rnd-20030703-2-src
[rocksndiamonds.git] / src / events.c
index fd8c35132206c56097d8a6bb099ca81ab23c972b..b1c15e9fc8a8e09069c64984b52e4bfb9b81c439 100644 (file)
@@ -1,7 +1,7 @@
 /***********************************************************
 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-* (c) 1995-2001 Artsoft Entertainment                      *
+* (c) 1995-2002 Artsoft Entertainment                      *
 *               Holger Schemel                             *
 *               Detmolder Strasse 189                      *
 *               33604 Bielefeld                            *
 #include "editor.h"
 #include "files.h"
 #include "tape.h"
-#include "joystick.h"
 #include "network.h"
 
-/* values for key_status */
-#define KEY_NOT_PRESSED                FALSE
-#define KEY_RELEASED           FALSE
-#define KEY_PRESSED            TRUE
+
+static boolean cursor_inside_playfield = FALSE;
+static boolean playfield_cursor_set = FALSE;
+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 */
+   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;
 
-  /* get mouse motion events without pressed button only in level editor */
-  if (button_status == MB_RELEASED && game_status != LEVELED)
+  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;
@@ -96,12 +110,30 @@ void EventLoop(void)
       }
     }
     else
+    {
+      /* 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)
+    if (game_status == GAME_MODE_PLAYING)
       HandleGameActions();
     else
     {
@@ -113,7 +145,7 @@ void EventLoop(void)
     /* refresh window contents from drawing buffer, if needed */
     BackToFront();
 
-    if (game_status == EXITGAME)
+    if (game_status == GAME_MODE_QUIT)
       return;
   }
 }
@@ -127,7 +159,11 @@ void HandleOtherEvents(Event *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:
@@ -177,6 +213,16 @@ 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;
@@ -216,45 +262,14 @@ void SleepWhileUnmapped()
     }
   }
 
-  if (game_status == PLAYING)
-    KeyboardAutoRepeatOff();
+  if (game_status == GAME_MODE_PLAYING)
+    KeyboardAutoRepeatOffUnlessAutoplay();
 }
 
 void HandleExposeEvent(ExposeEvent *event)
 {
 #ifndef TARGET_SDL
-  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);
-
-    BlitBitmap(fieldbuffer, backbuffer, fx,fy, SXSIZE,SYSIZE, SX,SY);
-  }
-
-  BlitBitmap(drawto, window, x,y, width,height, x,y);
-
+  RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
   FlushDisplay();
 #endif
 }
@@ -277,7 +292,7 @@ void HandleMotionEvent(MotionEvent *event)
     return;    /* window and pointer are on different screens */
 
 #if 1
-  if (button_status == MB_RELEASED && game_status != LEVELED)
+  if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
     return;
 #endif
 
@@ -289,9 +304,11 @@ void HandleMotionEvent(MotionEvent *event)
 void HandleKeyEvent(KeyEvent *event)
 {
   int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
-  boolean with_modifiers = (game_status == PLAYING ? FALSE : TRUE);
+  boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
   Key key = GetEventKey(event, with_modifiers);
+  Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
 
+  HandleKeyModState(keymod, key_status);
   HandleKey(key, key_status);
 }
 
@@ -301,16 +318,11 @@ void HandleFocusEvent(FocusChangeEvent *event)
 
   if (event->type == EVENT_FOCUSOUT)
   {
-    int i;
-
     KeyboardAutoRepeatOn();
-    old_joystick_status = joystick_status;
-    joystick_status = JOYSTICK_OFF;
+    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 == EVENT_FOCUSIN)
   {
@@ -325,18 +337,18 @@ void HandleFocusEvent(FocusChangeEvent *event)
        because unfortunately this is a global setting and not (which
        would be far better) set for each X11 window individually.
        The effect would be keyboard auto repeat while playing the game
-       (game_status == PLAYING), which is not desired.
+       (game_status == GAME_MODE_PLAYING), which is not desired.
        To avoid this special case, we just wait 1/10 second before
        processing the 'FocusIn' event.
     */
 
-    if (game_status == PLAYING)
+    if (game_status == GAME_MODE_PLAYING)
     {
       Delay(100);
-      KeyboardAutoRepeatOff();
+      KeyboardAutoRepeatOffUnlessAutoplay();
     }
     if (old_joystick_status != -1)
-      joystick_status = old_joystick_status;
+      joystick.status = old_joystick_status;
   }
 }
 
@@ -366,38 +378,34 @@ void HandleButton(int mx, int my, int button)
 
   switch(game_status)
   {
-    case MAINMENU:
+    case GAME_MODE_MAIN:
       HandleMainMenu(mx,my, 0,0, button);
       break;
 
-    case TYPENAME:
+    case GAME_MODE_PSEUDO_TYPENAME:
       HandleTypeName(0, KSYM_Return);
       break;
 
-    case CHOOSELEVEL:
+    case GAME_MODE_LEVELS:
       HandleChooseLevel(mx,my, 0,0, button);
       break;
 
-    case HALLOFFAME:
+    case GAME_MODE_SCORES:
       HandleHallOfFame(0,0, 0,0, button);
       break;
 
-    case LEVELED:
+    case GAME_MODE_EDITOR:
       break;
 
-    case HELPSCREEN:
+    case GAME_MODE_INFO:
       HandleHelpScreen(button);
       break;
 
-    case SETUP:
+    case GAME_MODE_SETUP:
       HandleSetupScreen(mx,my, 0,0, button);
       break;
 
-    case SETUPINPUT:
-      HandleSetupInputScreen(mx,my, 0,0, button);
-      break;
-
-    case PLAYING:
+    case GAME_MODE_PLAYING:
 #ifdef DEBUG
       if (button == MB_RELEASED)
       {
@@ -414,13 +422,16 @@ void HandleButton(int mx, int my, int button)
          if (!IN_LEV_FIELD(x, y))
            break;
 
-         printf("      Feld[%d][%d] == %d\n", x,y, Feld[x][y]);
+         printf("      Feld[%d][%d] == %d ('%s')\n", x,y, Feld[x][y],
+                element_info[Feld[x][y]].token_name);
          printf("      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("\n");
        }
       }
@@ -452,8 +463,11 @@ void HandleKey(Key key, int key_status)
     { &custom_key.bomb,  DEFAULT_KEY_BOMB,  JOY_BUTTON_2 }
   };
 
-  if (game_status == PLAYING)
+  if (game_status == GAME_MODE_PLAYING)
   {
+    /* only needed for single-step tape recording mode */
+    static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
+    static boolean bomb_placed[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
     int pnr;
 
     for (pnr=0; pnr<MAX_PLAYERS; pnr++)
@@ -470,10 +484,46 @@ void HandleKey(Key key, int key_status)
        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
@@ -495,75 +545,96 @@ void HandleKey(Key key, int key_status)
     HandleJoystick();
   }
 
-  if (game_status != PLAYING)
+  if (game_status != GAME_MODE_PLAYING)
     key_joystick_mapping = 0;
 
   if (key_status == KEY_RELEASED)
     return;
 
-  if ((key == KSYM_Return || key == KSYM_space) &&
-      game_status == PLAYING && AllPlayersGone)
+  if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
+      game_status == GAME_MODE_PLAYING && AllPlayersGone)
   {
     CloseDoor(DOOR_CLOSE_1);
-    game_status = MAINMENU;
+    game_status = GAME_MODE_MAIN;
     DrawMainMenu();
     return;
   }
 
   /* allow quick escape to the main menu with the Escape key */
   if (key == KSYM_Escape &&
-      game_status != MAINMENU && game_status != LEVELED)
+      game_status != GAME_MODE_MAIN &&
+      game_status != GAME_MODE_PLAYING &&
+      game_status != GAME_MODE_EDITOR &&
+      game_status != GAME_MODE_LEVELS &&
+      game_status != GAME_MODE_SETUP)
   {
-    game_status = MAINMENU;
+    game_status = GAME_MODE_MAIN;
     DrawMainMenu();
     return;
   }
 
+  /* special key shortcuts */
+  if (game_status == 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 0
 #ifndef DEBUG
 
-  if (game_status == PLAYING && (tape.playing || tape.pausing))
+  if (game_status == GAME_MODE_PLAYING && (tape.playing || tape.pausing))
     return;
 
 #endif
-
+#endif
 
 
   HandleGadgetsKeyInput(key);
 
   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_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_SETUP:
       switch(key)
       {
        case KSYM_Return:
-       case KSYM_space:
-         if (game_status == MAINMENU)
+         if (game_status == GAME_MODE_MAIN)
            HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
-          else if (game_status == CHOOSELEVEL)
+          else if (game_status == GAME_MODE_LEVELS)
             HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
-         else if (game_status == SETUP)
+         else if (game_status == GAME_MODE_SETUP)
            HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
-         else if (game_status == SETUPINPUT)
-           HandleSetupInputScreen(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);
          break;
 
         case KSYM_Page_Up:
-          if (game_status == CHOOSELEVEL)
-            HandleChooseLevel(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+          if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
 
         case KSYM_Page_Down:
-          if (game_status == CHOOSELEVEL)
-            HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+          if (game_status == GAME_MODE_LEVELS)
+            HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
+         else if (game_status == GAME_MODE_SETUP)
+           HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
 
 #ifdef DEBUG
@@ -577,26 +648,25 @@ void HandleKey(Key key, int key_status)
       }
       break;
 
-    case HELPSCREEN:
+    case GAME_MODE_INFO:
       HandleHelpScreen(MB_RELEASED);
       break;
 
-    case HALLOFFAME:
+    case GAME_MODE_SCORES:
       switch(key)
       {
        case KSYM_Return:
-       case KSYM_space:
-         game_status = MAINMENU;
+         game_status = GAME_MODE_MAIN;
          DrawMainMenu();
          BackToFront();
          break;
 
         case KSYM_Page_Up:
-         HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
+         HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
 
         case KSYM_Page_Down:
-         HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+         HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
          break;
 
        default:
@@ -604,15 +674,18 @@ void HandleKey(Key key, int key_status)
       }
       break;
 
-    case LEVELED:
+    case GAME_MODE_EDITOR:
       if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
        HandleLevelEditorKeyInput(key);
       break;
 
-    case PLAYING:
+    case GAME_MODE_PLAYING:
     {
       switch(key)
       {
+        case KSYM_Escape:
+         RequestQuitGame(setup.ask_on_escape);
+         break;
 
 #ifdef DEBUG
        case KSYM_0:
@@ -757,7 +830,7 @@ void HandleKey(Key key, int key_status)
 
 void HandleNoEvent()
 {
-  if (button_status && game_status != PLAYING)
+  if (button_status && game_status != GAME_MODE_PLAYING)
   {
     HandleButton(0, 0, -button_status);
     return;
@@ -788,11 +861,9 @@ static int HandleJoystickForAllPlayers()
     joy_action = Joystick(i);
     result |= joy_action;
 
-
     if (!setup.input[i].use_joystick)
       continue;
 
-
     stored_player[i].action = joy_action;
   }
 
@@ -815,10 +886,9 @@ void HandleJoystick()
 
   switch(game_status)
   {
-    case MAINMENU:
-    case CHOOSELEVEL:
-    case SETUP:
-    case SETUPINPUT:
+    case GAME_MODE_MAIN:
+    case GAME_MODE_LEVELS:
+    case GAME_MODE_SETUP:
     {
       static unsigned long joystickmove_delay = 0;
 
@@ -826,34 +896,35 @@ void HandleJoystick()
          !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
        newbutton = dx = dy = 0;
 
-      if (game_status==MAINMENU)
+      if (game_status == GAME_MODE_MAIN)
        HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==CHOOSELEVEL)
+      else if (game_status == GAME_MODE_LEVELS)
         HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUP)
+      else if (game_status == GAME_MODE_SETUP)
        HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUPINPUT)
-       HandleSetupInputScreen(0,0,dx,dy,
-                              newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
       break;
     }
 
-    case HALLOFFAME:
+    case GAME_MODE_SCORES:
       HandleHallOfFame(0,0, dx,dy, !newbutton);
       break;
 
-    case HELPSCREEN:
+    case GAME_MODE_INFO:
       HandleHelpScreen(!newbutton);
       break;
 
-    case PLAYING:
+    case GAME_MODE_EDITOR:
+      HandleLevelEditorIdle();
+      break;
+
+    case GAME_MODE_PLAYING:
       if (tape.playing || keyboard)
        newbutton = ((joy & JOY_BUTTON) != 0);
 
       if (AllPlayersGone && newbutton)
       {
        CloseDoor(DOOR_CLOSE_1);
-       game_status = MAINMENU;
+       game_status = GAME_MODE_MAIN;
        DrawMainMenu();
        return;
       }