1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
27 #define DEBUG_EVENTS 0
30 static boolean cursor_inside_playfield = FALSE;
31 static boolean playfield_cursor_set = FALSE;
32 static unsigned long playfield_cursor_delay = 0;
35 /* event filter especially needed for SDL event filtering due to
36 delay problems with lots of mouse motion events when mouse button
37 not pressed (X11 can handle this with 'PointerMotionHintMask') */
39 int FilterMouseMotionEvents(const Event *event)
43 /* non-motion events are directly passed to event handler functions */
44 if (event->type != EVENT_MOTIONNOTIFY)
47 motion = (MotionEvent *)event;
48 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
49 motion->y >= SY && motion->y < SY + SYSIZE);
51 if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
53 SetMouseCursor(CURSOR_DEFAULT);
54 playfield_cursor_set = FALSE;
55 DelayReached(&playfield_cursor_delay, 0);
58 /* skip mouse motion events without pressed button outside level editor */
59 if (button_status == MB_RELEASED &&
60 game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
66 /* to prevent delay problems, skip mouse motion events if the very next
67 event is also a mouse motion event (and therefore effectively only
68 handling the last of a row of mouse motion events in the event queue) */
70 boolean SkipPressedMouseMotionEvent(const Event *event)
72 /* nothing to do if the current event is not a mouse motion event */
73 if (event->type != EVENT_MOTIONNOTIFY)
76 /* only skip motion events with pressed button outside level editor */
77 if (button_status == MB_RELEASED ||
78 game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
85 PeekEvent(&next_event);
87 /* if next event is also a mouse motion event, skip the current one */
88 if (next_event.type == EVENT_MOTIONNOTIFY)
95 /* this is only really needed for non-SDL targets to filter unwanted events;
96 when using SDL with properly installed event filter, this function can be
97 replaced with a simple "NextEvent()" call, but it doesn't hurt either */
99 static boolean NextValidEvent(Event *event)
101 while (PendingEvent())
103 boolean handle_this_event = FALSE;
107 if (FilterMouseMotionEvents(event))
108 handle_this_event = TRUE;
110 if (SkipPressedMouseMotionEvent(event))
111 handle_this_event = FALSE;
113 if (handle_this_event)
124 if (PendingEvent()) /* got event */
128 while (NextValidEvent(&event))
132 case EVENT_BUTTONPRESS:
133 case EVENT_BUTTONRELEASE:
134 HandleButtonEvent((ButtonEvent *) &event);
137 case EVENT_MOTIONNOTIFY:
138 HandleMotionEvent((MotionEvent *) &event);
142 case EVENT_KEYRELEASE:
143 HandleKeyEvent((KeyEvent *) &event);
147 HandleOtherEvents(&event);
154 /* when playing, display a special mouse pointer inside the playfield */
155 if (game_status == GAME_MODE_PLAYING && !tape.pausing)
157 if (!playfield_cursor_set && cursor_inside_playfield &&
158 DelayReached(&playfield_cursor_delay, 1000))
160 SetMouseCursor(CURSOR_PLAYFIELD);
161 playfield_cursor_set = TRUE;
164 else if (playfield_cursor_set)
166 SetMouseCursor(CURSOR_DEFAULT);
167 playfield_cursor_set = FALSE;
173 /* don't use all CPU time when idle; the main loop while playing
174 has its own synchronization and is CPU friendly, too */
176 if (game_status == GAME_MODE_PLAYING)
183 if (!PendingEvent()) /* delay only if no pending events */
187 /* refresh window contents from drawing buffer, if needed */
190 if (game_status == GAME_MODE_QUIT)
195 void HandleOtherEvents(Event *event)
200 HandleExposeEvent((ExposeEvent *) event);
203 case EVENT_UNMAPNOTIFY:
205 /* This causes the game to stop not only when iconified, but also
206 when on another virtual desktop, which might be not desired. */
207 SleepWhileUnmapped();
213 HandleFocusEvent((FocusChangeEvent *) event);
216 case EVENT_CLIENTMESSAGE:
217 HandleClientMessageEvent((ClientMessageEvent *) event);
220 #if defined(TARGET_SDL)
221 case SDL_JOYAXISMOTION:
222 case SDL_JOYBUTTONDOWN:
223 case SDL_JOYBUTTONUP:
224 HandleJoystickEvent(event);
228 HandleWindowManagerEvent(event);
237 void ClearEventQueue()
239 while (PendingEvent())
247 case EVENT_BUTTONRELEASE:
248 button_status = MB_RELEASED;
251 case EVENT_KEYRELEASE:
255 key_joystick_mapping = 0;
260 HandleOtherEvents(&event);
266 void ClearPlayerAction()
270 /* simulate key release events for still pressed keys */
271 key_joystick_mapping = 0;
272 for (i = 0; i < MAX_PLAYERS; i++)
273 stored_player[i].action = 0;
276 void SleepWhileUnmapped()
278 boolean window_unmapped = TRUE;
280 KeyboardAutoRepeatOn();
282 while (window_unmapped)
290 case EVENT_BUTTONRELEASE:
291 button_status = MB_RELEASED;
294 case EVENT_KEYRELEASE:
295 key_joystick_mapping = 0;
298 case EVENT_MAPNOTIFY:
299 window_unmapped = FALSE;
302 case EVENT_UNMAPNOTIFY:
303 /* this is only to surely prevent the 'should not happen' case
304 * of recursively looping between 'SleepWhileUnmapped()' and
305 * 'HandleOtherEvents()' which usually calls this funtion.
310 HandleOtherEvents(&event);
315 if (game_status == GAME_MODE_PLAYING)
316 KeyboardAutoRepeatOffUnlessAutoplay();
319 void HandleExposeEvent(ExposeEvent *event)
322 RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
327 void HandleButtonEvent(ButtonEvent *event)
330 printf("::: BUTTON EVENT: button %d %s\n", event->button,
331 event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
334 motion_status = FALSE;
336 if (event->type == EVENT_BUTTONPRESS)
337 button_status = event->button;
339 button_status = MB_RELEASED;
341 HandleButton(event->x, event->y, button_status, event->button);
344 void HandleMotionEvent(MotionEvent *event)
346 if (!PointerInWindow(window))
347 return; /* window and pointer are on different screens */
349 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
352 motion_status = TRUE;
354 HandleButton(event->x, event->y, button_status, button_status);
357 void HandleKeyEvent(KeyEvent *event)
359 int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
360 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
361 Key key = GetEventKey(event, with_modifiers);
362 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
365 printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE),
366 event->type == EVENT_KEYPRESS ? "pressed" : "released");
369 HandleKeyModState(keymod, key_status);
370 HandleKey(key, key_status);
373 void HandleFocusEvent(FocusChangeEvent *event)
375 static int old_joystick_status = -1;
377 if (event->type == EVENT_FOCUSOUT)
379 KeyboardAutoRepeatOn();
380 old_joystick_status = joystick.status;
381 joystick.status = JOYSTICK_NOT_AVAILABLE;
385 else if (event->type == EVENT_FOCUSIN)
387 /* When there are two Rocks'n'Diamonds windows which overlap and
388 the player moves the pointer from one game window to the other,
389 a 'FocusOut' event is generated for the window the pointer is
390 leaving and a 'FocusIn' event is generated for the window the
391 pointer is entering. In some cases, it can happen that the
392 'FocusIn' event is handled by the one game process before the
393 'FocusOut' event by the other game process. In this case the
394 X11 environment would end up with activated keyboard auto repeat,
395 because unfortunately this is a global setting and not (which
396 would be far better) set for each X11 window individually.
397 The effect would be keyboard auto repeat while playing the game
398 (game_status == GAME_MODE_PLAYING), which is not desired.
399 To avoid this special case, we just wait 1/10 second before
400 processing the 'FocusIn' event.
403 if (game_status == GAME_MODE_PLAYING)
406 KeyboardAutoRepeatOffUnlessAutoplay();
409 if (old_joystick_status != -1)
410 joystick.status = old_joystick_status;
414 void HandleClientMessageEvent(ClientMessageEvent *event)
416 if (CheckCloseWindowEvent(event))
420 void HandleWindowManagerEvent(Event *event)
422 #if defined(TARGET_SDL)
423 SDLHandleWindowManagerEvent(event);
427 void HandleButton(int mx, int my, int button, int button_nr)
429 static int old_mx = 0, old_my = 0;
443 if (HandleGadgets(mx, my, button))
445 /* do not handle this button event anymore */
446 mx = my = -32; /* force mouse event to be outside screen tiles */
449 /* do not use scroll wheel button events for anything other than gadgets */
450 if (IS_WHEEL_BUTTON(button_nr))
455 case GAME_MODE_TITLE:
456 HandleTitleScreen(mx, my, 0, 0, button);
460 HandleMainMenu(mx, my, 0, 0, button);
463 case GAME_MODE_PSEUDO_TYPENAME:
464 HandleTypeName(0, KSYM_Return);
467 case GAME_MODE_LEVELS:
468 HandleChooseLevel(mx, my, 0, 0, button);
471 case GAME_MODE_SCORES:
472 HandleHallOfFame(0, 0, 0, 0, button);
475 case GAME_MODE_EDITOR:
476 HandleLevelEditorIdle();
480 HandleInfoScreen(mx, my, 0, 0, button);
483 case GAME_MODE_SETUP:
484 HandleSetupScreen(mx, my, 0, 0, button);
487 case GAME_MODE_PLAYING:
489 if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
490 DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
499 static boolean is_string_suffix(char *string, char *suffix)
501 int string_len = strlen(string);
502 int suffix_len = strlen(suffix);
504 if (suffix_len > string_len)
507 return (strEqual(&string[string_len - suffix_len], suffix));
510 #define MAX_CHEAT_INPUT_LEN 32
512 static void HandleKeysSpecial(Key key)
514 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
515 char letter = getCharFromKey(key);
516 int cheat_input_len = strlen(cheat_input);
522 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
524 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
525 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
527 cheat_input_len = MAX_CHEAT_INPUT_LEN;
530 cheat_input[cheat_input_len++] = letter;
531 cheat_input[cheat_input_len] = '\0';
534 printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
537 if (game_status == GAME_MODE_MAIN)
539 if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
540 is_string_suffix(cheat_input, ":ist"))
542 InsertSolutionTape();
544 else if (is_string_suffix(cheat_input, ":reload-graphics") ||
545 is_string_suffix(cheat_input, ":rg"))
547 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
550 else if (is_string_suffix(cheat_input, ":reload-sounds") ||
551 is_string_suffix(cheat_input, ":rs"))
553 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
556 else if (is_string_suffix(cheat_input, ":reload-music") ||
557 is_string_suffix(cheat_input, ":rm"))
559 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
562 else if (is_string_suffix(cheat_input, ":reload-artwork") ||
563 is_string_suffix(cheat_input, ":ra"))
565 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
566 1 << ARTWORK_TYPE_SOUNDS |
567 1 << ARTWORK_TYPE_MUSIC);
570 else if (is_string_suffix(cheat_input, ":dump-level") ||
571 is_string_suffix(cheat_input, ":dl"))
575 else if (is_string_suffix(cheat_input, ":dump-tape") ||
576 is_string_suffix(cheat_input, ":dt"))
580 else if (is_string_suffix(cheat_input, ":save-native-level") ||
581 is_string_suffix(cheat_input, ":snl"))
583 SaveNativeLevel(&level);
586 else if (game_status == GAME_MODE_PLAYING)
589 if (is_string_suffix(cheat_input, ".q"))
590 DEBUG_SetMaximumDynamite();
593 else if (game_status == GAME_MODE_EDITOR)
595 if (is_string_suffix(cheat_input, ":dump-brush") ||
596 is_string_suffix(cheat_input, ":DB"))
600 else if (is_string_suffix(cheat_input, ":DDB"))
607 void HandleKey(Key key, int key_status)
609 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
610 static struct SetupKeyboardInfo ski;
611 static struct SetupShortcutInfo ssi;
620 { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT },
621 { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
622 { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP },
623 { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN },
624 { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP },
625 { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP }
630 if (game_status == GAME_MODE_PLAYING)
632 /* only needed for single-step tape recording mode */
633 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
634 static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
637 ssi = setup.shortcut;
639 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
643 if (setup.input[pnr].use_joystick)
646 ski = setup.input[pnr].key;
648 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
649 if (key == *key_info[i].key_custom)
650 key_action |= key_info[i].action;
652 for (i = 0; i < NUM_DIRECTIONS; i++)
653 if (key == *key_info[i].key_snap)
654 key_action |= key_info[i].action | JOY_BUTTON_SNAP;
656 if (tape.single_step && clear_button_2[pnr])
658 stored_player[pnr].action &= ~KEY_BUTTON_2;
659 clear_button_2[pnr] = FALSE;
662 if (key_status == KEY_PRESSED)
663 stored_player[pnr].action |= key_action;
665 stored_player[pnr].action &= ~key_action;
667 if (tape.single_step && tape.recording && tape.pausing)
669 if (key_status == KEY_PRESSED &&
670 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
672 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
674 if (key_action & KEY_MOTION)
676 if (stored_player[pnr].action & KEY_BUTTON_2)
677 element_dropped[pnr] = TRUE;
680 else if (key_status == KEY_RELEASED &&
681 (key_action & KEY_BUTTON_2))
683 if (!element_dropped[pnr])
685 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
687 stored_player[pnr].action |= KEY_BUTTON_2;
688 clear_button_2[pnr] = TRUE;
691 element_dropped[pnr] = FALSE;
695 else if (tape.recording && tape.pausing)
697 /* prevent key release events from un-pausing a paused game */
698 if (key_status == KEY_PRESSED &&
699 (key_action & KEY_ACTION))
700 TapeTogglePause(TAPE_TOGGLE_MANUAL);
703 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
704 TapeTogglePause(TAPE_TOGGLE_MANUAL);
710 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
711 if (key == key_info[i].key_default)
712 joy |= key_info[i].action;
717 if (key_status == KEY_PRESSED)
718 key_joystick_mapping |= joy;
720 key_joystick_mapping &= ~joy;
725 if (game_status != GAME_MODE_PLAYING)
726 key_joystick_mapping = 0;
728 if (key_status == KEY_RELEASED)
731 if ((key == KSYM_Return || key == KSYM_KP_Enter) &&
732 (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
734 setup.fullscreen = !setup.fullscreen;
736 ToggleFullscreenIfNeeded();
738 if (game_status == GAME_MODE_SETUP)
739 RedrawSetupScreenAfterFullscreenToggle();
745 if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd &&
746 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
748 if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
749 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
757 if (game_status == GAME_MODE_MAIN &&
758 (key == setup.shortcut.toggle_pause || key == KSYM_space))
760 StartGameActions(options.network, setup.autorecord, level.random_seed);
765 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
767 if (key == setup.shortcut.save_game)
769 else if (key == setup.shortcut.load_game)
771 else if (key == setup.shortcut.toggle_pause)
772 TapeTogglePause(TAPE_TOGGLE_MANUAL);
774 HandleTapeButtonKeys(key);
775 HandleSoundButtonKeys(key);
778 if (game_status == GAME_MODE_PLAYING && !network_playing)
780 int centered_player_nr_next = -999;
782 if (key == setup.shortcut.focus_player_all)
783 centered_player_nr_next = -1;
785 for (i = 0; i < MAX_PLAYERS; i++)
786 if (key == setup.shortcut.focus_player[i])
787 centered_player_nr_next = i;
789 if (centered_player_nr_next != -999)
791 game.centered_player_nr_next = centered_player_nr_next;
792 game.set_centered_player = TRUE;
796 tape.centered_player_nr_next = game.centered_player_nr_next;
797 tape.set_centered_player = TRUE;
802 HandleKeysSpecial(key);
804 if (HandleGadgetsKeyInput(key))
806 if (key != KSYM_Escape) /* always allow ESC key to be handled */
807 key = KSYM_UNDEFINED;
812 case GAME_MODE_PSEUDO_TYPENAME:
813 HandleTypeName(0, key);
816 case GAME_MODE_TITLE:
818 case GAME_MODE_LEVELS:
819 case GAME_MODE_SETUP:
821 case GAME_MODE_SCORES:
826 if (game_status == GAME_MODE_TITLE)
827 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
828 else if (game_status == GAME_MODE_MAIN)
829 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
830 else if (game_status == GAME_MODE_LEVELS)
831 HandleChooseLevel(0, 0, 0, 0, MB_MENU_CHOICE);
832 else if (game_status == GAME_MODE_SETUP)
833 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
834 else if (game_status == GAME_MODE_INFO)
835 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
836 else if (game_status == GAME_MODE_SCORES)
837 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
841 if (game_status != GAME_MODE_MAIN)
842 FadeSkipNextFadeIn();
844 if (game_status == GAME_MODE_TITLE)
845 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
846 else if (game_status == GAME_MODE_LEVELS)
847 HandleChooseLevel(0, 0, 0, 0, MB_MENU_LEAVE);
848 else if (game_status == GAME_MODE_SETUP)
849 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
850 else if (game_status == GAME_MODE_INFO)
851 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
852 else if (game_status == GAME_MODE_SCORES)
853 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
857 if (game_status == GAME_MODE_LEVELS)
858 HandleChooseLevel(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
859 else if (game_status == GAME_MODE_SETUP)
860 HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
861 else if (game_status == GAME_MODE_INFO)
862 HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
863 else if (game_status == GAME_MODE_SCORES)
864 HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
868 if (game_status == GAME_MODE_LEVELS)
869 HandleChooseLevel(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
870 else if (game_status == GAME_MODE_SETUP)
871 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
872 else if (game_status == GAME_MODE_INFO)
873 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
874 else if (game_status == GAME_MODE_SCORES)
875 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
880 GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
884 setup.sp_show_border_elements = !setup.sp_show_border_elements;
885 printf("Supaplex border elements %s\n",
886 setup.sp_show_border_elements ? "enabled" : "disabled");
895 case GAME_MODE_EDITOR:
896 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
897 HandleLevelEditorKeyInput(key);
900 case GAME_MODE_PLAYING:
905 RequestQuitGame(setup.ask_on_escape);
923 if (GameFrameDelay == 500)
924 GameFrameDelay = GAME_FRAME_DELAY;
926 GameFrameDelay = 500;
929 GameFrameDelay = (key - KSYM_0) * 10;
930 printf("Game speed == %d%% (%d ms delay between two frames)\n",
931 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
937 options.debug = FALSE;
938 printf("debug mode disabled\n");
942 options.debug = TRUE;
943 printf("debug mode enabled\n");
948 if (!global.fps_slowdown)
950 global.fps_slowdown = TRUE;
951 global.fps_slowdown_factor = 2;
952 printf("fps slowdown enabled -- display only every 2nd frame\n");
954 else if (global.fps_slowdown_factor == 2)
956 global.fps_slowdown_factor = 4;
957 printf("fps slowdown enabled -- display only every 4th frame\n");
961 global.fps_slowdown = FALSE;
962 global.fps_slowdown_factor = 1;
963 printf("fps slowdown disabled\n");
968 ScrollStepSize = TILEX/8;
969 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
973 ScrollStepSize = TILEX/4;
974 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
978 ScrollStepSize = TILEX/2;
979 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
983 ScrollStepSize = TILEX;
984 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
988 printf("::: currently using game engine version %d\n",
989 game.engine_version);
1000 if (key == KSYM_Escape)
1002 game_status = GAME_MODE_MAIN;
1010 void HandleNoEvent()
1012 if (button_status && game_status != GAME_MODE_PLAYING)
1014 HandleButton(0, 0, -button_status, button_status);
1019 #if defined(NETWORK_AVALIABLE)
1020 if (options.network)
1027 static int HandleJoystickForAllPlayers()
1032 for (i = 0; i < MAX_PLAYERS; i++)
1034 byte joy_action = 0;
1037 if (!setup.input[i].use_joystick)
1041 joy_action = Joystick(i);
1042 result |= joy_action;
1044 if (!setup.input[i].use_joystick)
1047 stored_player[i].action = joy_action;
1053 void HandleJoystick()
1055 int joystick = HandleJoystickForAllPlayers();
1056 int keyboard = key_joystick_mapping;
1057 int joy = (joystick | keyboard);
1058 int left = joy & JOY_LEFT;
1059 int right = joy & JOY_RIGHT;
1060 int up = joy & JOY_UP;
1061 int down = joy & JOY_DOWN;
1062 int button = joy & JOY_BUTTON;
1063 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
1064 int dx = (left ? -1 : right ? 1 : 0);
1065 int dy = (up ? -1 : down ? 1 : 0);
1067 switch (game_status)
1069 case GAME_MODE_TITLE:
1070 case GAME_MODE_MAIN:
1071 case GAME_MODE_LEVELS:
1072 case GAME_MODE_SETUP:
1073 case GAME_MODE_INFO:
1075 static unsigned long joystickmove_delay = 0;
1077 if (joystick && !button &&
1078 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
1079 newbutton = dx = dy = 0;
1081 if (game_status == GAME_MODE_TITLE)
1082 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1083 else if (game_status == GAME_MODE_MAIN)
1084 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1085 else if (game_status == GAME_MODE_LEVELS)
1086 HandleChooseLevel(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1087 else if (game_status == GAME_MODE_SETUP)
1088 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1089 else if (game_status == GAME_MODE_INFO)
1090 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1094 case GAME_MODE_SCORES:
1095 HandleHallOfFame(0, 0, dx, dy, !newbutton);
1098 case GAME_MODE_EDITOR:
1099 HandleLevelEditorIdle();
1102 case GAME_MODE_PLAYING:
1103 if (tape.playing || keyboard)
1104 newbutton = ((joy & JOY_BUTTON) != 0);
1107 if (local_player->LevelSolved_GameEnd && newbutton)
1109 if (AllPlayersGone && newbutton)