx = (mx - SX) / TILEX;
- int sy = (my - SY) / TILEY;
+ case GAME_MODE_SETUP:
+ HandleSetupScreen(mx, my, 0, 0, button);
+ break;
- 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("\n");
- }
- }
+ 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;
}
}
+static boolean is_string_suffix(char *string, char *suffix)
+{
+ 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
+
+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;
+
+ if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
+ {
+ for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
+ cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
+
+ cheat_input_len = MAX_CHEAT_INPUT_LEN;
+ }
+
+ cheat_input[cheat_input_len++] = letter;
+ cheat_input[cheat_input_len] = '\0';
+
+#if DEBUG_EVENTS
+ Error(ERR_DEBUG, "SPECIAL KEY '%s' [%d]\n", cheat_input, cheat_input_len);
+#endif
+
+ 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
+ }
+ 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();
+ }
+ }
+}
+
void HandleKey(Key key, int key_status)
{
- int joy = 0;
boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
- static struct SetupKeyboardInfo custom_key;
+ static struct SetupKeyboardInfo ski;
+ static struct SetupShortcutInfo ssi;
static struct
{
Key *key_custom;
+ Key *key_snap;
Key key_default;
byte action;
} key_info[] =
{
- { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
- { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
- { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
- { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
- { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
- { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 }
+ { &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;
- 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 };
+ 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++)
+ for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
{
- int i;
byte key_action = 0;
if (setup.input[pnr].use_joystick)
continue;
- custom_key = setup.input[pnr].key;
+ ski = setup.input[pnr].key;
- for (i=0; i<6; i++)
+ for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
if (key == *key_info[i].key_custom)
key_action |= key_info[i].action;
- if (tape.single_step && clear_button_2[pnr])
+ /* use combined snap+direction keys for the first player only */
+ if (pnr == 0)
{
- stored_player[pnr].action &= ~KEY_BUTTON_2;
- clear_button_2[pnr] = FALSE;
+ 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)
if (tape.single_step && tape.recording && tape.pausing)
{
- if (key_status == KEY_PRESSED &&
- (key_action & (KEY_MOTION | KEY_BUTTON_1)))
+ if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
{
TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- if (key_action & KEY_MOTION)
+ /* 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 (stored_player[pnr].action & KEY_BUTTON_2)
- bomb_placed[pnr] = TRUE;
+#if 0
+ printf("::: drop key pressed\n");
+#endif
+
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
+ getRedDiskReleaseFlag_SP() == 0)
+ stored_player[pnr].action &= ~KEY_BUTTON_DROP;
+
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
}
}
- else if (key_status == KEY_RELEASED &&
- (key_action & KEY_BUTTON_2))
+#endif
+ else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON)
{
- if (!bomb_placed[pnr])
+ if (key_action & KEY_BUTTON_SNAP)
{
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ /* if snap key was released without moving (see above), snap now */
+ if (!element_snapped[pnr])
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+ stored_player[pnr].action |= KEY_BUTTON_SNAP;
- stored_player[pnr].action |= KEY_BUTTON_2;
- clear_button_2[pnr] = TRUE;
+ /* clear delayed snap button on next event */
+ clear_snap_button[pnr] = TRUE;
+ }
+
+ element_snapped[pnr] = FALSE;
}
- bomb_placed[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 && (key_action & KEY_ACTION))
- TapeTogglePause(TAPE_TOGGLE_MANUAL);
+ 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
{
- int i;
-
- for (i=0; i<6; i++)
+ for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
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 == KSYM_Return || key == setup.shortcut.toggle_pause) &&
- 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;
}
- /* allow quick escape to the main menu with the Escape key */
- if (key == KSYM_Escape &&
- game_status != MAINMENU &&
- game_status != PLAYING &&
- game_status != LEVELED &&
- game_status != CHOOSELEVEL &&
- game_status != SETUP)
+#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
+ {
+ GameEnd();
+
+ return;
+ }
+
+ if (game_status == GAME_MODE_MAIN &&
+ (key == setup.shortcut.toggle_pause || key == KSYM_space))
{
- game_status = MAINMENU;
- DrawMainMenu();
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+
return;
}
- /* special key shortcuts */
- if (game_status == MAINMENU || game_status == PLAYING)
+ if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
{
if (key == setup.shortcut.save_game)
TapeQuickSave();
TapeQuickLoad();
else if (key == setup.shortcut.toggle_pause)
TapeTogglePause(TAPE_TOGGLE_MANUAL);
- }
+ HandleTapeButtonKeys(key);
+ HandleSoundButtonKeys(key);
+ }
-#ifndef DEBUG
+ if (game_status == GAME_MODE_PLAYING && !network_playing)
+ {
+ int centered_player_nr_next = -999;
- if (game_status == PLAYING && (tape.playing || tape.pausing))
- return;
+ 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;
-#endif
+ 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);
- HandleGadgetsKeyInput(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:
+ case GAME_MODE_PSEUDO_TYPENAME:
HandleTypeName(0, key);
break;
- case MAINMENU:
- case CHOOSELEVEL:
- case SETUP:
- 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 KSYM_space:
case KSYM_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);
+ 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;
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);
+ 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;
case KSYM_Page_Up:
- if (game_status == CHOOSELEVEL)
- HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
- else if (game_status == SETUP)
- HandleSetupScreen(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+ 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 KSYM_Page_Down:
- if (game_status == CHOOSELEVEL)
- HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
- else if (game_status == SETUP)
- HandleSetupScreen(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+ 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_t:
- DumpTape(&tape);
- break;
-#endif
-
- default:
- break;
- }
- break;
-
- case HELPSCREEN:
- HandleHelpScreen(MB_RELEASED);
- break;
-
- case HALLOFFAME:
- switch(key)
- {
- case KSYM_Return:
- game_status = MAINMENU;
- DrawMainMenu();
- BackToFront();
- break;
-
- case KSYM_Page_Up:
- HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+ case KSYM_0:
+ GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
break;
- case KSYM_Page_Down:
- HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+ 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:
+ 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);
#ifdef DEBUG
case KSYM_0:
+#if 0
case KSYM_1:
case KSYM_2:
case KSYM_3:
case KSYM_7:
case KSYM_8:
case KSYM_9:
+#endif
if (key == KSYM_0)
{
if (GameFrameDelay == 500)
}
break;
-#if 0
- case KSYM_a:
- if (ScrollStepSize == TILEX/8)
- ScrollStepSize = TILEX/4;
- else
- ScrollStepSize = TILEX/8;
- printf("ScrollStepSize == %d\n", ScrollStepSize);
- break;
-#endif
-
-#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;
+ ScrollStepSize = TILEX / 8;
printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
break;
case KSYM_g:
- ScrollStepSize = TILEX/4;
+ ScrollStepSize = TILEX / 4;
printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
break;
case KSYM_h:
- ScrollStepSize = TILEX/2;
+ ScrollStepSize = TILEX / 2;
printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
break;
printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
break;
- case KSYM_Q:
- case KSYM_q:
- local_player->dynamite = 1000;
+ case KSYM_v:
+ printf("::: currently using game engine version %d\n",
+ game.engine_version);
break;
-
-
-
-#if 0
-
- case KSYM_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;
-#endif
#endif
default:
}
break;
}
+
default:
- break;
+ if (key == KSYM_Escape)
+ {
+ game_status = GAME_MODE_MAIN;
+ DrawMainMenu();
+
+ return;
+ }
}
}
void HandleNoEvent()
{
- if (button_status && game_status != PLAYING)
+ if (button_status && game_status != GAME_MODE_PLAYING)
{
- HandleButton(0, 0, -button_status);
+ HandleButton(0, 0, -button_status, button_status);
+
return;
}
-#if defined(PLATFORM_UNIX)
+#if defined(NETWORK_AVALIABLE)
if (options.network)
HandleNetworking();
#endif
int i;
int result = 0;
- for (i=0; i<MAX_PLAYERS; i++)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
byte joy_action = 0;
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 GAME_MODE_TITLE:
+ case GAME_MODE_MAIN:
+ case GAME_MODE_LEVELS:
+ case GAME_MODE_LEVELNR:
+ case GAME_MODE_SETUP:
+ case GAME_MODE_INFO:
{
- static unsigned long joystickmove_delay = 0;
+ static unsigned int joystickmove_delay = 0;
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);
+ 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(0,0, dx,dy, !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;
}