/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
+* (c) 1995-98 Artsoft Entertainment *
+* Holger Schemel *
+* Oststrasse 11a *
+* 33604 Bielefeld *
+* phone: ++49 +521 290471 *
+* email: aeglos@valinor.owl.de *
*----------------------------------------------------------*
* events.c *
***********************************************************/
#include "misc.h"
#include "tape.h"
#include "joystick.h"
+#include "network.h"
void EventLoop(void)
{
while(1)
{
- if (XPending(display)) /* got an event */
+ if (XPending(display)) /* got event from X server */
{
XEvent event;
break;
}
}
+
+ HandleNoXEvent();
+
+ /* 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)
+ {
+ XSync(display, FALSE);
+ Delay(10);
+ }
+
+
+
+#if 0
else /* got no event, but don't be lazy... */
{
HandleNoXEvent();
Delay(10);
}
}
+#endif
+
+
if (game_status == EXITGAME)
return;
void SleepWhileUnmapped()
{
- BOOL window_unmapped = TRUE;
+ boolean window_unmapped = TRUE;
XAutoRepeatOn(display);
int x = event->x, y = event->y;
int width = event->width, height = event->height;
- if (direct_draw_on && game_status==PLAYING)
+ if (setup.direct_draw_on && game_status==PLAYING)
{
int xx,yy;
int x1 = (x-SX)/TILEX, y1 = (y-SY)/TILEY;
SetDrawtoField(DRAW_BACKBUFFER);
- for(xx=0;xx<SCR_FIELDX;xx++)
- for(yy=0;yy<SCR_FIELDY;yy++)
+ 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);
- DrawPlayerField(JX,JY);
+ DrawAllPlayers();
SetDrawtoField(DRAW_DIRECT);
}
- if (soft_scrolling_on && game_status == PLAYING)
+ if (setup.soft_scrolling_on && game_status == PLAYING)
{
int fx = FX, fy = FY;
- fx += (local_player->MovDir & (MV_LEFT|MV_RIGHT) ? ScreenMovPos : 0);
- fy += (local_player->MovDir & (MV_UP|MV_DOWN) ? ScreenMovPos : 0);
+ 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,
{
if ((event->window == window) &&
(event->data.l[0] == XInternAtom(display, "WM_DELETE_WINDOW", FALSE)))
- CloseAll();
+ game_status = EXITGAME;
}
void HandleButton(int mx, int my, int button)
HandleGameButtons(mx,my,button);
}
+#ifdef DEBUG
+ if (game_status == PLAYING && !button)
+ {
+ 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: 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");
+ }
+ }
+#endif
+
switch(game_status)
{
case MAINMENU:
HandleSetupScreen(mx,my,0,0,button);
break;
case PLAYING:
+
+ /* --> NoXEvent() will follow */
+
+ /*
HandleGameActions(0);
+ */
+
break;
default:
break;
if (key_status == KEY_RELEASED)
return;
- if (key==XK_Return && game_status==PLAYING && GameOver)
+ if (key==XK_Return && game_status==PLAYING && AllPlayersGone)
{
CloseDoor(DOOR_CLOSE_1);
game_status = MAINMENU;
break;
case XK_y:
+ /*
{
printf("FX = %d, FY = %d\n", FX,FY);
XSync(display,FALSE);
Delay(1000);
}
+ */
+
+ printf("direct_draw_on == %d\n", setup.direct_draw_on);
+
+ break;
+
+ 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");
+ }
+
+ break;
+
+ case XK_t:
+ {
+ char *color[] = { "yellow", "red", "green", "blue" };
+
+ do
+ TestPlayer = (TestPlayer + 1) % MAX_PLAYERS;
+ while(!stored_player[TestPlayer].active);
+
+ printf("TestPlayer = %d (%s player)\n",
+ TestPlayer, color[TestPlayer]);
+ }
break;
#endif
return;
}
+ if (options.network)
+ HandleNetworking();
+
switch(game_status)
{
case MAINMENU:
{
int joystick = Joystick();
int keyboard = key_joystick_mapping;
- int joy = (tape.playing ? TapePlayAction() : (joystick | keyboard));
+ int joy = (joystick | keyboard);
int left = joy & JOY_LEFT;
int right = joy & JOY_RIGHT;
int up = joy & JOY_UP;
if (tape.playing || keyboard)
newbutton = ((joy & JOY_BUTTON) != 0);
- if (GameOver && newbutton)
+ if (AllPlayersGone && newbutton)
{
CloseDoor(DOOR_CLOSE_1);
game_status = MAINMENU;
return;
}
- if (tape.pausing || PlayerGone)
+ if (tape.pausing || AllPlayersGone)
joy = 0;
- HandleGameActions(joy);
+ HandleGameActions((byte)joy);
break;
default: