X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=e021ec83239051920c36a19b4cbeebde04931ada;hb=ad15815ec04f42779d0717a6d291f93b8e847d39;hp=f1cd50dafaa7dca21d6b7c4583d94300c0540e78;hpb=b2a0ff1ddd4430110b331129469dabb8ea7b6ba7;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index f1cd50da..e021ec83 100644 --- a/src/events.c +++ b/src/events.c @@ -1,202 +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) { - if (XPending(display)) /* got event from X server */ + if (PendingEvent()) /* got event */ { - XEvent event; - - XNextEvent(display, &event); + Event 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 /* got no event, but don't be lazy... */ + else { - HandleNoXEvent(); + /* 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; + } - /* don't use all CPU time when idle; the main loop while playing - has its own synchronization and is CPU friendly, too */ + HandleNoEvent(); + } - if (game_status != PLAYING) - { - XSync(display, FALSE); + /* 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 == GAME_MODE_PLAYING) + HandleGameActions(); + else + { + SyncDisplay(); + if (!PendingEvent()) /* delay only if no pending events */ Delay(10); - } } - if (game_status == EXITGAME) + /* refresh window contents from drawing buffer, if needed */ + BackToFront(); + + if (game_status == GAME_MODE_QUIT) return; } } +void HandleOtherEvents(Event *event) +{ + 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 EVENT_FOCUSOUT: + HandleFocusEvent((FocusChangeEvent *) event); + break; + + 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; + } +} + 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; ix, y = event->y; - int width = event->width, height = event->height; - - if (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 (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; @@ -204,244 +286,256 @@ 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))) - CloseAll(); + if (CheckCloseWindowEvent(event)) + CloseAllAndExit(0); } 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); + case GAME_MODE_MAIN: + HandleMainMenu(mx,my, 0,0, button); break; - case TYPENAME: - HandleTypeName(0,XK_Return); + + case GAME_MODE_PSEUDO_TYPENAME: + HandleTypeName(0, KSYM_Return); break; - case CHOOSELEVEL: - HandleChooseLevel(mx,my,0,0,button); + + case GAME_MODE_LEVELS: + HandleChooseLevel(mx,my, 0,0, button); break; - case HALLOFFAME: - HandleHallOfFame(button); + + case GAME_MODE_SCORES: + HandleHallOfFame(0,0, 0,0, button); break; - case LEVELED: - LevelEd(mx,my,button); + + case GAME_MODE_EDITOR: break; - case HELPSCREEN: + + case GAME_MODE_INFO: HandleHelpScreen(button); break; - case SETUP: - HandleSetupScreen(mx,my,0,0,button); + + case GAME_MODE_SETUP: + HandleSetupScreen(mx,my, 0,0, button); break; - case PLAYING: - HandleGameActions(0); + + case GAME_MODE_PLAYING: +#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 ('%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) +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; pnrdynamite = 1000; - break; - - case XK_x: - + case KSYM_Q: + case KSYM_q: { - 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"); + int i; - for(i=0;i<3;i++) - { - for(j=0;jinventory_size < MAX_INVENTORY_SIZE) + local_player->inventory_element[local_player->inventory_size++] = + EL_DYNAMITE; } break; - case XK_y: - /* - { - printf("FX = %d, FY = %d\n", FX,FY); - - XCopyArea(display,fieldbuffer,window,gc, - 0,0, - MIN(WIN_XSIZE,FXSIZE),MIN(WIN_YSIZE,FYSIZE), - 0,0); - XFlush(display); - XSync(display,FALSE); - Delay(1000); - } - */ - - printf("direct_draw_on == %d\n", direct_draw_on); - break; +#if 0 - case XK_z: + case KSYM_z: { int i; @@ -667,20 +825,7 @@ void HandleKey(KeySym key, int key_status) } break; - - case XK_t: - { - char *color[] = { "yellow", "red", "green", "blue" }; - - do - TestPlayer = (TestPlayer + 1) % MAX_PLAYERS; - while(!stored_player[TestPlayer].active); - - printf("TestPlayer = %d (%s player)\n", - TestPlayer, color[TestPlayer]); - } - - break; +#endif #endif default: @@ -693,294 +838,107 @@ void HandleKey(KeySym key, int key_status) } } - - -/* TEST STUFF -------------------------------------------------------------- */ - -#define PROT_VERS_1 1 -#define PROT_VERS_2 0 -#define PROT_VERS_3 1 - -#define OP_NICK 1 -#define OP_PLAY 2 -#define OP_FALL 3 -#define OP_DRAW 4 -#define OP_LOST 5 -#define OP_GONE 6 -#define OP_CLEAR 7 -#define OP_NEW 8 -#define OP_LINES 9 -#define OP_GROW 10 -#define OP_MODE 11 -#define OP_LEVEL 12 -#define OP_BOT 13 -#define OP_KILL 14 -#define OP_PAUSE 15 -#define OP_CONT 16 -#define OP_VERSION 17 -#define OP_BADVERS 18 -#define OP_MSG 19 -#define OP_YOUARE 20 -#define OP_LINESTO 21 -#define OP_WON 22 -#define OP_ZERO 23 - -/* server stuff */ - -#define BUFLEN 4096 - -extern int sfd; -extern unsigned char realbuf[], readbuf[], writbuf[]; -extern unsigned char *buf; -extern int nread, nwrite; - -extern void fatal(char *); -extern void flushbuf(void); -extern void sysmsg(char *); - -/* like memcpy, but guaranteed to handle overlap when s <= t */ -void copydown(char *s, char *t, int n) -{ - for (; n; n--) - *(s++) = *(t++); -} - -void handlemessages() +void HandleNoEvent() { - unsigned int len; - static char msgbuf[300]; - - while (nread >= 4 && nread >= 4 + readbuf[3]) + if (button_status && game_status != GAME_MODE_PLAYING) { - len = readbuf[3]; - if (readbuf[0] || readbuf[1] || readbuf[2]) - fatal("Wrong server line length"); - - memcpy(buf, &readbuf[4], len); - nread -= 4 + len; - copydown(readbuf, readbuf + 4 + len, nread); - - switch(buf[1]) - { - case OP_YOUARE: - printf("OP_YOUARE: %d\n", buf[0]); - break; - - case OP_NEW: - printf("OP_NEW: %d\n", buf[0]); - sprintf(msgbuf, "new client %d connected", buf[0]); - sysmsg(msgbuf); - break; - - case OP_GONE: - printf("OP_GONE: %d\n", buf[0]); - sprintf(msgbuf, "client %d disconnected", buf[0]); - sysmsg(msgbuf); - break; - - case OP_BADVERS: - { - static char tmpbuf[128]; - - sprintf(tmpbuf, "Protocol version mismatch: server expects %d.%d.x instead of %d.%d.%d\n", buf[2], buf[3], PROT_VERS_1, PROT_VERS_2, PROT_VERS_3); - fatal(tmpbuf); - } - break; - - case OP_PLAY: - printf("OP_PLAY: %d\n", buf[0]); - sprintf(msgbuf, "client %d starts game", buf[0]); - sysmsg(msgbuf); - break; - - case OP_PAUSE: - printf("OP_PAUSE: %d\n", buf[0]); - sprintf(msgbuf, "client %d pauses game", buf[0]); - sysmsg(msgbuf); - break; - - case OP_CONT: - printf("OP_CONT: %d\n", buf[0]); - sprintf(msgbuf, "client %d continues game", buf[0]); - sysmsg(msgbuf); - break; - - case OP_WON: - printf("OP_WON: %d\n", buf[0]); - sprintf(msgbuf, "client %d wins the game", buf[0]); - sysmsg(msgbuf); - break; - - case OP_ZERO: - printf("OP_ZERO: %d\n", buf[0]); - sprintf(msgbuf, "client %d resets game counters", buf[0]); - sysmsg(msgbuf); - break; - - case OP_NICK: - printf("OP_NICK: %d\n", buf[0]); - sprintf(msgbuf, "client %d calls itself %s", buf[0], &buf[2]); - sysmsg(msgbuf); - break; - - case OP_MSG: - printf("OP_MSG: %d\n", buf[0]); - sprintf(msgbuf, "client %d sends message", buf[0]); - break; - - case OP_LOST: - printf("OP_MSG: %d\n", buf[0]); - sprintf(msgbuf, "client %d has lost", buf[0]); - break; - - case OP_LEVEL: - printf("OP_MSG: %d\n", buf[0]); - sprintf(msgbuf, "client %d sets level to %d", buf[0], buf[2]); - break; - } - } - - fflush(stdout); -} - - - -static void HandleNetworking() -{ - static struct timeval tv = { 0, 0 }; - fd_set rfds; - int r = 0; - - if (standalone) + HandleButton(0, 0, -button_status); return; - - flushbuf(); - - FD_ZERO(&rfds); - FD_SET(sfd, &rfds); - - r = select(sfd + 1, &rfds, NULL, NULL, &tv); - - if (r < 0 && errno != EINTR) - { - perror("select"); - fatal("fatal: select() failed"); } - if (r < 0) - FD_ZERO(&rfds); - - if (FD_ISSET(sfd, &rfds)) - { - int r; - - r = read(sfd, readbuf + nread, BUFLEN - nread); - - if (r < 0) - fatal("Error reading from server"); - if (r == 0) - fatal("Connection to server lost"); - nread += r; +#if defined(PLATFORM_UNIX) + if (options.network) + HandleNetworking(); +#endif - handlemessages(); - } + HandleJoystick(); } -void HandleNoXEvent() +static int HandleJoystickForAllPlayers() { - if (button_status && game_status != PLAYING) - { - HandleButton(-1,-1,button_status); - return; - } - - HandleNetworking(); + int i; + int result = 0; - switch(game_status) + for (i=0; i