rnd-20030404-4-src
[rocksndiamonds.git] / src / events.c
index da828b587bbf9ded39bb9385fcc966932d3b5ea2..b5be2a1610394fd4e33fa3078d2e3e5124eeff8c 100644 (file)
@@ -1,26 +1,26 @@
 /***********************************************************
-*  Rocks'n'Diamonds -- McDuffin Strikes Back!              *
+* Rocks'n'Diamonds -- McDuffin Strikes Back!               *
 *----------------------------------------------------------*
-*  (c) 1995-98 Artsoft Entertainment                       *
-*              Holger Schemel                              *
-*              Oststrasse 11a                              *
-*              33604 Bielefeld                             *
-*              phone: ++49 +521 290471                     *
-*              email: aeglos@valinor.owl.de                *
+* (c) 1995-2002 Artsoft Entertainment                      *
+*               Holger Schemel                             *
+*               Detmolder Strasse 189                      *
+*               33604 Bielefeld                            *
+*               Germany                                    *
+*               e-mail: info@artsoft.org                   *
 *----------------------------------------------------------*
-*  events.c                                                *
+* events.c                                                 *
 ***********************************************************/
 
+#include "libgame/libgame.h"
+
 #include "events.h"
 #include "init.h"
 #include "screens.h"
 #include "tools.h"
 #include "game.h"
 #include "editor.h"
-#include "misc.h"
+#include "files.h"
 #include "tape.h"
-#include "joystick.h"
-#include "buttons.h"
 #include "network.h"
 
 /* values for key_status */
 
 
 /* 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)
 {
+  /* 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 */
+  /* when playing, display a different mouse pointer inside the playfield */
+  if (game_status == PLAYING)
+  {
+    static boolean inside_field = FALSE;
+    MotionEvent *motion = (MotionEvent *)event;
+
+    if ((motion->x >= SX && motion->x < SX + SXSIZE &&
+        motion->y >= SY && motion->y < SY + SYSIZE) != inside_field)
+    {
+      inside_field = !inside_field;
+
+      SetMouseCursor(inside_field ? CURSOR_PLAYFIELD : CURSOR_DEFAULT);
+    }
+  }
+
+  /* skip mouse motion events without pressed button outside level editor */
   if (button_status == MB_RELEASED && game_status != LEVELED)
     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)
@@ -53,9 +86,7 @@ void EventLoop(void)
     {
       Event event;
 
-      NextEvent(&event);
-
-      if (FilterMouseMotionEvents(&event))
+      if (NextValidEvent(&event))
       {
        switch(event.type)
        {
@@ -111,7 +142,11 @@ 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:
@@ -123,7 +158,7 @@ void HandleOtherEvents(Event *event)
       HandleClientMessageEvent((ClientMessageEvent *) event);
       break;
 
-#ifdef USE_SDL_JOYSTICK
+#if defined(TARGET_SDL)
     case SDL_JOYAXISMOTION:
     case SDL_JOYBUTTONDOWN:
     case SDL_JOYBUTTONUP:
@@ -161,6 +196,16 @@ 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;
@@ -207,38 +252,7 @@ void SleepWhileUnmapped()
 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
 }
@@ -285,16 +299,11 @@ 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)
   {
@@ -320,7 +329,7 @@ void HandleFocusEvent(FocusChangeEvent *event)
       KeyboardAutoRepeatOff();
     }
     if (old_joystick_status != -1)
-      joystick_status = old_joystick_status;
+      joystick.status = old_joystick_status;
   }
 }
 
@@ -355,7 +364,7 @@ void HandleButton(int mx, int my, int button)
       break;
 
     case TYPENAME:
-      HandleTypeName(0, KEY_Return);
+      HandleTypeName(0, KSYM_Return);
       break;
 
     case CHOOSELEVEL:
@@ -377,10 +386,6 @@ void HandleButton(int mx, int my, int button)
       HandleSetupScreen(mx,my, 0,0, button);
       break;
 
-    case SETUPINPUT:
-      HandleSetupInputScreen(mx,my, 0,0, button);
-      break;
-
     case PLAYING:
 #ifdef DEBUG
       if (button == MB_RELEASED)
@@ -438,6 +443,9 @@ void HandleKey(Key key, int key_status)
 
   if (game_status == 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++)
@@ -454,10 +462,46 @@ 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
@@ -485,7 +529,7 @@ void HandleKey(Key key, int key_status)
   if (key_status == KEY_RELEASED)
     return;
 
-  if ((key == KEY_Return || key == KEY_space) &&
+  if ((key == KSYM_Return || key == setup.shortcut.toggle_pause) &&
       game_status == PLAYING && AllPlayersGone)
   {
     CloseDoor(DOOR_CLOSE_1);
@@ -495,23 +539,37 @@ void HandleKey(Key key, int key_status)
   }
 
   /* allow quick escape to the main menu with the Escape key */
-  if (key == KEY_Escape && game_status != MAINMENU)
+  if (key == KSYM_Escape &&
+      game_status != MAINMENU &&
+      game_status != PLAYING &&
+      game_status != LEVELED &&
+      game_status != CHOOSELEVEL &&
+      game_status != SETUP)
   {
-    CloseDoor(DOOR_CLOSE_1 | DOOR_OPEN_2 | DOOR_NO_DELAY);
     game_status = MAINMENU;
     DrawMainMenu();
     return;
   }
 
+  /* special key shortcuts */
+  if (game_status == MAINMENU || game_status == 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))
     return;
 
 #endif
-
+#endif
 
 
   HandleGadgetsKeyInput(key);
@@ -525,31 +583,44 @@ void HandleKey(Key key, int key_status)
     case MAINMENU:
     case CHOOSELEVEL:
     case SETUP:
-    case SETUPINPUT:
       switch(key)
       {
-       case KEY_Return:
-       case KEY_space:
+       case KSYM_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);
-         else if (game_status == SETUPINPUT)
-           HandleSetupInputScreen(0,0, 0,0, MB_MENU_CHOICE);
          break;
 
-        case KEY_Page_Up:
+       case KSYM_Escape:
+          if (game_status == CHOOSELEVEL)
+            HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
+         else if (game_status == 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);
+         else if (game_status == SETUP)
+           HandleSetupScreen(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
          break;
 
-        case KEY_Page_Down:
+        case KSYM_Page_Down:
           if (game_status == CHOOSELEVEL)
             HandleChooseLevel(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
+         else if (game_status == SETUP)
+           HandleSetupScreen(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
          break;
 
+#ifdef DEBUG
+        case KSYM_t:
+         DumpTape(&tape);
+         break;
+#endif
+
        default:
          break;
       }
@@ -562,18 +633,17 @@ void HandleKey(Key key, int key_status)
     case HALLOFFAME:
       switch(key)
       {
-       case KEY_Return:
-       case KEY_space:
+       case KSYM_Return:
          game_status = MAINMENU;
          DrawMainMenu();
          BackToFront();
          break;
 
-        case KEY_Page_Up:
+        case KSYM_Page_Up:
          HandleHallOfFame(0,0, 0,-SCR_FIELDY, MB_MENU_MARK);
          break;
 
-        case KEY_Page_Down:
+        case KSYM_Page_Down:
          HandleHallOfFame(0,0, 0,SCR_FIELDY, MB_MENU_MARK);
          break;
 
@@ -583,7 +653,7 @@ void HandleKey(Key key, int key_status)
       break;
 
     case LEVELED:
-      if (!anyTextGadgetActiveOrJustFinished)
+      if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
        HandleLevelEditorKeyInput(key);
       break;
 
@@ -591,19 +661,22 @@ void HandleKey(Key key, int key_status)
     {
       switch(key)
       {
+        case KSYM_Escape:
+         RequestQuitGame(setup.ask_on_escape);
+         break;
 
 #ifdef DEBUG
-       case KEY_0:
-       case KEY_1:
-       case KEY_2:
-       case KEY_3:
-       case KEY_4:
-       case KEY_5:
-       case KEY_6:
-       case KEY_7:
-       case KEY_8:
-       case KEY_9:
-         if (key == KEY_0)
+       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;
@@ -611,12 +684,12 @@ void HandleKey(Key key, int key_status)
              GameFrameDelay = 500;
          }
          else
-           GameFrameDelay = (key - KEY_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;
 
-       case KEY_d:
+       case KSYM_d:
          if (options.debug)
          {
            options.debug = FALSE;
@@ -629,7 +702,7 @@ void HandleKey(Key key, int key_status)
          }
          break;
 
-       case KEY_s:
+       case KSYM_s:
          if (!global.fps_slowdown)
          {
            global.fps_slowdown = TRUE;
@@ -650,7 +723,7 @@ void HandleKey(Key key, int key_status)
          break;
 
 #if 0
-       case KEY_a:
+       case KSYM_a:
          if (ScrollStepSize == TILEX/8)
            ScrollStepSize = TILEX/4;
          else
@@ -660,7 +733,7 @@ void HandleKey(Key key, int key_status)
 #endif
 
 #if 0
-       case KEY_m:
+       case KSYM_m:
          if (MoveSpeed == 8)
          {
            MoveSpeed = 4;
@@ -675,27 +748,28 @@ void HandleKey(Key key, int key_status)
          break;
 #endif
 
-       case KEY_f:
+       case KSYM_f:
          ScrollStepSize = TILEX/8;
          printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
          break;
 
-       case KEY_g:
+       case KSYM_g:
          ScrollStepSize = TILEX/4;
          printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
          break;
 
-       case KEY_h:
+       case KSYM_h:
          ScrollStepSize = TILEX/2;
          printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
          break;
 
-       case KEY_l:
+       case KSYM_l:
          ScrollStepSize = TILEX;
          printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
          break;
 
-       case KEY_Q:
+       case KSYM_Q:
+       case KSYM_q:
          local_player->dynamite = 1000;
          break;
 
@@ -703,7 +777,7 @@ void HandleKey(Key key, int key_status)
 
 #if 0
 
-       case KEY_z:
+       case KSYM_z:
          {
            int i;
 
@@ -740,7 +814,7 @@ void HandleNoEvent()
     return;
   }
 
-#if !defined(MSDOS) && !defined(WIN32)
+#if defined(PLATFORM_UNIX)
   if (options.network)
     HandleNetworking();
 #endif
@@ -765,11 +839,9 @@ static int HandleJoystickForAllPlayers()
     joy_action = Joystick(i);
     result |= joy_action;
 
-
     if (!setup.input[i].use_joystick)
       continue;
 
-
     stored_player[i].action = joy_action;
   }
 
@@ -795,7 +867,6 @@ void HandleJoystick()
     case MAINMENU:
     case CHOOSELEVEL:
     case SETUP:
-    case SETUPINPUT:
     {
       static unsigned long joystickmove_delay = 0;
 
@@ -803,15 +874,12 @@ void HandleJoystick()
          !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
        newbutton = dx = dy = 0;
 
-      if (game_status==MAINMENU)
+      if (game_status == MAINMENU)
        HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==CHOOSELEVEL)
+      else if (game_status == CHOOSELEVEL)
         HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
-      else if (game_status==SETUP)
+      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);
       break;
     }
 
@@ -823,6 +891,10 @@ void HandleJoystick()
       HandleHelpScreen(!newbutton);
       break;
 
+    case LEVELED:
+      HandleLevelEditorIdle();
+      break;
+
     case PLAYING:
       if (tape.playing || keyboard)
        newbutton = ((joy & JOY_BUTTON) != 0);