X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fevents.c;h=f3a720de1421cc8e4f7b25280d4ff0e7f87bd7ab;hb=2f5368f25e34c02cb5ff7a012aa96198442231cb;hp=1e8fcd1c37fc53a57a5c5553c3aea5d4ba118e8c;hpb=d0893e6987c21c25ec137438a18cfe1288362139;p=rocksndiamonds.git diff --git a/src/events.c b/src/events.c index 1e8fcd1c..19c47763 100644 --- a/src/events.c +++ b/src/events.c @@ -1,178 +1,284 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* ©1995 Artsoft Development * -* Holger Schemel * -* 33659 Bielefeld-Senne * -* Telefon: (0521) 493245 * -* eMail: aeglos@valinor.owl.de * -* aeglos@uni-paderborn.de * -* q99492@pbhrzx.uni-paderborn.de * +* (c) 1995-2002 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* events.c * -* * -* Letzte Aenderung: 15.06.1995 * +* 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 "files.h" +#include "tape.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 an event */ + 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: - HandleButtonEvent((XButtonEvent *) &event); - break; - case ButtonRelease: - HandleButtonEvent((XButtonEvent *) &event); - break; - case MotionNotify: - HandleMotionEvent((XMotionEvent *) &event); - break; - case KeyPress: - HandleKeyEvent((XKeyEvent *) &event); - break; - case KeyRelease: - HandleKeyEvent((XKeyEvent *) &event); - break; - case FocusIn: - HandleFocusEvent(FOCUS_IN); - break; - case FocusOut: - HandleFocusEvent(FOCUS_OUT); - 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; + } + + 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) - Delay(10000); /* don't use all CPU time when idle */ + 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: - key_status = KEY_RELEASED; - break; - case FocusIn: - HandleFocusEvent(FOCUS_IN); - break; - case FocusOut: - HandleFocusEvent(FOCUS_OUT); + + case EVENT_KEYRELEASE: + key_joystick_mapping = 0; 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() { - BOOL window_unmapped = TRUE; + 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: - key_status = KEY_RELEASED; + + case EVENT_KEYRELEASE: + key_joystick_mapping = 0; break; - case MapNotify: + + case EVENT_MAPNOTIFY: window_unmapped = FALSE; break; + + 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; - - XCopyArea(display,drawto,window,gc, x,y, width,height, x,y); - - 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; - - for(xx=0;xx=x1 && xx<=x2 && yy>=y1 && yy<=y2) - DrawScreenField(xx,yy); - DrawLevelElement(JX,JY,EL_SPIELFIGUR); - } - - 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; @@ -180,521 +286,695 @@ 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) { - static KeySym old_keycode = 0; - int new_keycode = event->keycode; - KeySym new_key = XLookupKeysym(event,event->state); - int new_key_status = (event->type==KeyPress ? KEY_PRESSED : KEY_RELEASED); + 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); +} - if (game_status==PLAYING && - (old_keycode!=new_keycode || key_status!=new_key_status)) +void HandleFocusEvent(FocusChangeEvent *event) +{ + static int old_joystick_status = -1; + + if (event->type == EVENT_FOCUSOUT) { - DigField(0,0,DF_NO_PUSH); - SnapField(0,0); - } + KeyboardAutoRepeatOn(); + old_joystick_status = joystick.status; + joystick.status = JOYSTICK_NOT_AVAILABLE; - if (event->type==KeyPress) + ClearPlayerAction(); + } + else if (event->type == EVENT_FOCUSIN) { - key_status = KEY_PRESSED; - HandleKey(new_key); - old_keycode = new_keycode; + /* 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; } - else if (key_status==KEY_PRESSED && old_keycode==new_keycode) - key_status = KEY_RELEASED; } -void HandleFocusEvent(int focus_status) +void HandleClientMessageEvent(ClientMessageEvent *event) { - if (focus_status==FOCUS_OUT) - XAutoRepeatOn(display); - else if (game_status==PLAYING) - XAutoRepeatOff(display); + 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); + if (HandleGadgets(mx, my, button)) + { + /* do not handle this button event anymore */ + mx = my = -32; /* force mouse event to be outside screen tiles */ } 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: - HandleHelpScreen(button); + + case GAME_MODE_INFO: + HandleInfoScreen(mx,my, 0,0, button); break; - case SETUP: - HandleSetupScreen(mx,my,0,0,button); + + case GAME_MODE_SETUP: + HandleSetupScreen(mx,my, 0,0, button); break; - case PLAYING: - if (!LevelSolved) + + case GAME_MODE_PLAYING: +#ifdef DEBUG + if (button == MB_RELEASED) { - switch(GameActions(mx,my,button)) + if (IN_GFX_SCREEN(mx, my)) { - case ACT_GAME_OVER: - game_status = MAINMENU; - DrawMainMenu(); - BackToFront(); - break; - case ACT_NEW_GAME: - game_status = PLAYING; - InitGame(); - break; - case ACT_GO_ON: - break; - default: + 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"); } } - BackToFront(); - Delay(10000); +#endif break; + default: break; } } -void HandleKey(KeySym key) +static boolean is_string_suffix(char *string, char *suffix) { - static KeySym old_key = 0; + int string_len = strlen(string); + int suffix_len = strlen(suffix); + + if (suffix_len > string_len) + return FALSE; + + return (strcmp(&string[string_len - suffix_len], suffix) == 0); +} - if (!key) - key = old_key; +#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; + + if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN) + { + 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 + +#if 1 + if (is_string_suffix(cheat_input, ":insert solution tape")) + InsertSolutionTape(); +#else + if (is_string_suffix(cheat_input, ":ist")) + InsertSolutionTape(); +#endif + +#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 +} + +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 - old_key = key; + { + int i; - if (key==XK_Escape && game_status!=MAINMENU) /* quick quit to MAINMENU */ + for (i = 0; i < 6; i++) + if (key == key_info[i].key_default) + joy |= key_info[i].action; + } + + if (joy) { - CloseDoor(DOOR_CLOSE_1 | DOOR_NO_DELAY); - game_status = MAINMENU; + if (key_status == KEY_PRESSED) + key_joystick_mapping |= joy; + else + key_joystick_mapping &= ~joy; + + HandleJoystick(); + } + + 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 == GAME_MODE_PLAYING && AllPlayersGone) + { + CloseDoor(DOOR_CLOSE_1); + game_status = GAME_MODE_MAIN; DrawMainMenu(); return; } - if (game_status==PLAYING && (tape.playing || tape.pausing)) - return; + /* special key shortcuts */ + if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING) + { + 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 (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: - { - int dx = 0, dy = 0; + 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); - break; - case XK_Left: -#ifdef XK_KP_Left - case XK_KP_Left: -#endif - case XK_KP_4: - case XK_J: - case XK_j: - dx = -1; - break; - case XK_Right: -#ifdef XK_KP_Right - case XK_KP_Right: -#endif - case XK_KP_6: - case XK_K: - case XK_k: - dx = 1; - break; - case XK_Up: -#ifdef XK_KP_Up - case XK_KP_Up: -#endif - case XK_KP_8: - case XK_I: - case XK_i: - dy = -1; - break; - case XK_Down: -#ifdef XK_KP_Down - case XK_KP_Down: -#endif - case XK_KP_2: - case XK_M: - case XK_m: - dy = 1; + 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; } - - if (dx || dy) - { - if (game_status==MAINMENU) - HandleMainMenu(0,0,dx,dy,MB_MENU_MARK); - else if (game_status==CHOOSELEVEL) - HandleChooseLevel(0,0,dx,dy,MB_MENU_MARK); - else if (game_status==SETUP) - HandleSetupScreen(0,0,dx,dy,MB_MENU_MARK); - } - 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: - { - int mvx = 0, mvy = 0; - int sbx = 0, sby = 0; - int joy = 0; - BOOL bomb = FALSE; - BOOL moved = FALSE, snapped = FALSE, bombed = FALSE; + case GAME_MODE_PLAYING: + { switch(key) { - case XK_Left: /* normale Richtungen */ -#ifdef XK_KP_Left - case XK_KP_Left: -#endif - case XK_KP_4: - case XK_J: - case XK_j: - mvx = -1; - joy = JOY_LEFT; + case KSYM_Escape: + RequestQuitGame(setup.ask_on_escape); + break; + +#ifdef DEBUG + 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 - 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 KSYM_a: + if (ScrollStepSize == TILEX/8) + ScrollStepSize = TILEX/4; + else + ScrollStepSize = TILEX/8; + printf("ScrollStepSize == %d\n", ScrollStepSize); break; - case XK_Right: -#ifdef XK_KP_Right - case XK_KP_Right: #endif - case XK_KP_6: - case XK_K: - case XK_k: - mvx = 1; - joy = JOY_RIGHT; + +#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; - case XK_Up: -#ifdef XK_KP_Up - case XK_KP_Up: #endif - case XK_KP_8: - case XK_I: - case XK_i: - mvy = -1; - joy = JOY_UP; + + case KSYM_f: + ScrollStepSize = TILEX/8; + printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize); break; - case XK_Down: -#ifdef XK_KP_Down - case XK_KP_Down: -#endif - case XK_KP_2: - case XK_M: - case XK_m: - mvy = 1; - joy = JOY_DOWN; + + case KSYM_g: + ScrollStepSize = TILEX/4; + printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize); break; -#ifdef XK_KP_Home - case XK_KP_Home: /* Diagonalrichtungen */ -#endif - case XK_KP_7: - mvx = -1; - mvy = -1; - joy = JOY_UP | JOY_LEFT; + + case KSYM_h: + ScrollStepSize = TILEX/2; + printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize); break; -#ifdef XK_KP_Page_Up - case XK_KP_Page_Up: -#endif - case XK_KP_9: - mvx = 1; - mvy = -1; - joy = JOY_UP | JOY_RIGHT; + + case KSYM_l: + ScrollStepSize = TILEX; + printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize); break; -#ifdef XK_KP_End - case XK_KP_End: -#endif - case XK_KP_1: - mvx = -1; - mvy = 1; - joy = JOY_DOWN | JOY_LEFT; + +#if 0 + + case KSYM_z: + { + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + printf("Player %d:\n", i); + printf(" jx == %d, jy == %d\n", + stored_player[i].jx, stored_player[i].jy); + printf(" last_jx == %d, last_jy == %d\n", + stored_player[i].last_jx, stored_player[i].last_jy); + } + printf("\n"); + } + break; -#ifdef XK_KP_Page_Down - case XK_KP_Page_Down: #endif - case XK_KP_3: - mvx = 1; - mvy = 1; - joy = JOY_DOWN | JOY_RIGHT; - break; - case XK_S: /* Feld entfernen */ - case XK_s: - sbx = -1; - joy = JOY_BUTTON_1 | JOY_LEFT; - break; - case XK_D: - case XK_d: - sbx = 1; - joy = JOY_BUTTON_1 | JOY_RIGHT; - break; - case XK_E: - case XK_e: - sby = -1; - joy = JOY_BUTTON_1 | JOY_UP; - break; - case XK_X: - case XK_x: - sby = 1; - joy = JOY_BUTTON_1 | JOY_DOWN; - break; - case XK_B: /* Bombe legen */ - case XK_b: - bomb = TRUE; - joy = JOY_BUTTON_2; - break; - case XK_Q: - Dynamite = 1000; - break; +#endif + default: break; } - - if (mvx || mvy) - moved = MoveFigure(mvx,mvy); - else if (sbx || sby) - snapped = SnapField(sbx,sby); - else if (bomb) - bombed = PlaceBomb(); - - if (tape.recording && (moved || snapped || bombed)) - TapeRecordAction(joy); - break; } + default: - break; + if (key == KSYM_Escape) + { + game_status = GAME_MODE_MAIN; + DrawMainMenu(); + + return; + } } } -void HandleNoXEvent() +void HandleNoEvent() { - if (button_status) + if (button_status && game_status != GAME_MODE_PLAYING) { - HandleButton(-1,-1,button_status); + HandleButton(0, 0, -button_status); return; } - switch(game_status) +#if defined(PLATFORM_UNIX) + if (options.network) + HandleNetworking(); +#endif + + HandleJoystick(); +} + +static int HandleJoystickForAllPlayers() +{ + int i; + int result = 0; + + for (i = 0; i < MAX_PLAYERS; i++) { - case MAINMENU: - case CHOOSELEVEL: - case HALLOFFAME: - case HELPSCREEN: - case SETUP: - HandleJoystick(); - break; - case PLAYING: - HandleJoystick(); - if (key_status) - HandleKey(0); - if (game_status!=PLAYING) - break; + byte joy_action = 0; - if (!LevelSolved) - { - switch(GameActions(0,0,MB_NOT_PRESSED)) - { - case ACT_GAME_OVER: - game_status = MAINMENU; - DrawMainMenu(); - BackToFront(); - break; - case ACT_NEW_GAME: - game_status = PLAYING; - InitGame(); - break; - case ACT_GO_ON: - break; - default: - break; - } - } + /* + if (!setup.input[i].use_joystick) + continue; + */ - Delay(10000); + joy_action = Joystick(i); + result |= joy_action; - break; - default: - break; + if (!setup.input[i].use_joystick) + continue; + + stored_player[i].action = joy_action; } + + return result; } void HandleJoystick() { - int joy = Joystick(); + int joystick = HandleJoystickForAllPlayers(); + int keyboard = key_joystick_mapping; + int joy = (joystick | keyboard); int left = joy & JOY_LEFT; int right = joy & JOY_RIGHT; int up = joy & JOY_UP; int down = joy & JOY_DOWN; int button = joy & JOY_BUTTON; - int button1 = joy & JOY_BUTTON_1; - int button2 = joy & JOY_BUTTON_2; - int newbutton = (JoystickButton()==JOY_BUTTON_NEW_PRESSED); - - if (button_status || key_status) - return; + int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED); + int dx = (left ? -1 : right ? 1 : 0); + int dy = (up ? -1 : down ? 1 : 0); switch(game_status) { - case MAINMENU: - case CHOOSELEVEL: - case SETUP: + case GAME_MODE_MAIN: + case GAME_MODE_LEVELS: + case GAME_MODE_SETUP: + case GAME_MODE_INFO: { - int dx = 0, dy = 0; - static long joystickmove_delay = 0; + static unsigned long joystickmove_delay = 0; - if (DelayReached(&joystickmove_delay,15) || button) - { - if (left) - dx = -1; - else if (right) - dx = 1; - if (up) - dy = -1; - else if (down) - dy = 1; - } + if (joystick && !button && + !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); + else if (game_status == GAME_MODE_INFO) + HandleInfoScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK); break; } - case HALLOFFAME: - HandleHallOfFame(!newbutton); - break; - case HELPSCREEN: - HandleHelpScreen(!newbutton); + + case GAME_MODE_SCORES: + HandleHallOfFame(0,0, dx,dy, !newbutton); break; - case PLAYING: - { - int mvx = 0, mvy = 0; - BOOL moved = FALSE, snapped = FALSE, bombed = FALSE; - if (tape.playing) - { - joy = TapePlayAction(); - - left = joy & JOY_LEFT; - right = joy & JOY_RIGHT; - up = joy & JOY_UP; - down = joy & JOY_DOWN; - button = joy & JOY_BUTTON; - button1 = joy & JOY_BUTTON_1; - button2 = joy & JOY_BUTTON_2; - } - else if (tape.pausing) - joy = 0; + case GAME_MODE_EDITOR: + HandleLevelEditorIdle(); + break; - if (!joy) - { - DigField(0,0,DF_NO_PUSH); - break; - } + case GAME_MODE_PLAYING: + if (tape.playing || keyboard) + newbutton = ((joy & JOY_BUTTON) != 0); - if ((GameOver || LevelSolved) && newbutton) + if (AllPlayersGone && newbutton) { CloseDoor(DOOR_CLOSE_1); - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); return; } - if (left) - mvx = -1; - else if (right) - mvx = 1; - if (up) - mvy = -1; - else if (down) - mvy = 1; - - if (button1) - snapped = SnapField(mvx,mvy); - else - { - if (button2) - bombed = PlaceBomb(); - moved = MoveFigure(mvx,mvy); - } - - if (tape.recording && (moved || snapped || bombed)) - { - if (bombed && !moved) - joy &= JOY_BUTTON; - TapeRecordAction(joy); - } - else if (tape.playing && snapped) - SnapField(0,0); - break; - } + default: break; }