replaced flag for game/tape mouse actions by bitmask
[rocksndiamonds.git] / src / game.c
index fd1bdc53d936c6a821c8639b66a331d09ccd6750..36fc3b6835a4dd14edec4d2acc095f647b3dc7ae 100644 (file)
@@ -3279,6 +3279,30 @@ static void InitGameEngine(void)
   // Supaplex levels with time limit currently unsupported -- should be added
   if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
     level.time = 0;
+
+  // ---------- initialize mask for handling game action events ---------------
+
+  // set game action events mask to default value
+  game.event_mask = GAME_EVENTS_DEFAULT;
+
+  // when using Mirror Magic game engine, handle mouse events only
+  if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
+    game.event_mask = GAME_EVENTS_MOUSE;
+
+  // check for custom elements with mouse click events
+  if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
+  {
+    for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
+    {
+      int element = EL_CUSTOM_START + i;
+
+      if (HAS_CHANGE_EVENT(element, CE_CLICKED_BY_MOUSE) ||
+         HAS_CHANGE_EVENT(element, CE_PRESSED_BY_MOUSE) ||
+         HAS_CHANGE_EVENT(element, CE_MOUSE_CLICKED_ON_X) ||
+         HAS_CHANGE_EVENT(element, CE_MOUSE_PRESSED_ON_X))
+       game.event_mask = GAME_EVENTS_MOUSE;
+    }
+  }
 }
 
 static int get_num_special_action(int element, int action_first,
@@ -3391,6 +3415,10 @@ void InitGame(void)
   InitGameEngine();
   InitGameControlValues();
 
+  // initialize tape action events from game when recording tape
+  if (tape.recording)
+    tape.event_mask = game.event_mask;
+
   // don't play tapes over network
   network_playing = (network.enabled && !tape.playing);
 
@@ -9880,11 +9908,14 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
     // ---------- player actions  ---------------------------------------------
 
     case CA_MOVE_PLAYER:
+    case CA_MOVE_PLAYER_NEW:
     {
       // automatically move to the next field in specified direction
       for (i = 0; i < MAX_PLAYERS; i++)
        if (trigger_player_bits & (1 << i))
-         stored_player[i].programmed_action = action_arg_direction;
+         if (action_type == CA_MOVE_PLAYER ||
+             stored_player[i].MovPos == 0)
+           stored_player[i].programmed_action = action_arg_direction;
 
       break;
     }
@@ -11145,7 +11176,7 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action)
 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
                                         byte *tape_action)
 {
-  if (!tape.use_mouse)
+  if (tape.event_mask != GAME_EVENTS_MOUSE)
     return;
 
   mouse_action->lx     = tape_action[TAPE_ACTION_LX];
@@ -11156,7 +11187,7 @@ static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
 static void SetTapeActionFromMouseAction(byte *tape_action,
                                         struct MouseActionInfo *mouse_action)
 {
-  if (!tape.use_mouse)
+  if (tape.event_mask != GAME_EVENTS_MOUSE)
     return;
 
   tape_action[TAPE_ACTION_LX]     = mouse_action->lx;
@@ -11354,7 +11385,7 @@ static void GameActionsExt(void)
   unsigned int game_frame_delay_value;
   byte *recorded_player_action;
   byte summarized_player_action = 0;
-  byte tape_action[MAX_PLAYERS];
+  byte tape_action[MAX_TAPE_ACTIONS] = { 0 };
   int i;
 
   // detect endless loops, caused by custom element programming