moved flag for mouse click events from level to game structure
[rocksndiamonds.git] / src / game.c
index 128c677f603ed1bac536fd04480b656e20160d9d..5d9e473b0d412d0cd976ff55ec44ece8308d33c5 100644 (file)
@@ -3279,6 +3279,23 @@ 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 flag for handling mouse events ---------------------
+
+  // set flag to default value: do not handle mouse events
+  game.use_mouse_events = FALSE;
+
+  // now check for custom elements which have mouse click events defined
+  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.use_mouse_events = TRUE;
+  }
 }
 
 static int get_num_special_action(int element, int action_first,
@@ -3753,12 +3770,13 @@ void InitGame(void)
   // use preferred player also in local single-player mode
   if (!network.enabled && !game.team_mode)
   {
-    int old_index_nr = local_player->index_nr;
     int new_index_nr = setup.network_player_nr;
 
     if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
     {
-      stored_player[old_index_nr].connected_locally = FALSE;
+      for (i = 0; i < MAX_PLAYERS; i++)
+       stored_player[i].connected_locally = FALSE;
+
       stored_player[new_index_nr].connected_locally = TRUE;
     }
   }
@@ -9879,11 +9897,14 @@ 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;
     }
@@ -10159,6 +10180,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
 
        if (CustomValue[x][y] == 0)
        {
+         // reset change counter (else CE_VALUE_GETS_ZERO would not work)
+         ChangeCount[x][y] = 0;        // allow at least one more change
+
          CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
          CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
        }
@@ -10182,6 +10206,9 @@ static void ExecuteCustomElementAction(int x, int y, int element, int page)
        {
          int xx, yy;
 
+         // reset change counter (else CE_SCORE_GETS_ZERO would not work)
+         ChangeCount[x][y] = 0;        // allow at least one more change
+
          CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
          CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
 
@@ -11680,6 +11707,8 @@ void GameActions_RND_Main(void)
 
 void GameActions_RND(void)
 {
+  static struct MouseActionInfo mouse_action_last = { 0 };
+  struct MouseActionInfo mouse_action = local_player->effective_mouse_action;
   int magic_wall_x = 0, magic_wall_y = 0;
   int i, x, y, element, graphic, last_gfx_frame;
 
@@ -11866,6 +11895,24 @@ void GameActions_RND(void)
 #endif
   }
 
+  if (mouse_action.button)
+  {
+    int new_button = (mouse_action.button && mouse_action_last.button == 0);
+
+    x = local_player->mouse_action.lx;
+    y = local_player->mouse_action.ly;
+    element = Feld[x][y];
+
+    if (new_button)
+    {
+      CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
+      CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+    }
+
+    CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
+    CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+  }
+
   SCAN_PLAYFIELD(x, y)
   {
     element = Feld[x][y];
@@ -12207,6 +12254,8 @@ void GameActions_RND(void)
   // use random number generator in every frame to make it less predictable
   if (game.engine_version >= VERSION_IDENT(3,1,1,0))
     RND(1);
+
+  mouse_action_last = mouse_action;
 }
 
 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)