rnd-20061003-2-src
[rocksndiamonds.git] / src / events.c
index 1866e7ae79d00373ecab208209ad6cd5765c596b..9bd812373723cef124767d39028f4419dcfbbbdc 100644 (file)
 /***********************************************************
-*  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) 1995-2006 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 "buttons.h"
 #include "network.h"
 
-/* values for key_status */
-#define KEY_NOT_PRESSED                FALSE
-#define KEY_RELEASED           FALSE
-#define KEY_PRESSED            TRUE
 
-void EventLoop(void)
+#define        DEBUG_EVENTS            0
+
+
+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)
 {
-  while(1)
+  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)
   {
-    if (XPending(display))     /* got event from X server */
-    {
-      XEvent event;
+    SetMouseCursor(CURSOR_DEFAULT);
+    playfield_cursor_set = FALSE;
+    DelayReached(&playfield_cursor_delay, 0);
+  }
 
-      XNextEvent(display, &event);
+  /* 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;
+}
 
-      switch(event.type)
-      {
-       case ButtonPress:
-       case ButtonRelease:
-         HandleButtonEvent((XButtonEvent *) &event);
-         break;
+/* to prevent delay problems, skip mouse motion events if the very next
+   event is also a mouse motion event (and therefore effectively only
+   handling the last of a row of mouse motion events in the event queue) */
 
-       case MotionNotify:
-         HandleMotionEvent((XMotionEvent *) &event);
-         break;
+boolean SkipPressedMouseMotionEvent(const Event *event)
+{
+  /* nothing to do if the current event is not a mouse motion event */
+  if (event->type != EVENT_MOTIONNOTIFY)
+    return FALSE;
 
-       case KeyPress:
-       case KeyRelease:
-         HandleKeyEvent((XKeyEvent *) &event);
-         break;
+  /* only skip motion events with pressed button outside level editor */
+  if (button_status == MB_RELEASED ||
+      game_status == GAME_MODE_EDITOR || game_status == GAME_MODE_PLAYING)
+    return FALSE;
 
-       default:
-         HandleOtherEvents(&event);
-         break;
+  if (PendingEvent())
+  {
+    Event next_event;
+
+    PeekEvent(&next_event);
+
+    /* if next event is also a mouse motion event, skip the current one */
+    if (next_event.type == EVENT_MOTIONNOTIFY)
+      return TRUE;
+  }
+
+  return FALSE;
+}
+
+/* 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())
+  {
+    boolean handle_this_event = FALSE;
+
+    NextEvent(event);
+
+    if (FilterMouseMotionEvents(event))
+      handle_this_event = TRUE;
+
+    if (SkipPressedMouseMotionEvent(event))
+      handle_this_event = FALSE;
+
+    if (handle_this_event)
+      return TRUE;
+  }
+
+  return FALSE;
+}
+
+void EventLoop(void)
+{
+  while (1)
+  {
+    if (PendingEvent())                /* got event */
+    {
+      Event event;
+
+      while (NextValidEvent(&event))
+      {
+       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
+    {
+      /* when playing, display a special mouse pointer inside the playfield */
+      if (game_status == GAME_MODE_PLAYING && !tape.pausing)
+      {
+       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;
+      }
 
-    HandleNoXEvent();
+      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)
+    if (game_status == GAME_MODE_PLAYING)
     {
-      XSync(display, FALSE);
-      if (!XPending(display))  /* delay only if no pending events */
+      HandleGameActions();
+    }
+    else
+    {
+      SyncDisplay();
+      if (!PendingEvent())     /* delay only if no pending events */
        Delay(10);
     }
 
     /* refresh window contents from drawing buffer, if needed */
     BackToFront();
 
-    if (game_status == EXITGAME)
+    if (game_status == GAME_MODE_QUIT)
       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:
+#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 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;
   }
@@ -108,20 +232,24 @@ 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:
+#if 1
+       ClearPlayerAction();
+#else
        key_joystick_mapping = 0;
+#endif
        break;
 
       default:
@@ -131,33 +259,43 @@ void ClearEventQueue()
   }
 }
 
+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()
 {
   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 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.
@@ -170,123 +308,77 @@ void SleepWhileUnmapped()
     }
   }
 
-  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;
-
-  if (setup.direct_draw && 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<SCR_FIELDX; xx++)
-      for(yy=0; yy<SCR_FIELDY; yy++)
-       if (xx>=x1 && xx<=x2 && yy>=y1 && yy<=y2)
-         DrawScreenField(xx,yy);
-    DrawAllPlayers();
-
-    SetDrawtoField(DRAW_DIRECT);
-  }
-
-  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);
-  }
-
-  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)
 {
+#if DEBUG_EVENTS
+  printf("::: BUTTON EVENT: button %d %s\n", event->button,
+        event->type == EVENT_BUTTONPRESS ? "pressed" : "released");
+#endif
+
   motion_status = FALSE;
 
-  if (event->type == ButtonPress)
+  if (event->type == EVENT_BUTTONPRESS)
     button_status = event->button;
   else
     button_status = MB_RELEASED;
 
-  HandleButton(event->x, event->y, button_status);
+  HandleButton(event->x, event->y, button_status, event->button);
 }
 
-void HandleMotionEvent(XMotionEvent *event)
+void HandleMotionEvent(MotionEvent *event)
 {
-  Window root, child;
-  int root_x, root_y;
-  int win_x, win_y;
-  unsigned int mask;
-
-  if (!XQueryPointer(display, window, &root, &child, &root_x, &root_y,
-                    &win_x, &win_y, &mask))
-    return;
+  if (!PointerInWindow(window))
+    return;    /* window and pointer are on different screens */
 
-  if (!button_status && game_status != LEVELED)
+  if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
     return;
 
   motion_status = TRUE;
 
-  HandleButton(win_x, win_y, button_status);
+  HandleButton(event->x, event->y, button_status, button_status);
 }
 
-void HandleKeyEvent(XKeyEvent *event)
+void HandleKeyEvent(KeyEvent *event)
 {
-  int key_status = (event->type == KeyPress ? KEY_PRESSED : KEY_RELEASED);
-  KeySym key;
-
-  if (game_status == PLAYING)
-  {
-    /* use '0' instead of 'event->state' to get the key without modifiers */
-    key = XLookupKeysym(event, 0);
-  }
-  else
-  {
-    /* get the key with all modifiers */
-    char buffer[10];
-    int buffer_size = 10;
-    XComposeStatus compose;
-    int char_count;
-
-    char_count = XLookupString(event, buffer, buffer_size, &key, &compose);
-    buffer[char_count] = '\0';
-  }
+  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);
+
+#if DEBUG_EVENTS
+  printf("::: KEY EVENT: %d %s\n", GetEventKey(event, TRUE),
+        event->type == EVENT_KEYPRESS ? "pressed" : "released");
+#endif
 
+  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)
   {
-    int i;
-
-    XAutoRepeatOn(display);
-    old_joystick_status = joystick_status;
-    joystick_status = JOYSTICK_OFF;
+    KeyboardAutoRepeatOn();
+    old_joystick_status = joystick.status;
+    joystick.status = JOYSTICK_NOT_AVAILABLE;
 
-    /* simulate key release events for still pressed keys */
-    key_joystick_mapping = 0;
-    for (i=0; i<MAX_PLAYERS; i++)
-      stored_player[i].action = 0;
+    ClearPlayerAction();
   }
-  else if (event->type == 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,
@@ -299,31 +391,29 @@ void HandleFocusEvent(XFocusChangeEvent *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);
-      XAutoRepeatOff(display);
+      KeyboardAutoRepeatOffUnlessAutoplay();
     }
+
     if (old_joystick_status != -1)
-      joystick_status = old_joystick_status;
+      joystick.status = old_joystick_status;
   }
 }
 
-void HandleClientMessageEvent(XClientMessageEvent *event)
+void HandleClientMessageEvent(ClientMessageEvent *event)
 {
-#ifndef MSDOS
-  if ((event->window == window) &&
-      (event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
+  if (CheckCloseWindowEvent(event))
     CloseAllAndExit(0);
-#endif
 }
 
-void HandleButton(int mx, int my, int button)
+void HandleButton(int mx, int my, int button, int button_nr)
 {
   static int old_mx = 0, old_my = 0;
 
@@ -339,68 +429,54 @@ void HandleButton(int mx, int my, int button)
     old_my = my;
   }
 
-  HandleGadgets(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 */
+  }
+
+  /* do not use scroll wheel button events for anything other than gadgets */
+  if (IS_WHEEL_BUTTON(button_nr))
+    return;
 
-  switch(game_status)
+  switch (game_status)
   {
-    case MAINMENU:
-      HandleMainMenu(mx,my, 0,0, button);
+    case GAME_MODE_TITLE:
+      HandleTitleScreen(mx, my, 0, 0, button);
       break;
 
-    case TYPENAME:
-      HandleTypeName(0, XK_Return);
+    case GAME_MODE_MAIN:
+      HandleMainMenu(mx, my, 0, 0, button);
       break;
 
-    case CHOOSELEVEL:
-      HandleChooseLevel(mx,my, 0,0, button);
+    case GAME_MODE_PSEUDO_TYPENAME:
+      HandleTypeName(0, KSYM_Return);
       break;
 
-    case HALLOFFAME:
-      HandleHallOfFame(0,0, 0,0, button);
+    case GAME_MODE_LEVELS:
+      HandleChooseLevel(mx, my, 0, 0, button);
       break;
 
-    case LEVELED:
+    case GAME_MODE_SCORES:
+      HandleHallOfFame(0, 0, 0, 0, button);
       break;
 
-    case HELPSCREEN:
-      HandleHelpScreen(button);
+    case GAME_MODE_EDITOR:
+      HandleLevelEditorIdle();
       break;
 
-    case SETUP:
-      HandleSetupScreen(mx,my, 0,0, button);
+    case GAME_MODE_INFO:
+      HandleInfoScreen(mx, my, 0, 0, button);
       break;
 
-    case SETUPINPUT:
-      HandleSetupInputScreen(mx,my, 0,0, button);
+    case GAME_MODE_SETUP:
+      HandleSetupScreen(mx, my, 0, 0, button);
       break;
 
-    case PLAYING:
+    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\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");
-       }
-      }
+      if (button == MB_PRESSED && !motion_status && IN_GFX_SCREEN(mx, my))
+       DumpTile(LEVELX((mx - SX) / TILEX), LEVELY((my - SY) / TILEY));
 #endif
       break;
 
@@ -409,14 +485,117 @@ void HandleButton(int mx, int my, int button)
   }
 }
 
-void HandleKey(KeySym key, int key_status)
+static boolean is_string_suffix(char *string, char *suffix)
 {
-  int joy = 0;
+  int string_len = strlen(string);
+  int suffix_len = strlen(suffix);
+
+  if (suffix_len > string_len)
+    return FALSE;
+
+  return (strEqual(&string[string_len - suffix_len], suffix));
+}
+
+#define MAX_CHEAT_INPUT_LEN    32
+
+static void HandleKeysSpecial(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 DEBUG_EVENTS
+  printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
+#endif
+
+  if (game_status == GAME_MODE_MAIN)
+  {
+    if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
+       is_string_suffix(cheat_input, ":ist"))
+    {
+      InsertSolutionTape();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-graphics") ||
+            is_string_suffix(cheat_input, ":rg"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-sounds") ||
+            is_string_suffix(cheat_input, ":rs"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-music") ||
+            is_string_suffix(cheat_input, ":rm"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":reload-artwork") ||
+            is_string_suffix(cheat_input, ":ra"))
+    {
+      ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
+                         1 << ARTWORK_TYPE_SOUNDS |
+                         1 << ARTWORK_TYPE_MUSIC);
+      DrawMainMenu();
+    }
+    else if (is_string_suffix(cheat_input, ":dump-level") ||
+            is_string_suffix(cheat_input, ":dl"))
+    {
+      DumpLevel(&level);
+    }
+    else if (is_string_suffix(cheat_input, ":dump-tape") ||
+            is_string_suffix(cheat_input, ":dt"))
+    {
+      DumpTape(&tape);
+    }
+  }
+  else if (game_status == GAME_MODE_PLAYING)
+  {
+#ifdef DEBUG
+    if (is_string_suffix(cheat_input, ".q"))
+      DEBUG_SetMaximumDynamite();
+#endif
+  }
+  else if (game_status == GAME_MODE_EDITOR)
+  {
+    if (is_string_suffix(cheat_input, ":dump-brush") ||
+       is_string_suffix(cheat_input, ":DB"))
+    {
+      DumpBrush();
+    }
+    else if (is_string_suffix(cheat_input, ":DDB"))
+    {
+      DumpBrush_Small();
+    }
+  }
+}
+
+void HandleKey(Key key, int key_status)
+{
+  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[] =
   {
@@ -425,16 +604,20 @@ void HandleKey(KeySym key, int key_status)
     { &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 }
+    { &custom_key.drop,  DEFAULT_KEY_DROP,  JOY_BUTTON_2 }
   };
+  int joy = 0;
+  int i;
 
-  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 };
+    static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
     int pnr;
 
-    for (pnr=0; pnr<MAX_PLAYERS; pnr++)
+    for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
     {
-      int i;
       byte key_action = 0;
 
       if (setup.input[pnr].use_joystick)
@@ -442,22 +625,66 @@ 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)
+      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)
+             element_dropped[pnr] = TRUE;
+         }
+       }
+       else if (key_status == KEY_RELEASED &&
+                (key_action & KEY_BUTTON_2))
+       {
+         if (!element_dropped[pnr])
+         {
+           TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+
+           stored_player[pnr].action |= KEY_BUTTON_2;
+           clear_button_2[pnr] = TRUE;
+         }
+
+         element_dropped[pnr] = FALSE;
+       }
+      }
+#if 1
+      else if (tape.recording && tape.pausing)
+      {
+       /* prevent key release events from un-pausing a paused game */
+       if (key_status == KEY_PRESSED &&
+           (key_action & KEY_ACTION))
+         TapeTogglePause(TAPE_TOGGLE_MANUAL);
+      }
+#else
+      else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
+       TapeTogglePause(TAPE_TOGGLE_MANUAL);
+#endif
     }
   }
   else
   {
-    int i;
-
-    for (i=0; i<6; i++)
-      if (key == key_info[i].keysym_default)
+    for (i = 0; i < 6; i++)
+      if (key == key_info[i].key_default)
        joy |= key_info[i].action;
   }
 
@@ -471,130 +698,189 @@ void HandleKey(KeySym 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 == XK_Return || key == XK_space) &&
-      game_status == PLAYING && AllPlayersGone)
+  if ((key == KSYM_Return || key == KSYM_KP_Enter) &&
+      (GetKeyModState() & KMOD_Alt) && video.fullscreen_available)
   {
-    CloseDoor(DOOR_CLOSE_1);
-    game_status = MAINMENU;
-    DrawMainMenu();
+    setup.fullscreen = !setup.fullscreen;
+
+    ToggleFullscreenIfNeeded();
+
     return;
   }
 
-  /* allow quick escape to the main menu with the Escape key */
-  if (key == XK_Escape && game_status != MAINMENU)
+#if 1
+  if (game_status == GAME_MODE_PLAYING &&
+      local_player->LevelSolved_GameEnd &&
+      (key == KSYM_Return || key == setup.shortcut.toggle_pause))
+#else
+  if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
+      (key == KSYM_Return || key == setup.shortcut.toggle_pause))
+#endif
   {
-    CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY);
-    game_status = MAINMENU;
-    DrawMainMenu();
+    GameEnd();
+
     return;
   }
 
+  if (game_status == GAME_MODE_MAIN &&
+      (key == setup.shortcut.toggle_pause || key == KSYM_space))
+  {
+    StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
 
+    return;
+  }
 
-#ifndef DEBUG
+  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);
+  }
 
-  if (game_status == PLAYING && (tape.playing || tape.pausing))
-    return;
+  if (game_status == GAME_MODE_PLAYING && !network_playing)
+  {
+    int centered_player_nr_next = -999;
 
-#endif
+    if (key == setup.shortcut.focus_player_all)
+      centered_player_nr_next = -1;
+    else
+      for (i = 0; i < MAX_PLAYERS; i++)
+       if (key == setup.shortcut.focus_player[i])
+         centered_player_nr_next = i;
+
+    if (centered_player_nr_next != -999)
+    {
+      game.centered_player_nr_next = centered_player_nr_next;
+      game.set_centered_player = TRUE;
 
+      if (tape.recording)
+      {
+       tape.centered_player_nr_next = game.centered_player_nr_next;
+       tape.set_centered_player = TRUE;
+      }
+    }
+  }
 
+  HandleKeysSpecial(key);
 
-  HandleGadgetsKeyInput(key);
+  if (HandleGadgetsKeyInput(key))
+  {
+    if (key != KSYM_Escape)    /* always allow ESC key to be handled */
+      key = KSYM_UNDEFINED;
+  }
 
   switch(game_status)
   {
-    case TYPENAME:
+    case GAME_MODE_PSEUDO_TYPENAME:
       HandleTypeName(0, key);
       break;
 
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case SETUP:
-    case SETUPINPUT:
+    case GAME_MODE_TITLE:
+    case GAME_MODE_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_SETUP:
+    case GAME_MODE_INFO:
+    case GAME_MODE_SCORES:
       switch(key)
       {
-       case XK_Return:
-       case XK_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);
+       case KSYM_space:
+       case KSYM_Return:
+         if (game_status == GAME_MODE_TITLE)
+           HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
+         else 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);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
          break;
 
-        case XK_Page_Up:
-          if (game_status == CHOOSELEVEL)
-            HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+       case KSYM_Escape:
+         if (game_status == GAME_MODE_TITLE)
+           HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
+          else 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);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
          break;
 
-        case XK_Page_Down:
-          if (game_status == CHOOSELEVEL)
-            HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+        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);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
 
-       default:
+        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);
+         else if (game_status == GAME_MODE_SCORES)
+           HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
-      }
-      break;
-
-    case HELPSCREEN:
-      HandleHelpScreen(MB_RELEASED);
-      break;
 
-    case HALLOFFAME:
-      switch(key)
-      {
-       case XK_Return:
-       case XK_space:
-         game_status = MAINMENU;
-         DrawMainMenu();
-         BackToFront();
-         break;
-
-        case XK_Page_Up:
-         HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
-         break;
-
-        case XK_Page_Down:
-         HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+#ifdef DEBUG
+       case KSYM_0:
+         GameFrameDelay = (GameFrameDelay == 500 ? GAME_FRAME_DELAY : 500);
          break;
+#endif
 
        default:
          break;
       }
       break;
 
-    case LEVELED:
-      HandleLevelEditorKeyInput(key);
+    case GAME_MODE_EDITOR:
+      if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
+       HandleLevelEditorKeyInput(key);
       break;
 
-    case PLAYING:
+    case GAME_MODE_PLAYING:
     {
       switch(key)
       {
+        case KSYM_Escape:
+         RequestQuitGame(setup.ask_on_escape);
+         break;
 
 #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)
+       case KSYM_0:
+#if 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:
+#endif
+         if (key == KSYM_0)
          {
            if (GameFrameDelay == 500)
              GameFrameDelay = GAME_FRAME_DELAY;
@@ -602,86 +888,68 @@ void HandleKey(KeySym key, int key_status)
              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;
 
-
-#if 0
-       case XK_a:
-         if (ScrollStepSize == TILEX/8)
-           ScrollStepSize = TILEX/4;
+       case KSYM_d:
+         if (options.debug)
+         {
+           options.debug = FALSE;
+           printf("debug mode disabled\n");
+         }
          else
-           ScrollStepSize = TILEX/8;
-         printf("ScrollStepSize == %d\n", ScrollStepSize);
+         {
+           options.debug = TRUE;
+           printf("debug mode enabled\n");
+         }
          break;
-#endif
 
-#if 0
-       case XK_m:
-         if (MoveSpeed == 8)
+       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)
          {
-           MoveSpeed = 4;
-           ScrollStepSize = TILEX/4;
+           global.fps_slowdown_factor = 4;
+           printf("fps slowdown enabled -- display only every 4th frame\n");
          }
          else
          {
-           MoveSpeed = 8;
-           ScrollStepSize = TILEX/8;
+           global.fps_slowdown = FALSE;
+           global.fps_slowdown_factor = 1;
+           printf("fps slowdown disabled\n");
          }
-         printf("MoveSpeed == %d\n", MoveSpeed);
          break;
-#endif
 
-       case XK_f:
+       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:
-         local_player->dynamite = 1000;
-         break;
-
-
-
-#if 0
-
-       case XK_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");
-         }
-
+       case KSYM_v:
+         printf("::: currently using game engine version %d\n",
+                game.engine_version);
          break;
-#endif
 #endif
 
        default:
@@ -689,28 +957,33 @@ void HandleKey(KeySym key, int key_status)
       }
       break;
     }
+
     default:
-      break;
+      if (key == KSYM_Escape)
+      {
+       game_status = GAME_MODE_MAIN;
+       DrawMainMenu();
+
+       return;
+      }
   }
 }
 
-void HandleNoXEvent()
+void HandleNoEvent()
 {
-  if (button_status && game_status != PLAYING)
+  if (button_status && game_status != GAME_MODE_PLAYING)
   {
-    HandleButton(0, 0, -button_status);
+    HandleButton(0, 0, -button_status, button_status);
+
     return;
   }
 
-#ifndef MSDOS
+#if defined(NETWORK_AVALIABLE)
   if (options.network)
     HandleNetworking();
 #endif
 
   HandleJoystick();
-
-  if (game_status == PLAYING)
-    HandleGameActions();
 }
 
 static int HandleJoystickForAllPlayers()
@@ -718,7 +991,7 @@ static int HandleJoystickForAllPlayers()
   int i;
   int result = 0;
 
-  for (i=0; i<MAX_PLAYERS; i++)
+  for (i = 0; i < MAX_PLAYERS; i++)
   {
     byte joy_action = 0;
 
@@ -730,11 +1003,9 @@ static int HandleJoystickForAllPlayers()
     joy_action = Joystick(i);
     result |= joy_action;
 
-
     if (!setup.input[i].use_joystick)
       continue;
 
-
     stored_player[i].action = joy_action;
   }
 
@@ -757,10 +1028,11 @@ void HandleJoystick()
 
   switch(game_status)
   {
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case SETUP:
-    case SETUPINPUT:
+    case GAME_MODE_TITLE:
+    case GAME_MODE_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_SETUP:
+    case GAME_MODE_INFO:
     {
       static unsigned long joystickmove_delay = 0;
 
@@ -768,35 +1040,39 @@ void HandleJoystick()
          !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
        newbutton = dx = dy = 0;
 
-      if (game_status==MAINMENU)
-       HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==CHOOSELEVEL)
-        HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUP)
-       HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUPINPUT)
-       HandleSetupInputScreen(0,0,dx,dy,
-                              newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+      if (game_status == GAME_MODE_TITLE)
+       HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+      else if (game_status == GAME_MODE_MAIN)
+       HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+      else if (game_status == GAME_MODE_LEVELS)
+        HandleChooseLevel(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
+      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(0,0, dx,dy, !newbutton);
+    case GAME_MODE_SCORES:
+      HandleHallOfFame(0, 0, dx, dy, !newbutton);
       break;
 
-    case HELPSCREEN:
-      HandleHelpScreen(!newbutton);
+    case GAME_MODE_EDITOR:
+      HandleLevelEditorIdle();
       break;
 
-    case PLAYING:
+    case GAME_MODE_PLAYING:
       if (tape.playing || keyboard)
        newbutton = ((joy & JOY_BUTTON) != 0);
 
+#if 1
+      if (local_player->LevelSolved_GameEnd && newbutton)
+#else
       if (AllPlayersGone && newbutton)
+#endif
       {
-       CloseDoor(DOOR_CLOSE_1);
-       game_status = MAINMENU;
-       DrawMainMenu();
+       GameEnd();
+
        return;
       }