1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
27 static boolean cursor_inside_playfield = FALSE;
28 static boolean playfield_cursor_set = FALSE;
29 static unsigned long playfield_cursor_delay = 0;
32 /* event filter especially needed for SDL event filtering due to
33 delay problems with lots of mouse motion events when mouse button
34 not pressed (X11 can handle this with 'PointerMotionHintMask') */
36 int FilterMouseMotionEvents(const Event *event)
40 /* non-motion events are directly passed to event handler functions */
41 if (event->type != EVENT_MOTIONNOTIFY)
44 motion = (MotionEvent *)event;
45 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
46 motion->y >= SY && motion->y < SY + SYSIZE);
48 if (game_status == GAME_MODE_PLAYING && playfield_cursor_set)
50 SetMouseCursor(CURSOR_DEFAULT);
51 playfield_cursor_set = FALSE;
52 DelayReached(&playfield_cursor_delay, 0);
55 /* skip mouse motion events without pressed button outside level editor */
56 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR &&
57 game_status != GAME_MODE_PLAYING)
63 /* this is only really needed for non-SDL targets to filter unwanted events;
64 when using SDL with properly installed event filter, this function can be
65 replaced with a simple "NextEvent()" call, but it doesn't hurt either */
67 static boolean NextValidEvent(Event *event)
69 while (PendingEvent())
73 if (FilterMouseMotionEvents(event))
84 if (PendingEvent()) /* got event */
88 if (NextValidEvent(&event))
92 case EVENT_BUTTONPRESS:
93 case EVENT_BUTTONRELEASE:
94 HandleButtonEvent((ButtonEvent *) &event);
97 case EVENT_MOTIONNOTIFY:
98 HandleMotionEvent((MotionEvent *) &event);
102 case EVENT_KEYRELEASE:
103 HandleKeyEvent((KeyEvent *) &event);
107 HandleOtherEvents(&event);
114 /* when playing, display a special mouse pointer inside the playfield */
115 if (game_status == GAME_MODE_PLAYING)
117 if (!playfield_cursor_set && cursor_inside_playfield &&
118 DelayReached(&playfield_cursor_delay, 1000))
120 SetMouseCursor(CURSOR_PLAYFIELD);
121 playfield_cursor_set = TRUE;
124 else if (playfield_cursor_set)
126 SetMouseCursor(CURSOR_DEFAULT);
127 playfield_cursor_set = FALSE;
133 /* don't use all CPU time when idle; the main loop while playing
134 has its own synchronization and is CPU friendly, too */
136 if (game_status == GAME_MODE_PLAYING)
141 if (!PendingEvent()) /* delay only if no pending events */
145 /* refresh window contents from drawing buffer, if needed */
148 if (game_status == GAME_MODE_QUIT)
153 void HandleOtherEvents(Event *event)
158 HandleExposeEvent((ExposeEvent *) event);
161 case EVENT_UNMAPNOTIFY:
163 /* This causes the game to stop not only when iconified, but also
164 when on another virtual desktop, which might be not desired. */
165 SleepWhileUnmapped();
171 HandleFocusEvent((FocusChangeEvent *) event);
174 case EVENT_CLIENTMESSAGE:
175 HandleClientMessageEvent((ClientMessageEvent *) event);
178 #if defined(TARGET_SDL)
179 case SDL_JOYAXISMOTION:
180 case SDL_JOYBUTTONDOWN:
181 case SDL_JOYBUTTONUP:
182 HandleJoystickEvent(event);
191 void ClearEventQueue()
193 while (PendingEvent())
201 case EVENT_BUTTONRELEASE:
202 button_status = MB_RELEASED;
205 case EVENT_KEYRELEASE:
206 key_joystick_mapping = 0;
210 HandleOtherEvents(&event);
216 void ClearPlayerAction()
220 /* simulate key release events for still pressed keys */
221 key_joystick_mapping = 0;
222 for (i = 0; i < MAX_PLAYERS; i++)
223 stored_player[i].action = 0;
226 void SleepWhileUnmapped()
228 boolean window_unmapped = TRUE;
230 KeyboardAutoRepeatOn();
232 while (window_unmapped)
240 case EVENT_BUTTONRELEASE:
241 button_status = MB_RELEASED;
244 case EVENT_KEYRELEASE:
245 key_joystick_mapping = 0;
248 case EVENT_MAPNOTIFY:
249 window_unmapped = FALSE;
252 case EVENT_UNMAPNOTIFY:
253 /* this is only to surely prevent the 'should not happen' case
254 * of recursively looping between 'SleepWhileUnmapped()' and
255 * 'HandleOtherEvents()' which usually calls this funtion.
260 HandleOtherEvents(&event);
265 if (game_status == GAME_MODE_PLAYING)
266 KeyboardAutoRepeatOffUnlessAutoplay();
269 void HandleExposeEvent(ExposeEvent *event)
272 RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
277 void HandleButtonEvent(ButtonEvent *event)
279 motion_status = FALSE;
281 if (event->type == EVENT_BUTTONPRESS)
282 button_status = event->button;
284 button_status = MB_RELEASED;
286 HandleButton(event->x, event->y, button_status);
289 void HandleMotionEvent(MotionEvent *event)
291 if (!PointerInWindow(window))
292 return; /* window and pointer are on different screens */
295 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
299 motion_status = TRUE;
301 HandleButton(event->x, event->y, button_status);
304 void HandleKeyEvent(KeyEvent *event)
306 int key_status = (event->type==EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
307 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
308 Key key = GetEventKey(event, with_modifiers);
309 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
311 HandleKeyModState(keymod, key_status);
312 HandleKey(key, key_status);
315 void HandleFocusEvent(FocusChangeEvent *event)
317 static int old_joystick_status = -1;
319 if (event->type == EVENT_FOCUSOUT)
321 KeyboardAutoRepeatOn();
322 old_joystick_status = joystick.status;
323 joystick.status = JOYSTICK_NOT_AVAILABLE;
327 else if (event->type == EVENT_FOCUSIN)
329 /* When there are two Rocks'n'Diamonds windows which overlap and
330 the player moves the pointer from one game window to the other,
331 a 'FocusOut' event is generated for the window the pointer is
332 leaving and a 'FocusIn' event is generated for the window the
333 pointer is entering. In some cases, it can happen that the
334 'FocusIn' event is handled by the one game process before the
335 'FocusOut' event by the other game process. In this case the
336 X11 environment would end up with activated keyboard auto repeat,
337 because unfortunately this is a global setting and not (which
338 would be far better) set for each X11 window individually.
339 The effect would be keyboard auto repeat while playing the game
340 (game_status == GAME_MODE_PLAYING), which is not desired.
341 To avoid this special case, we just wait 1/10 second before
342 processing the 'FocusIn' event.
345 if (game_status == GAME_MODE_PLAYING)
348 KeyboardAutoRepeatOffUnlessAutoplay();
350 if (old_joystick_status != -1)
351 joystick.status = old_joystick_status;
355 void HandleClientMessageEvent(ClientMessageEvent *event)
357 if (CheckCloseWindowEvent(event))
361 void HandleButton(int mx, int my, int button)
363 static int old_mx = 0, old_my = 0;
377 if (HandleGadgets(mx, my, button))
379 /* do not handle this button event anymore */
380 mx = my = -32; /* force mouse event to be outside screen tiles */
386 HandleMainMenu(mx,my, 0,0, button);
389 case GAME_MODE_PSEUDO_TYPENAME:
390 HandleTypeName(0, KSYM_Return);
393 case GAME_MODE_LEVELS:
394 HandleChooseLevel(mx,my, 0,0, button);
397 case GAME_MODE_SCORES:
398 HandleHallOfFame(0,0, 0,0, button);
401 case GAME_MODE_EDITOR:
405 HandleInfoScreen(mx,my, 0,0, button);
408 case GAME_MODE_SETUP:
409 HandleSetupScreen(mx,my, 0,0, button);
412 case GAME_MODE_PLAYING:
414 if (button == MB_RELEASED)
416 if (IN_GFX_SCREEN(mx, my))
418 int sx = (mx - SX) / TILEX;
419 int sy = (my - SY) / TILEY;
423 printf("INFO: SCREEN(%d, %d), LEVEL(%d, %d)\n", sx, sy, x, y);
425 if (!IN_LEV_FIELD(x, y))
428 printf(" Feld[%d][%d] == %d ('%s')\n", x,y, Feld[x][y],
429 element_info[Feld[x][y]].token_name);
430 printf(" Back[%d][%d] == %d\n", x,y, Back[x][y]);
431 printf(" Store[%d][%d] == %d\n", x,y, Store[x][y]);
432 printf(" Store2[%d][%d] == %d\n", x,y, Store2[x][y]);
433 printf(" StorePlayer[%d][%d] == %d\n", x,y, StorePlayer[x][y]);
434 printf(" MovPos[%d][%d] == %d\n", x,y, MovPos[x][y]);
435 printf(" MovDir[%d][%d] == %d\n", x,y, MovDir[x][y]);
436 printf(" MovDelay[%d][%d] == %d\n", x,y, MovDelay[x][y]);
437 printf(" ChangeDelay[%d][%d] == %d\n", x,y, ChangeDelay[x][y]);
438 printf(" GfxElement[%d][%d] == %d\n", x,y, GfxElement[x][y]);
439 printf(" GfxAction[%d][%d] == %d\n", x,y, GfxAction[x][y]);
440 printf(" GfxFrame[%d][%d] == %d\n", x,y, GfxFrame[x][y]);
452 static boolean is_string_suffix(char *string, char *suffix)
454 int string_len = strlen(string);
455 int suffix_len = strlen(suffix);
457 if (suffix_len > string_len)
460 return (strcmp(&string[string_len - suffix_len], suffix) == 0);
463 #define MAX_CHEAT_INPUT_LEN 32
465 static void HandleKeysCheating(Key key)
467 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
468 char letter = getCharFromKey(key);
469 int cheat_input_len = strlen(cheat_input);
475 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
477 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
478 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
480 cheat_input_len = MAX_CHEAT_INPUT_LEN;
483 cheat_input[cheat_input_len++] = letter;
484 cheat_input[cheat_input_len] = '\0';
487 printf("::: '%s' [%d]\n", cheat_input, cheat_input_len);
490 if (game_status == GAME_MODE_MAIN)
492 if (is_string_suffix(cheat_input, ":insert-solution-tape") ||
493 is_string_suffix(cheat_input, ":ist"))
495 InsertSolutionTape();
497 else if (is_string_suffix(cheat_input, ":reload-graphics") ||
498 is_string_suffix(cheat_input, ":rg"))
500 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
503 else if (is_string_suffix(cheat_input, ":reload-sounds") ||
504 is_string_suffix(cheat_input, ":rs"))
506 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
509 else if (is_string_suffix(cheat_input, ":reload-music") ||
510 is_string_suffix(cheat_input, ":rm"))
512 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
515 else if (is_string_suffix(cheat_input, ":reload-artwork") ||
516 is_string_suffix(cheat_input, ":ra"))
518 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
519 1 << ARTWORK_TYPE_SOUNDS |
520 1 << ARTWORK_TYPE_MUSIC);
523 else if (is_string_suffix(cheat_input, ":dump-level") ||
524 is_string_suffix(cheat_input, ":dl"))
528 else if (is_string_suffix(cheat_input, ":dump-tape") ||
529 is_string_suffix(cheat_input, ":dt"))
534 else if (game_status == GAME_MODE_PLAYING)
537 if (is_string_suffix(cheat_input, ".q"))
538 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
539 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
540 local_player->inventory_element[local_player->inventory_size++] =
546 void HandleKey(Key key, int key_status)
549 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
550 static struct SetupKeyboardInfo custom_key;
558 { &custom_key.left, DEFAULT_KEY_LEFT, JOY_LEFT },
559 { &custom_key.right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
560 { &custom_key.up, DEFAULT_KEY_UP, JOY_UP },
561 { &custom_key.down, DEFAULT_KEY_DOWN, JOY_DOWN },
562 { &custom_key.snap, DEFAULT_KEY_SNAP, JOY_BUTTON_1 },
563 { &custom_key.drop, DEFAULT_KEY_DROP, JOY_BUTTON_2 }
566 if (game_status == GAME_MODE_PLAYING)
568 /* only needed for single-step tape recording mode */
569 static boolean clear_button_2[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
570 static boolean element_dropped[MAX_PLAYERS] = { FALSE,FALSE,FALSE,FALSE };
573 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
578 if (setup.input[pnr].use_joystick)
581 custom_key = setup.input[pnr].key;
583 for (i = 0; i < 6; i++)
584 if (key == *key_info[i].key_custom)
585 key_action |= key_info[i].action;
587 if (tape.single_step && clear_button_2[pnr])
589 stored_player[pnr].action &= ~KEY_BUTTON_2;
590 clear_button_2[pnr] = FALSE;
593 if (key_status == KEY_PRESSED)
594 stored_player[pnr].action |= key_action;
596 stored_player[pnr].action &= ~key_action;
598 if (tape.single_step && tape.recording && tape.pausing)
600 if (key_status == KEY_PRESSED &&
601 (key_action & (KEY_MOTION | KEY_BUTTON_1)))
603 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
605 if (key_action & KEY_MOTION)
607 if (stored_player[pnr].action & KEY_BUTTON_2)
608 element_dropped[pnr] = TRUE;
611 else if (key_status == KEY_RELEASED &&
612 (key_action & KEY_BUTTON_2))
614 if (!element_dropped[pnr])
616 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
618 stored_player[pnr].action |= KEY_BUTTON_2;
619 clear_button_2[pnr] = TRUE;
622 element_dropped[pnr] = FALSE;
625 else if (tape.recording && tape.pausing && (key_action & KEY_ACTION))
626 TapeTogglePause(TAPE_TOGGLE_MANUAL);
633 for (i = 0; i < 6; i++)
634 if (key == key_info[i].key_default)
635 joy |= key_info[i].action;
640 if (key_status == KEY_PRESSED)
641 key_joystick_mapping |= joy;
643 key_joystick_mapping &= ~joy;
648 if (game_status != GAME_MODE_PLAYING)
649 key_joystick_mapping = 0;
651 if (key_status == KEY_RELEASED)
654 if (game_status == GAME_MODE_PLAYING && AllPlayersGone &&
655 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
657 CloseDoor(DOOR_CLOSE_1);
658 game_status = GAME_MODE_MAIN;
664 if (game_status == GAME_MODE_MAIN && key == setup.shortcut.toggle_pause)
666 if (setup.autorecord)
667 TapeStartRecording();
669 #if defined(PLATFORM_UNIX)
671 SendToServer_StartPlaying();
675 game_status = GAME_MODE_PLAYING;
683 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
685 if (key == setup.shortcut.save_game)
687 else if (key == setup.shortcut.load_game)
689 else if (key == setup.shortcut.toggle_pause)
690 TapeTogglePause(TAPE_TOGGLE_MANUAL);
692 HandleKeysCheating(key);
695 if (HandleGadgetsKeyInput(key))
697 if (key != KSYM_Escape) /* always allow ESC key to be handled */
698 key = KSYM_UNDEFINED;
703 case GAME_MODE_PSEUDO_TYPENAME:
704 HandleTypeName(0, key);
708 case GAME_MODE_LEVELS:
709 case GAME_MODE_SETUP:
714 if (game_status == GAME_MODE_MAIN)
715 HandleMainMenu(0,0, 0,0, MB_MENU_CHOICE);
716 else if (game_status == GAME_MODE_LEVELS)
717 HandleChooseLevel(0,0, 0,0, MB_MENU_CHOICE);
718 else if (game_status == GAME_MODE_SETUP)
719 HandleSetupScreen(0,0, 0,0, MB_MENU_CHOICE);
720 else if (game_status == GAME_MODE_INFO)
721 HandleInfoScreen(0,0, 0,0, MB_MENU_CHOICE);
725 if (game_status == GAME_MODE_LEVELS)
726 HandleChooseLevel(0,0, 0,0, MB_MENU_LEAVE);
727 else if (game_status == GAME_MODE_SETUP)
728 HandleSetupScreen(0,0, 0,0, MB_MENU_LEAVE);
729 else if (game_status == GAME_MODE_INFO)
730 HandleInfoScreen(0,0, 0,0, MB_MENU_LEAVE);
734 if (game_status == GAME_MODE_LEVELS)
735 HandleChooseLevel(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
736 else if (game_status == GAME_MODE_SETUP)
737 HandleSetupScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
738 else if (game_status == GAME_MODE_INFO)
739 HandleInfoScreen(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
743 if (game_status == GAME_MODE_LEVELS)
744 HandleChooseLevel(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
745 else if (game_status == GAME_MODE_SETUP)
746 HandleSetupScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
747 else if (game_status == GAME_MODE_INFO)
748 HandleInfoScreen(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
756 case GAME_MODE_SCORES:
761 game_status = GAME_MODE_MAIN;
766 HandleHallOfFame(0,0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
770 HandleHallOfFame(0,0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
778 case GAME_MODE_EDITOR:
779 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
780 HandleLevelEditorKeyInput(key);
783 case GAME_MODE_PLAYING:
788 RequestQuitGame(setup.ask_on_escape);
804 if (GameFrameDelay == 500)
805 GameFrameDelay = GAME_FRAME_DELAY;
807 GameFrameDelay = 500;
810 GameFrameDelay = (key - KSYM_0) * 10;
811 printf("Game speed == %d%% (%d ms delay between two frames)\n",
812 GAME_FRAME_DELAY * 100 / GameFrameDelay, GameFrameDelay);
818 options.debug = FALSE;
819 printf("debug mode disabled\n");
823 options.debug = TRUE;
824 printf("debug mode enabled\n");
829 if (!global.fps_slowdown)
831 global.fps_slowdown = TRUE;
832 global.fps_slowdown_factor = 2;
833 printf("fps slowdown enabled -- display only every 2nd frame\n");
835 else if (global.fps_slowdown_factor == 2)
837 global.fps_slowdown_factor = 4;
838 printf("fps slowdown enabled -- display only every 4th frame\n");
842 global.fps_slowdown = FALSE;
843 global.fps_slowdown_factor = 1;
844 printf("fps slowdown disabled\n");
850 if (ScrollStepSize == TILEX/8)
851 ScrollStepSize = TILEX/4;
853 ScrollStepSize = TILEX/8;
854 printf("ScrollStepSize == %d\n", ScrollStepSize);
863 ScrollStepSize = TILEX/4;
868 ScrollStepSize = TILEX/8;
870 printf("MoveSpeed == %d\n", MoveSpeed);
875 ScrollStepSize = TILEX/8;
876 printf("ScrollStepSize == %d (1/8)\n", ScrollStepSize);
880 ScrollStepSize = TILEX/4;
881 printf("ScrollStepSize == %d (1/4)\n", ScrollStepSize);
885 ScrollStepSize = TILEX/2;
886 printf("ScrollStepSize == %d (1/2)\n", ScrollStepSize);
890 ScrollStepSize = TILEX;
891 printf("ScrollStepSize == %d (1/1)\n", ScrollStepSize);
900 for (i = 0; i < MAX_PLAYERS; i++)
902 printf("Player %d:\n", i);
903 printf(" jx == %d, jy == %d\n",
904 stored_player[i].jx, stored_player[i].jy);
905 printf(" last_jx == %d, last_jy == %d\n",
906 stored_player[i].last_jx, stored_player[i].last_jy);
922 if (key == KSYM_Escape)
924 game_status = GAME_MODE_MAIN;
934 if (button_status && game_status != GAME_MODE_PLAYING)
936 HandleButton(0, 0, -button_status);
940 #if defined(PLATFORM_UNIX)
948 static int HandleJoystickForAllPlayers()
953 for (i = 0; i < MAX_PLAYERS; i++)
958 if (!setup.input[i].use_joystick)
962 joy_action = Joystick(i);
963 result |= joy_action;
965 if (!setup.input[i].use_joystick)
968 stored_player[i].action = joy_action;
974 void HandleJoystick()
976 int joystick = HandleJoystickForAllPlayers();
977 int keyboard = key_joystick_mapping;
978 int joy = (joystick | keyboard);
979 int left = joy & JOY_LEFT;
980 int right = joy & JOY_RIGHT;
981 int up = joy & JOY_UP;
982 int down = joy & JOY_DOWN;
983 int button = joy & JOY_BUTTON;
984 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
985 int dx = (left ? -1 : right ? 1 : 0);
986 int dy = (up ? -1 : down ? 1 : 0);
991 case GAME_MODE_LEVELS:
992 case GAME_MODE_SETUP:
995 static unsigned long joystickmove_delay = 0;
997 if (joystick && !button &&
998 !DelayReached(&joystickmove_delay, GADGET_FRAME_DELAY))
999 newbutton = dx = dy = 0;
1001 if (game_status == GAME_MODE_MAIN)
1002 HandleMainMenu(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1003 else if (game_status == GAME_MODE_LEVELS)
1004 HandleChooseLevel(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1005 else if (game_status == GAME_MODE_SETUP)
1006 HandleSetupScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1007 else if (game_status == GAME_MODE_INFO)
1008 HandleInfoScreen(0,0,dx,dy,newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
1012 case GAME_MODE_SCORES:
1013 HandleHallOfFame(0,0, dx,dy, !newbutton);
1016 case GAME_MODE_EDITOR:
1017 HandleLevelEditorIdle();
1020 case GAME_MODE_PLAYING:
1021 if (tape.playing || keyboard)
1022 newbutton = ((joy & JOY_BUTTON) != 0);
1024 if (AllPlayersGone && newbutton)
1026 CloseDoor(DOOR_CLOSE_1);
1027 game_status = GAME_MODE_MAIN;