X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=1e2ca16841661450886d719a2f701e0c8eea49be;hb=2ae6ae8ed951e87fcba7c363705cd6ddea8de91c;hp=dc398df7fe5870ab51767fb52292154ff615a649;hpb=1146572677fd6858df5fc1fabfd7f7294bdefed7;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index dc398df7..1e2ca168 100644 --- a/src/events.c +++ b/src/events.c @@ -1,116 +1,136 @@ /*********************************************************** -* 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) 1995-2000 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 "tape.h" #include "joystick.h" #include "network.h" +/* values for key_status */ +#define KEY_NOT_PRESSED FALSE +#define KEY_RELEASED FALSE +#define KEY_PRESSED TRUE + + +/* event filter especially needed for SDL event filtering due to + delay problems with lots of mouse motion events when mouse + button not pressed */ + +int FilterMouseMotionEvents(const Event *event) +{ + 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) + return 0; + else + return 1; +} + void EventLoop(void) { while(1) { - if (XPending(display)) /* got event from X server */ + if (PendingEvent()) /* got event */ { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); - switch(event.type) + if (FilterMouseMotionEvents(&event)) { - case ButtonPress: - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; - - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; - - case KeyPress: - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; - - default: - HandleOtherEvents(&event); - 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; + } } } - - HandleNoXEvent(); + else + 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) - { - XSync(display, FALSE); - Delay(10); - } - - - -#if 0 - else /* got no event, but don't be lazy... */ + if (game_status == PLAYING) + HandleGameActions(); + else { - HandleNoXEvent(); - - /* 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) - { - XSync(display, FALSE); + SyncDisplay(); + if (!PendingEvent()) /* delay only if no pending events */ Delay(10); - } } -#endif - + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); if (game_status == EXITGAME) return; } } -void HandleOtherEvents(XEvent *event) +void HandleOtherEvents(Event *event) { switch(event->type) { - case Expose: - HandleExposeEvent((XExposeEvent *) event); + case EVENT_EXPOSE: + HandleExposeEvent((ExposeEvent *) event); break; - case UnmapNotify: + case EVENT_UNMAPNOTIFY: SleepWhileUnmapped(); break; - case FocusIn: - case FocusOut: - HandleFocusEvent((XFocusChangeEvent *) event); + case EVENT_FOCUSIN: + case EVENT_FOCUSOUT: + HandleFocusEvent((FocusChangeEvent *) event); break; - case ClientMessage: - HandleClientMessageEvent((XClientMessageEvent *) event); + case EVENT_CLIENTMESSAGE: + HandleClientMessageEvent((ClientMessageEvent *) event); break; +#if defined(TARGET_SDL) + case SDL_JOYAXISMOTION: + case SDL_JOYBUTTONDOWN: + case SDL_JOYBUTTONUP: + HandleJoystickEvent(event); + break; +#endif + default: break; } @@ -118,19 +138,19 @@ void HandleOtherEvents(XEvent *event) void ClearEventQueue() { - while(XPending(display)) + while (PendingEvent()) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; @@ -145,29 +165,29 @@ void SleepWhileUnmapped() { boolean window_unmapped = TRUE; - XAutoRepeatOn(display); + KeyboardAutoRepeatOn(); while(window_unmapped) { - XEvent event; + Event event; - XNextEvent(display, &event); + NextEvent(&event); switch(event.type) { - case ButtonRelease: + case EVENT_BUTTONRELEASE: button_status = MB_RELEASED; break; - case KeyRelease: + case EVENT_KEYRELEASE: key_joystick_mapping = 0; break; - case MapNotify: + case EVENT_MAPNOTIFY: window_unmapped = FALSE; break; - case UnmapNotify: + case EVENT_UNMAPNOTIFY: /* this is only to surely prevent the 'should not happen' case * of recursively looping between 'SleepWhileUnmapped()' and * 'HandleOtherEvents()' which usually calls this funtion. @@ -180,16 +200,17 @@ void SleepWhileUnmapped() } } - if (game_status==PLAYING) - XAutoRepeatOff(display); + if (game_status == PLAYING) + KeyboardAutoRepeatOff(); } -void HandleExposeEvent(XExposeEvent *event) +void HandleExposeEvent(ExposeEvent *event) { +#ifndef TARGET_SDL int x = event->x, y = event->y; int width = event->width, height = event->height; - if (setup.direct_draw_on && game_status==PLAYING) + if (setup.direct_draw && game_status==PLAYING) { int xx,yy; int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY; @@ -206,28 +227,27 @@ void HandleExposeEvent(XExposeEvent *event) SetDrawtoField(DRAW_DIRECT); } - if (setup.soft_scrolling_on && game_status == PLAYING) + if (setup.soft_scrolling && game_status == PLAYING) { int fx = FX, fy = FY; fx += (ScreenMovDir & (MV_LEFT|MV_RIGHT) ? ScreenGfxPos : 0); fy += (ScreenMovDir & (MV_UP|MV_DOWN) ? ScreenGfxPos : 0); - XCopyArea(display,fieldbuffer,backbuffer,gc, - fx,fy, SXSIZE,SYSIZE, - SX,SY); + BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY); } - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); + BlitBitmap(drawto, window, x,y, width,height, x,y); - XFlush(display); + 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; @@ -235,46 +255,78 @@ 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 != LEVELED) + 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 == PLAYING ? FALSE : TRUE); + Key key = GetEventKey(event, with_modifiers); HandleKey(key, key_status); } -void HandleFocusEvent(XFocusChangeEvent *event) +void HandleFocusEvent(FocusChangeEvent *event) { static int old_joystick_status = -1; - if (event->type == FocusOut) + if (event->type == EVENT_FOCUSOUT) { - XAutoRepeatOn(display); + int i; + + KeyboardAutoRepeatOn(); old_joystick_status = joystick_status; joystick_status = JOYSTICK_OFF; + + /* simulate key release events for still pressed keys */ key_joystick_mapping = 0; + for (i=0; itype == FocusIn) + else if (event->type == EVENT_FOCUSIN) { + /* When there are two Rocks'n'Diamonds windows which overlap and + the player moves the pointer from one game window to the other, + 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 == 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) - XAutoRepeatOff(display); + { + Delay(100); + KeyboardAutoRepeatOff(); + } if (old_joystick_status != -1) 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); } @@ -282,64 +334,39 @@ 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) - { - 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"); - } - } -#endif + HandleGadgets(mx, my, button); switch(game_status) { case MAINMENU: - HandleMainMenu(mx,my,0,0,button); + HandleMainMenu(mx,my, 0,0, button); break; case TYPENAME: - HandleTypeName(0,XK_Return); + HandleTypeName(0, KSYM_Return); break; case CHOOSELEVEL: - HandleChooseLevel(mx,my,0,0,button); + HandleChooseLevel(mx,my, 0,0, button); break; case HALLOFFAME: - HandleHallOfFame(button); + HandleHallOfFame(0,0, 0,0, button); break; case LEVELED: - LevelEd(mx,my,button); break; case HELPSCREEN: @@ -347,21 +374,41 @@ void HandleButton(int mx, int my, int button) break; case SETUP: - HandleSetupScreen(mx,my,0,0,button); + HandleSetupScreen(mx,my, 0,0, button); break; case SETUPINPUT: - HandleSetupInputScreen(mx,my,0,0,button); + HandleSetupInputScreen(mx,my, 0,0, button); break; case PLAYING: - - /* --> NoXEvent() will follow */ - - /* - HandleGameActions(0); - */ - +#ifdef DEBUG + if (button == MB_RELEASED) + { + 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: 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"); + } + } +#endif break; default: @@ -369,14 +416,15 @@ void HandleButton(int mx, int my, int button) } } -void HandleKey(KeySym key, int key_status) +void HandleKey(Key key, int key_status) { int joy = 0; + boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive(); static struct SetupKeyboardInfo custom_key; static struct { - KeySym *keysym_custom; - KeySym keysym_default; + Key *key_custom; + Key key_default; byte action; } key_info[] = { @@ -403,23 +451,13 @@ void HandleKey(KeySym key, int key_status) custom_key = setup.input[pnr].key; for (i=0; i<6; i++) - if (key == *key_info[i].keysym_custom) + if (key == *key_info[i].key_custom) key_action |= key_info[i].action; if (key_status == KEY_PRESSED) - { - if (network_playing) - local_player->action |= key_action; - else - stored_player[pnr].action |= key_action; - } + stored_player[pnr].action |= key_action; else - { - if (network_playing) - local_player->action &= ~key_action; - else - stored_player[pnr].action &= ~key_action; - } + stored_player[pnr].action &= ~key_action; } } else @@ -427,152 +465,10 @@ void HandleKey(KeySym key, int key_status) int i; for (i=0; i<6; i++) - if (key == key_info[i].keysym_default) + if (key == key_info[i].key_default) joy |= key_info[i].action; } - -#if 0 - - - /* Map cursor keys to joystick directions */ - - switch(key) - { - 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: -#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: -#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) */ -#endif - case XK_b: - joy |= JOY_BUTTON_2; - break; - - default: - break; - } - - -#endif - - if (joy) { if (key_status == KEY_PRESSED) @@ -589,7 +485,8 @@ void HandleKey(KeySym key, int key_status) if (key_status == KEY_RELEASED) return; - if (key==XK_Return && game_status==PLAYING && AllPlayersGone) + if ((key == KSYM_Return || key == KSYM_space) && + game_status == PLAYING && AllPlayersGone) { CloseDoor(DOOR_CLOSE_1); game_status = MAINMENU; @@ -597,21 +494,32 @@ void HandleKey(KeySym key, int key_status) return; } - if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */ + /* allow quick escape to the main menu with the Escape key */ + if (key == KSYM_Escape && game_status != MAINMENU) { - CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY); + CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY); game_status = MAINMENU; DrawMainMenu(); return; } - if (game_status==PLAYING && (tape.playing || tape.pausing)) + + +#ifndef DEBUG + + if (game_status == PLAYING && (tape.playing || tape.pausing)) return; +#endif + + + + HandleGadgetsKeyInput(key); + switch(game_status) { case TYPENAME: - HandleTypeName(0,key); + HandleTypeName(0, key); break; case MAINMENU: @@ -620,15 +528,26 @@ void HandleKey(KeySym key, int key_status) case SETUPINPUT: 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_Return: + case KSYM_space: + 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); + break; + + case KSYM_Page_Up: + if (game_status == CHOOSELEVEL) + HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + break; + + case KSYM_Page_Down: + if (game_status == CHOOSELEVEL) + HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK); break; default: @@ -643,19 +562,29 @@ void HandleKey(KeySym key, int key_status) case HALLOFFAME: switch(key) { - case XK_Return: + case KSYM_Return: + case KSYM_space: game_status = MAINMENU; DrawMainMenu(); BackToFront(); break; + case KSYM_Page_Up: + HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + break; + + case KSYM_Page_Down: + HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK); + break; + default: break; } break; case LEVELED: - LevelNameTyping(key); + if (!anyTextGadgetActiveOrJustFinished) + HandleLevelEditorKeyInput(key); break; case PLAYING: @@ -664,27 +593,64 @@ void HandleKey(KeySym key, int key_status) { #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 KSYM_d: + if (options.debug) + { + options.debug = FALSE; + printf("debug mode disabled\n"); + } + else + { + options.debug = TRUE; + printf("debug mode enabled\n"); + } + break; + + case KSYM_s: + if (!global.fps_slowdown) + { + global.fps_slowdown = TRUE; + global.fps_slowdown_factor = 2; + printf("fps slowdown enabled -- display only every 2nd frame\n"); + } + else if (global.fps_slowdown_factor == 2) + { + global.fps_slowdown_factor = 4; + printf("fps slowdown enabled -- display only every 4th frame\n"); + } + else + { + global.fps_slowdown = FALSE; + global.fps_slowdown_factor = 1; + printf("fps slowdown disabled\n"); + } + break; #if 0 - case XK_a: + case KSYM_a: if (ScrollStepSize == TILEX/8) ScrollStepSize = TILEX/4; else @@ -693,112 +659,52 @@ void HandleKey(KeySym key, int key_status) 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: + case KSYM_Q: + case KSYM_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