X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=e021ec83239051920c36a19b4cbeebde04931ada;hb=ad15815ec04f42779d0717a6d291f93b8e847d39;hp=c88a27b8dfb80324151e36d6112e1226cb9e90ef;hpb=608be3bcd270eb45628a274eddb6dbcc8940accf;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index c88a27b8..e021ec83 100644 --- a/src/events.c +++ b/src/events.c @@ -23,11 +23,6 @@ #include "tape.h" #include "network.h" -/* values for key_status */ -#define KEY_NOT_PRESSED FALSE -#define KEY_RELEASED FALSE -#define KEY_PRESSED TRUE - static boolean cursor_inside_playfield = FALSE; static boolean playfield_cursor_set = FALSE; @@ -40,28 +35,26 @@ static unsigned long playfield_cursor_delay = 0; int FilterMouseMotionEvents(const Event *event) { + MotionEvent *motion; + /* non-motion events are directly passed to event handler functions */ if (event->type != EVENT_MOTIONNOTIFY) return 1; - if (game_status == PLAYING) - { - MotionEvent *motion = (MotionEvent *)event; + motion = (MotionEvent *)event; + cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE && + motion->y >= SY && motion->y < SY + SYSIZE); - cursor_inside_playfield = - (motion->x >= SX && motion->x < SX + SXSIZE && - motion->y >= SY && motion->y < SY + SYSIZE); - - if (playfield_cursor_set) - { - SetMouseCursor(CURSOR_DEFAULT); - DelayReached(&playfield_cursor_delay, 0); - playfield_cursor_set = FALSE; - } + 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 != LEVELED) + if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR && + game_status != GAME_MODE_PLAYING) return 0; else return 1; @@ -119,11 +112,19 @@ void EventLoop(void) else { /* when playing, display a special mouse pointer inside the playfield */ - if (game_status == PLAYING && cursor_inside_playfield && - DelayReached(&playfield_cursor_delay, 1000)) + if (game_status == GAME_MODE_PLAYING) { - SetMouseCursor(CURSOR_PLAYFIELD); - playfield_cursor_set = TRUE; + 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(); @@ -132,7 +133,7 @@ void EventLoop(void) /* 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 { @@ -144,7 +145,7 @@ void EventLoop(void) /* refresh window contents from drawing buffer, if needed */ BackToFront(); - if (game_status == EXITGAME) + if (game_status == GAME_MODE_QUIT) return; } } @@ -261,8 +262,8 @@ void SleepWhileUnmapped() } } - if (game_status == PLAYING) - KeyboardAutoRepeatOff(); + if (game_status == GAME_MODE_PLAYING) + KeyboardAutoRepeatOffUnlessAutoplay(); } void HandleExposeEvent(ExposeEvent *event) @@ -291,7 +292,7 @@ void HandleMotionEvent(MotionEvent *event) 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 @@ -303,9 +304,11 @@ void HandleMotionEvent(MotionEvent *event) void HandleKeyEvent(KeyEvent *event) { int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED); - boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE); + 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); } @@ -334,15 +337,15 @@ 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; @@ -375,34 +378,34 @@ void HandleButton(int mx, int my, int button) switch(game_status) { - case MAINMENU: + case GAME_MODE_MAIN: HandleMainMenu(mx,my, 0,0, button); break; - case TYPENAME: + case GAME_MODE_PSEUDO_TYPENAME: HandleTypeName(0, KSYM_Return); break; - case CHOOSELEVEL: + case GAME_MODE_LEVELS: HandleChooseLevel(mx,my, 0,0, button); break; - case HALLOFFAME: + case GAME_MODE_SCORES: HandleHallOfFame(0,0, 0,0, button); break; - case LEVELED: + case GAME_MODE_EDITOR: break; - case HELPSCREEN: + case GAME_MODE_INFO: HandleHelpScreen(button); break; - case SETUP: + case GAME_MODE_SETUP: HandleSetupScreen(mx,my, 0,0, button); break; - case PLAYING: + case GAME_MODE_PLAYING: #ifdef DEBUG if (button == MB_RELEASED) { @@ -419,13 +422,19 @@ void HandleButton(int mx, int my, int button) if (!IN_LEV_FIELD(x, y)) break; - printf(" Feld[%d][%d] == %d\n", x,y, Feld[x][y]); + 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"); } } @@ -457,7 +466,7 @@ void HandleKey(Key key, int key_status) { &custom_key.bomb, DEFAULT_KEY_BOMB, JOY_BUTTON_2 } }; - 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 }; @@ -539,36 +548,36 @@ void HandleKey(Key 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 == KSYM_Return || key == setup.shortcut.toggle_pause) && - game_status == PLAYING && AllPlayersGone) + game_status == GAME_MODE_PLAYING && AllPlayersGone) { CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); 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) + game_status != GAME_MODE_MAIN && + game_status != GAME_MODE_PLAYING && + game_status != GAME_MODE_EDITOR && + game_status != GAME_MODE_LEVELS && + game_status != GAME_MODE_SETUP) { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); 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(); @@ -581,7 +590,7 @@ void HandleKey(Key key, int key_status) #if 0 #ifndef DEBUG - if (game_status == PLAYING && (tape.playing || tape.pausing)) + if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing)) return; #endif @@ -592,43 +601,43 @@ void HandleKey(Key key, int key_status) switch(game_status) { - case TYPENAME: + 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: switch(key) { case KSYM_Return: - if (game_status == MAINMENU) + if (game_status == GAME_MODE_MAIN) HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE); - else if (game_status == CHOOSELEVEL) + else if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE); - else if (game_status == SETUP) + else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE); break; case KSYM_Escape: - if (game_status == CHOOSELEVEL) + if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE); - else if (game_status == SETUP) + else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(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) + 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); 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) + 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); break; #ifdef DEBUG @@ -642,25 +651,25 @@ void HandleKey(Key key, int key_status) } break; - case HELPSCREEN: + case GAME_MODE_INFO: HandleHelpScreen(MB_RELEASED); break; - case HALLOFFAME: + case GAME_MODE_SCORES: switch(key) { case KSYM_Return: - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); BackToFront(); break; case KSYM_Page_Up: - HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK); + HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK); break; case KSYM_Page_Down: - HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK); + HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK); break; default: @@ -668,12 +677,12 @@ void HandleKey(Key key, int key_status) } break; - case LEVELED: + case GAME_MODE_EDITOR: if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape) HandleLevelEditorKeyInput(key); break; - case PLAYING: + case GAME_MODE_PLAYING: { switch(key) { @@ -786,9 +795,16 @@ void HandleKey(Key key, int key_status) case KSYM_Q: case KSYM_q: - local_player->dynamite = 1000; - break; + { + int i; + + 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; + } + break; #if 0 @@ -824,7 +840,7 @@ void HandleKey(Key key, int key_status) void HandleNoEvent() { - if (button_status && game_status != PLAYING) + if (button_status && game_status != GAME_MODE_PLAYING) { HandleButton(0, 0, -button_status); return; @@ -880,9 +896,9 @@ void HandleJoystick() switch(game_status) { - case MAINMENU: - case CHOOSELEVEL: - case SETUP: + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_SETUP: { static unsigned long joystickmove_delay = 0; @@ -890,35 +906,35 @@ void HandleJoystick() !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY)) newbutton = dx = dy = 0; - if (game_status == MAINMENU) + if (game_status == GAME_MODE_MAIN) HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); - else if (game_status == CHOOSELEVEL) + else if (game_status == GAME_MODE_LEVELS) HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); - else if (game_status == SETUP) + else if (game_status == GAME_MODE_SETUP) HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); break; } - case HALLOFFAME: + case GAME_MODE_SCORES: HandleHallOfFame(0,0, dx,dy, !newbutton); break; - case HELPSCREEN: + case GAME_MODE_INFO: HandleHelpScreen(!newbutton); break; - case LEVELED: + case GAME_MODE_EDITOR: HandleLevelEditorIdle(); break; - case PLAYING: + case GAME_MODE_PLAYING: if (tape.playing || keyboard) newbutton = ((joy & JOY_BUTTON) != 0); if (AllPlayersGone && newbutton) { CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); return; }