X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=19c47763e05236c491659fbd15d9b772ecf204f1;hb=2f5368f25e34c02cb5ff7a012aa96198442231cb;hp=976974ac58891e6b9c8db2bab1c9057e876dac75;hpb=338cfb1f6b043bdeaa0c77518b2a58b364ebc941;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 976974ac..19c47763 100644 --- a/src/events.c +++ b/src/events.c @@ -1,221 +1,284 @@ /*********************************************************** -* 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 "network.h" + +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) +{ + 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) + { + 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; +} + +/* this is only really needed for non-SDL targets to filter unwanted events; + when using SDL with properly installed event filter, this function can be + replaced with a simple "NextEvent()" call, but it doesn't hurt either */ + +static boolean NextValidEvent(Event *event) +{ + while (PendingEvent()) + { + NextEvent(event); + + if (FilterMouseMotionEvents(event)) + return TRUE; + } + + return FALSE; +} + void EventLoop(void) { - while(1) + while (1) { - if (XPending(display)) /* got event from X server */ + if (PendingEvent()) /* got event */ { - XEvent event; + Event event; - XNextEvent(display, &event); - - switch(event.type) + if (NextValidEvent(&event)) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - case UnmapNotify: - SleepWhileUnmapped(); - break; - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) &event); - break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) &event); - break; - default: - break; + 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); - Delay(10); + SyncDisplay(); + if (!PendingEvent()) /* delay only if no pending events */ + Delay(10); } + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); + if (game_status == GAME_MODE_QUIT) + return; + } +} -#if 0 - else /* got no event, but don't be lazy... */ - { - HandleNoXEvent(); - - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ +void HandleOtherEvents(Event *event) +{ + switch(event->type) + { + case EVENT_EXPOSE: + HandleExposeEvent((ExposeEvent *) event); + break; - if (game_status != PLAYING) - { - XSync(display, FALSE); - Delay(10); - } - } + 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; - if (game_status == EXITGAME) - return; +#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 Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - case UnmapNotify: - SleepWhileUnmapped(); - break; - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) &event); - break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) &event); - break; + default: + HandleOtherEvents(&event); 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) + while (window_unmapped) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case Expose: - HandleExposeEvent((XExposeEvent *) &event); - break; - 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 ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) &event); + + 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. + */ break; + default: + HandleOtherEvents(&event); break; } } - 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_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; - - SetDrawtoField(DRAW_BACKBUFFER); - - for(xx=0; xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawAllPlayers(); - - SetDrawtoField(DRAW_DIRECT); - } - - if (setup.soft_scrolling_on && 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; @@ -223,46 +286,75 @@ void HandleButtonEvent(XButtonEvent *event) HandleButton(event->x, event->y, button_status); } -void HandleMotionEvent(XMotionEvent *event) +void HandleMotionEvent(MotionEvent *event) { + if (!PointerInWindow(window)) + return; /* window and pointer are on different screens */ + +#if 1 + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR) + return; +#endif + motion_status = TRUE; 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); - 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); + 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); } @@ -270,203 +362,240 @@ void HandleButton(int mx, int my, int button) { 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) { - case MAINMENU: - HandleMainMenu(mx,my,0,0,button); - break; - case TYPENAME: - HandleTypeName(0,XK_Return); - break; - case CHOOSELEVEL: - HandleChooseLevel(mx,my,0,0,button); + case GAME_MODE_MAIN: + HandleMainMenu(mx,my, 0,0, button); break; - case HALLOFFAME: - HandleHallOfFame(button); + + case GAME_MODE_PSEUDO_TYPENAME: + HandleTypeName(0, KSYM_Return); break; - case LEVELED: - LevelEd(mx,my,button); + + case GAME_MODE_LEVELS: + HandleChooseLevel(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: break; - case PLAYING: - /* --> NoXEvent() will follow */ + case GAME_MODE_INFO: + HandleInfoScreen(mx,my, 0,0, button); + break; - /* - HandleGameActions(0); - */ + case GAME_MODE_SETUP: + HandleSetupScreen(mx,my, 0,0, button); + break; + case GAME_MODE_PLAYING: +#ifdef DEBUG + if (button == MB_RELEASED) + { + if (IN_GFX_SCREEN(mx, my)) + { + int sx = (mx - SX) / TILEX; + int sy = (my - SY) / TILEY; + 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 ('%s')\n", x,y, Feld[x][y], + element_info[Feld[x][y]].token_name); + printf(" Back[%d][%d] == %d\n", x,y, Back[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(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]); + printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]); + printf(" GfxAction[%d][%d] == %d\n", x,y, GfxAction[x][y]); + printf(" GfxFrame[%d][%d] == %d\n", x,y, GfxFrame[x][y]); + printf("\n"); + } + } +#endif break; + default: break; } } -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; - /* Map cursor keys to joystick directions */ + return (strcmp(&string[string_len - suffix_len], suffix) == 0); +} + +#define MAX_CHEAT_INPUT_LEN 32 + +static void HandleKeysCheating(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; - 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; - 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; - case XK_Down: -#ifdef XK_KP_Down - case XK_KP_Down: -#endif - case XK_KP_2: -#ifndef MSDOS - case XK_M: -#endif - case XK_m: - joy |= JOY_DOWN; - break; -#ifdef XK_KP_Home - case XK_KP_Home: /* Diagonalrichtungen */ -#endif - case XK_KP_7: - joy |= JOY_UP | JOY_LEFT; - break; -#ifdef XK_KP_Page_Up - case XK_KP_Page_Up: -#endif - case XK_KP_9: - joy = JOY_UP | JOY_RIGHT; - break; -#ifdef XK_KP_End - case XK_KP_End: -#endif - case XK_KP_1: - joy |= JOY_DOWN | JOY_LEFT; - break; -#ifdef XK_KP_Page_Down - case XK_KP_Page_Down: -#endif - case XK_KP_3: - joy |= JOY_DOWN | JOY_RIGHT; - break; -#ifndef MSDOS - case XK_S: /* Feld entfernen */ -#endif - case XK_s: - joy |= JOY_BUTTON_1 | JOY_LEFT; - break; -#ifndef MSDOS - case XK_D: -#endif - case XK_d: - joy |= JOY_BUTTON_1 | JOY_RIGHT; - break; -#ifndef MSDOS - case XK_E: -#endif - case XK_e: - joy |= JOY_BUTTON_1 | JOY_UP; - break; -#ifndef MSDOS - case XK_X: + 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 0 + printf("::: '%s' [%d]\n", cheat_input, cheat_input_len); #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 1 + if (is_string_suffix(cheat_input, ":insert solution tape")) + InsertSolutionTape(); +#else + if (is_string_suffix(cheat_input, ":ist")) + InsertSolutionTape(); #endif - joy |= JOY_BUTTON_1; - break; - 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) */ + +#ifdef DEBUG + else if (is_string_suffix(cheat_input, ":dump tape")) + DumpTape(&tape); + else if (is_string_suffix(cheat_input, ".q")) + for (i = 0; i < MAX_INVENTORY_SIZE; i++) + if (local_player->inventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; #endif - case XK_b: - joy |= JOY_BUTTON_2; - break; - default: - break; +} + +void HandleKey(Key key, int key_status) +{ + int joy = 0; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); + static struct SetupKeyboardInfo custom_key; + static struct + { + Key *key_custom; + 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 } + }; + + 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++) + { + int i; + byte key_action = 0; + + if (setup.input[pnr].use_joystick) + continue; + + custom_key = setup.input[pnr].key; + + for (i = 0; i < 6; i++) + 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].key_default) + joy |= key_info[i].action; } if (joy) @@ -479,208 +608,240 @@ void HandleKey(KeySym key, int key_status) 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 == setup.shortcut.toggle_pause) && + game_status == GAME_MODE_PLAYING && AllPlayersGone) { CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); return; } - if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */ + /* special key shortcuts */ + if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING) { - CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY); - game_status = MAINMENU; - DrawMainMenu(); - return; + 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); + + HandleKeysCheating(key); } - if (game_status==PLAYING && (tape.playing || tape.pausing)) - return; + if (HandleGadgetsKeyInput(key)) + { + if (key != KSYM_Escape) /* always allow ESC key to be handled */ + key = KSYM_UNDEFINED; + } switch(game_status) { - case TYPENAME: - HandleTypeName(0,key); + case GAME_MODE_PSEUDO_TYPENAME: + HandleTypeName(0, key); break; - case MAINMENU: - case CHOOSELEVEL: - case SETUP: - { + + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_SETUP: + case GAME_MODE_INFO: 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); + case KSYM_Return: + if (game_status == GAME_MODE_MAIN) + HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE); + else if (game_status == GAME_MODE_LEVELS) + HandleChooseLevel(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); break; + + 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); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0,0, 0,0, MB_MENU_LEAVE); + break; + + 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); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(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); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + break; + default: break; } break; - } - case HELPSCREEN: - HandleHelpScreen(MB_RELEASED); - break; - case HALLOFFAME: + + case GAME_MODE_SCORES: switch(key) { - case XK_Return: - game_status = MAINMENU; + case KSYM_Return: + case KSYM_Escape: + game_status = GAME_MODE_MAIN; DrawMainMenu(); - BackToFront(); break; + + case KSYM_Page_Up: + HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); + break; + + case KSYM_Page_Down: + HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); + break; + 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) { + 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: + 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; + 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: + 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 KSYM_a: if (ScrollStepSize == TILEX/8) ScrollStepSize = TILEX/4; else ScrollStepSize = TILEX/8; printf("ScrollStepSize == %d\n", ScrollStepSize); break; +#endif - case XK_f: +#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; 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: - 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