X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=5d89ddffc1cf606225bbd3ca672c2b65f9576a3f;hb=830ab4d58b00129ff57c9600dc99a2494af8841c;hp=2731d0ef9cd301832ead0a7081d430670ad2ce63;hpb=b611c2d6ac899a0f03450eb3d56270296bef3c35;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 2731d0ef..5d89ddff 100644 --- a/src/game.c +++ b/src/game.c @@ -43,10 +43,12 @@ /* for Explode() */ #define EX_PHASE_START 0 -#define EX_NO_EXPLOSION 0 -#define EX_NORMAL 1 -#define EX_CENTER 2 -#define EX_BORDER 3 +#define EX_TYPE_NONE 0 +#define EX_TYPE_NORMAL (1 << 0) +#define EX_TYPE_CENTER (1 << 1) +#define EX_TYPE_BORDER (1 << 2) +#define EX_TYPE_CROSS (1 << 3) +#define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER) /* special positions in the game control window (relative to control window) */ #define XX_LEVEL 37 @@ -98,6 +100,8 @@ #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ RND(element_info[e].push_delay_random)) +#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \ + RND(element_info[e].drop_delay_random)) #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ RND(element_info[e].move_delay_random)) #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ @@ -1201,6 +1205,10 @@ static void InitGameEngine() ei->change->post_change_function = ch_delay->post_change_function; ei->change_events |= CH_EVENT_BIT(CE_DELAY); + +#if 1 + SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE); +#endif } #if 1 @@ -1345,6 +1353,7 @@ static void InitGameEngine() element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } +#if 0 /* ---------- initialize move dig/leave ---------------------------------- */ for (i = 0; i < MAX_NUM_ELEMENTS; i++) @@ -1352,6 +1361,7 @@ static void InitGameEngine() element_info[i].can_leave_element = FALSE; element_info[i].can_leave_element_last = FALSE; } +#endif /* ---------- initialize gem count --------------------------------------- */ @@ -1609,7 +1619,7 @@ void InitGame() ExplodePhase[x][y] = 0; ExplodeDelay[x][y] = 0; - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; RunnerVisit[x][y] = 0; PlayerVisit[x][y] = 0; @@ -1649,7 +1659,7 @@ void InitGame() if (!IS_CUSTOM_ELEMENT(i)) { int num_phase = 8; - int delay = ((IS_SP_ELEMENT(i) && + int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) && game.engine_version >= VERSION_IDENT(3,1,0,0)) || game.emulation == EMU_SUPAPLEX ? 3 : 2); int last_phase = (num_phase + 1) * delay; @@ -2084,6 +2094,11 @@ void InitMovDir(int x, int y) break; } + +#if 0 + if (MovDir[x][y] == MV_NO_MOVING) /* no start direction found */ + MovDir[x][y] = 1 << RND(4); /* => use random direction */ +#endif } } } @@ -2610,7 +2625,7 @@ void RelocatePlayer(int x, int y, int element_raw) int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw); struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; boolean ffwd_delay = (tape.playing && tape.fast_forward); - boolean no_delay = (tape.index_search); + boolean no_delay = (tape.warp_forward); int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay); int wait_delay_value = (no_delay ? 0 : frame_delay_value); int old_jx, old_jy; @@ -2703,9 +2718,11 @@ void RelocatePlayer(int x, int y, int element_raw) else { #if 1 +#if 0 int offset = (setup.scroll_delay ? 3 : 0); int jx = local_player->jx; int jy = local_player->jy; +#endif int scroll_xx = -999, scroll_yy = -999; ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */ @@ -2840,11 +2857,12 @@ void Explode(int ex, int ey, int phase, int mode) /* --- This is only really needed (and now handled) in "Impact()". --- */ /* do not explode moving elements that left the explode field in time */ if (game.engine_version >= VERSION_IDENT(2,2,0,7) && - center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + center_element == EL_EMPTY && + (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)) return; #endif - if (mode == EX_NORMAL || mode == EX_CENTER) + if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER) PlayLevelSoundAction(ex, ey, ACTION_EXPLODING); /* remove things displayed in background while burning dynamite */ @@ -2879,11 +2897,20 @@ void Explode(int ex, int ey, int phase, int mode) int element; #if 1 - if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey))) +#if 1 + if (!IN_LEV_FIELD(x, y) || + (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) || + (mode == EX_TYPE_CROSS && (x != ex && y != ey))) + continue; +#else + if (!IN_LEV_FIELD(x, y) || + (mode != EX_TYPE_NORMAL && (x != ex || y != ey))) continue; +#endif #else if (!IN_LEV_FIELD(x, y) || - ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) && + ((mode != EX_TYPE_NORMAL || + center_element == EL_AMOEBA_TO_DIAMOND) && (x != ex || y != ey))) continue; #endif @@ -3022,7 +3049,7 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_EMPTY; if (x != ex || y != ey || - center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) + center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER) Store2[x][y] = element; #if 0 @@ -3212,6 +3239,10 @@ void Explode(int ex, int ey, int phase, int mode) { int element; +#if 0 + printf("::: done: phase == %d\n", phase); +#endif + #if 0 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter); #endif @@ -3345,7 +3376,7 @@ void DynaExplode(int ex, int ey) player->dynabombs_left++; } - Explode(ex, ey, EX_PHASE_START, EX_CENTER); + Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER); for (i = 0; i < NUM_DIRECTIONS; i++) { @@ -3364,7 +3395,7 @@ void DynaExplode(int ex, int ey) if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y])) continue; - Explode(x, y, EX_PHASE_START, EX_BORDER); + Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER); /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && @@ -3424,7 +3455,7 @@ void Bang(int x, int y) case EL_PACMAN: case EL_MOLE: RaiseScoreElement(element); - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; case EL_DYNABOMB_PLAYER_1_ACTIVE: case EL_DYNABOMB_PLAYER_2_ACTIVE: @@ -3442,17 +3473,21 @@ void Bang(int x, int y) case EL_AMOEBA_TO_DIAMOND: #endif if (IS_PLAYER(x, y)) - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); else - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); break; default: - if (CAN_EXPLODE_DYNA(element)) + if (CAN_EXPLODE_CROSS(element)) +#if 1 + Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS); +#else DynaExplode(x, y); +#endif else if (CAN_EXPLODE_1X1(element)) - Explode(x, y, EX_PHASE_START, EX_CENTER); + Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER); else - Explode(x, y, EX_PHASE_START, EX_NORMAL); + Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL); break; } @@ -5307,11 +5342,30 @@ void StartMoving(int x, int y) { int flamed = MovingOrBlocked2Element(xx, yy); + /* !!! */ +#if 0 + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) + Bang(xx, yy); + else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy)) + RemoveMovingField(xx, yy); + else + RemoveField(xx, yy); +#else if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); +#endif + +#if 0 + if (ChangeDelay[xx][yy]) + printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) || + Feld[xx][yy] == EL_BLOCKED)); +#endif +#if 1 + ChangeDelay[xx][yy] = 0; +#endif Feld[xx][yy] = EL_FLAMES; if (IN_SCR_FIELD(sx, sy)) { @@ -5511,8 +5565,21 @@ void StartMoving(int x, int y) PlayLevelSoundAction(x, y, action); } +#if 1 +#if 1 + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) + Store[newx][newy] = element_info[element].move_leave_element; +#else + Store[newx][newy] = EL_EMPTY; + if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) || + element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED) + Store[newx][newy] = element_info[element].move_leave_element; +#endif +#else if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element))) element_info[element].can_leave_element = TRUE; +#endif if (move_pattern & MV_MAZE_RUNNER_STYLE) { @@ -5565,11 +5632,25 @@ void StartMoving(int x, int y) MovDelay[x][y] = 50; + /* !!! */ +#if 0 + RemoveField(newx, newy); +#endif Feld[newx][newy] = EL_FLAMES; if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY) + { +#if 0 + RemoveField(newx1, newy1); +#endif Feld[newx1][newy1] = EL_FLAMES; + } if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY) + { +#if 0 + RemoveField(newx2, newy2); +#endif Feld[newx2][newy2] = EL_FLAMES; + } return; } @@ -5805,16 +5886,34 @@ void ContinueMoving(int x, int y) { element = Feld[newx][newy] = EL_ACID; } +#if 1 + else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && + ei->move_leave_element != EL_EMPTY && + (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || + Store[x][y] != EL_EMPTY)) + { + /* some elements can leave other elements behind after moving */ + + Feld[x][y] = ei->move_leave_element; + InitField(x, y, FALSE); + + if (GFX_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); + } +#endif - Store[x][y] = 0; + Store[x][y] = EL_EMPTY; MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; - /* copy element change control values to new field */ - ChangeDelay[newx][newy] = ChangeDelay[x][y]; - ChangePage[newx][newy] = ChangePage[x][y]; - Changed[newx][newy] = Changed[x][y]; - ChangeEvent[newx][newy] = ChangeEvent[x][y]; + if (CAN_CHANGE(element)) + { + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + ChangePage[newx][newy] = ChangePage[x][y]; + Changed[newx][newy] = Changed[x][y]; + ChangeEvent[newx][newy] = ChangeEvent[x][y]; + } ChangeDelay[x][y] = 0; ChangePage[x][y] = -1; @@ -5831,7 +5930,7 @@ void ContinueMoving(int x, int y) ResetGfxAnimation(x, y); /* reset animation values for old field */ -#if 1 +#if 0 /* some elements can leave other elements behind after moving */ if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) && ei->move_leave_element != EL_EMPTY && @@ -5866,9 +5965,18 @@ void ContinueMoving(int x, int y) MovDir[newx][newy] = 0; */ +#if 0 if (!CAN_MOVE(element) || (CAN_FALL(element) && direction == MV_DOWN)) GfxDir[x][y] = MovDir[newx][newy] = 0; +#else + if (!CAN_MOVE(element) || + (CAN_FALL(element) && direction == MV_DOWN && + (element == EL_SPRING || + element_info[element].move_pattern == MV_WHEN_PUSHED || + element_info[element].move_pattern == MV_WHEN_DROPPED))) + GfxDir[x][y] = MovDir[newx][newy] = 0; +#endif #endif #endif @@ -7108,9 +7216,8 @@ static void ChangeElement(int x, int y, int page) struct ElementInfo *ei = &element_info[element]; struct ElementChangeInfo *change = &ei->change_page[page]; -#if 0 #ifdef DEBUG - if (!CAN_CHANGE(element)) + if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y])) { printf("\n\n"); printf("ChangeElement(): %d,%d: element = %d ('%s')\n", @@ -7119,8 +7226,18 @@ static void ChangeElement(int x, int y, int page) printf("\n\n"); } #endif + + /* this can happen with classic bombs on walkable, changing elements */ + if (!CAN_CHANGE(element)) + { +#if 0 + if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */ + ChangeDelay[x][y] = 0; #endif + return; + } + if (ChangeDelay[x][y] == 0) /* initialize element change */ { ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + @@ -7264,6 +7381,20 @@ static boolean CheckElementChangeExt(int x, int y, element = Feld[x][y]; } +#if 1 + if (Feld[x][y] != element) /* check if element has already changed */ + { +#if 0 + printf("::: %d ('%s') != %d ('%s') [%d]\n", + Feld[x][y], element_info[Feld[x][y]].token_name, + element, element_info[element].token_name, + trigger_event); +#endif + + return FALSE; + } +#endif + #if 1 if (trigger_page < 0) { @@ -7681,7 +7812,7 @@ void GameActions() action_delay_value = (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay); - if (tape.playing && tape.index_search && !tape.pausing) + if (tape.playing && tape.warp_forward && !tape.pausing) action_delay_value = 0; /* ---------- main game synchronization point ---------- */ @@ -8065,7 +8196,7 @@ void GameActions() CheckDynamite(x, y); #if 0 else if (element == EL_EXPLOSION && !game.explosions_delayed) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); #endif else if (element == EL_AMOEBA_GROWING) AmoebeWaechst(x, y); @@ -8181,9 +8312,9 @@ void GameActions() if (ExplodeField[x][y]) Explode(x, y, EX_PHASE_START, ExplodeField[x][y]); else if (element == EL_EXPLOSION) - Explode(x, y, ExplodePhase[x][y], EX_NORMAL); + Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL); - ExplodeField[x][y] = EX_NO_EXPLOSION; + ExplodeField[x][y] = EX_TYPE_NONE; } game.explosions_delayed = TRUE; @@ -8518,11 +8649,13 @@ static void CheckGravityMovement(struct PlayerInfo *player) !(element_info[Feld[jx][jy]].access_direction & MV_DOWN))); #if 0 - printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n", + printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n", player_can_fall_down, player_is_standing_on_valid_field, player_is_moving_to_valid_field, - (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1)); + (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1), + player->effective_action, + player->can_fall_into_acid); #endif if (player_can_fall_down && @@ -8648,7 +8781,9 @@ boolean MovePlayerOneStep(struct PlayerInfo *player, player->step_counter++; +#if 0 player->drop_delay = 0; +#endif PlayerVisit[jx][jy] = FrameCounter; @@ -8881,24 +9016,22 @@ boolean MovePlayer(struct PlayerInfo *player, int dx, int dy) int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1]; #if 1 + CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - } + + CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - } #endif } @@ -9034,24 +9167,22 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) int old_jy = last_jy; #if 1 + CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], + CE_OTHER_GETS_LEFT, + player->index_bit, leave_side); + if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy])) - { - CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], - CE_OTHER_GETS_LEFT, - player->index_bit, leave_side); CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy], CE_LEFT_BY_PLAYER, player->index_bit, leave_side); - } + + CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], + CE_OTHER_GETS_ENTERED, + player->index_bit, enter_side); if (IS_CUSTOM_ELEMENT(Feld[jx][jy])) - { - CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy], - CE_OTHER_GETS_ENTERED, - player->index_bit, enter_side); CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER, player->index_bit, enter_side); - } #endif } @@ -10195,7 +10326,7 @@ int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING); CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10295,7 +10426,7 @@ int DigField(struct PlayerInfo *player, CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_COLLECTED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, dig_side); #if 1 if (mode == DF_SNAP) @@ -10660,15 +10791,25 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) boolean DropElement(struct PlayerInfo *player) { + static int trigger_sides[4] = + { + CH_SIDE_LEFT, /* dropping left */ + CH_SIDE_RIGHT, /* dropping right */ + CH_SIDE_TOP, /* dropping up */ + CH_SIDE_BOTTOM, /* dropping down */ + }; int jx = player->jx, jy = player->jy; + int drop_direction = player->MovDir; + int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)]; int old_element = Feld[jx][jy]; - int new_element = (player->inventory_size > 0 ? - player->inventory_element[player->inventory_size - 1] : - player->inventory_infinite_element != EL_UNDEFINED ? - player->inventory_infinite_element : - player->dynabombs_left > 0 ? - EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : - EL_UNDEFINED); + int drop_element = (player->inventory_size > 0 ? + player->inventory_element[player->inventory_size - 1] : + player->inventory_infinite_element != EL_UNDEFINED ? + player->inventory_infinite_element : + player->dynabombs_left > 0 ? + EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr : + EL_UNDEFINED); + int new_element = drop_element; /* default: element does not change */ /* check if player is active, not moving and ready to drop */ if (!player->active || player->MovPos || player->drop_delay > 0) @@ -10739,9 +10880,9 @@ boolean DropElement(struct PlayerInfo *player) CheckTriggeredElementChangePlayer(jx, jy, new_element, CE_OTHER_GETS_DROPPED, - player->index_bit, CH_SIDE_ANY); + player->index_bit, drop_side); CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER, - player->index_bit, CH_SIDE_ANY); + player->index_bit, drop_side); TestIfElementTouchesCustomElement(jx, jy); } @@ -10776,12 +10917,14 @@ boolean DropElement(struct PlayerInfo *player) #endif } - new_element = Feld[jx][jy]; + new_element = Feld[jx][jy]; /* element might have changed */ if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) && element_info[new_element].move_pattern == MV_WHEN_DROPPED) { +#if 0 int move_stepsize = element_info[new_element].move_stepsize; +#endif int direction, dx, dy, nextx, nexty; if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC) @@ -10814,13 +10957,19 @@ boolean DropElement(struct PlayerInfo *player) #endif } +#if 0 player->drop_delay = 2 * TILEX / move_stepsize + 1; +#endif } #if 0 player->drop_delay = 8 + 8 + 8; #endif +#if 1 + player->drop_delay = GET_NEW_DROP_DELAY(drop_element); +#endif + #endif player->is_dropping = TRUE; @@ -11046,21 +11195,15 @@ void RequestQuitGame(boolean ask_if_really_quit) { #if 1 - if (tape.playing && tape.index_search) - { - SetDrawDeactivationMask(REDRAW_NONE); - audio.sound_deactivated = FALSE; - } + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOff(TRUE); #endif OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK); #if 1 - if (tape.playing && tape.index_search) - { - SetDrawDeactivationMask(REDRAW_FIELD); - audio.sound_deactivated = TRUE; - } + if (tape.playing && tape.deactivate_display) + TapeDeactivateDisplayOn(); #endif }