if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
level.time = 0;
- // ---------- initialize mask for handling game action events ---------------
+ // ---------- initialize flags for handling game actions --------------------
- // set game action events mask to default value
- game.event_mask = GAME_EVENTS_DEFAULT;
+ // set flags for game actions to default values
+ game.use_key_actions = TRUE;
+ game.use_mouse_actions = FALSE;
// when using Mirror Magic game engine, handle mouse events only
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
- game.event_mask = GAME_EVENTS_MOUSE;
+ {
+ game.use_key_actions = FALSE;
+ game.use_mouse_actions = TRUE;
+ }
// check for custom elements with mouse click events
if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
- game.event_mask = GAME_EVENTS_MOUSE;
+ game.use_mouse_actions = TRUE;
}
}
}
InitGameEngine();
InitGameControlValues();
- // initialize tape action events from game when recording tape
+ // initialize tape actions from game when recording tape
if (tape.recording)
- tape.event_mask = game.event_mask;
+ {
+ tape.use_key_actions = game.use_key_actions;
+ tape.use_mouse_actions = game.use_mouse_actions;
+ }
// don't play tapes over network
network_playing = (network.enabled && !tape.playing);
static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
byte *tape_action)
{
- if (tape.event_mask != GAME_EVENTS_MOUSE)
+ if (!tape.use_mouse_actions)
return;
mouse_action->lx = tape_action[TAPE_ACTION_LX];
static void SetTapeActionFromMouseAction(byte *tape_action,
struct MouseActionInfo *mouse_action)
{
- if (tape.event_mask != GAME_EVENTS_MOUSE)
+ if (!tape.use_mouse_actions)
return;
tape_action[TAPE_ACTION_LX] = mouse_action->lx;
{
int new_button = (mouse_action.button && mouse_action_last.button == 0);
- x = local_player->mouse_action.lx;
- y = local_player->mouse_action.ly;
+ x = mouse_action.lx;
+ y = mouse_action.ly;
element = Feld[x][y];
if (new_button)