]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/hb/c6_debug.c
going to start wolf3d core core (loop with input only) work soon. I was mostly brains...
[16.git] / src / lib / hb / c6_debug.c
diff --git a/src/lib/hb/c6_debug.c b/src/lib/hb/c6_debug.c
deleted file mode 100755 (executable)
index f3ce665..0000000
+++ /dev/null
@@ -1,799 +0,0 @@
-/* Catacomb Apocalypse Source Code\r
- * Copyright (C) 1993-2014 Flat Rock Software\r
- *\r
- * This program is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 2 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * This program is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License along\r
- * with this program; if not, write to the Free Software Foundation, Inc.,\r
- * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
- */\r
-\r
-// C3_DEBUG.C\r
-\r
-#include "DEF.H"\r
-#include "gelib.h"\r
-#pragma hdrstop\r
-\r
-/*\r
-=============================================================================\r
-\r
-                                                LOCAL CONSTANTS\r
-\r
-=============================================================================\r
-*/\r
-\r
-#define DEBUG_OVERHEAD 0\r
-\r
-\r
-#define VIEWTILEX      20\r
-#define VIEWTILEY      (VIEWHEIGHT/16)\r
-\r
-/*\r
-=============================================================================\r
-\r
-                                                GLOBAL VARIABLES\r
-\r
-=============================================================================\r
-*/\r
-\r
-\r
-/*\r
-=============================================================================\r
-\r
-                                                LOCAL VARIABLES\r
-\r
-=============================================================================\r
-*/\r
-\r
-short colordelay=0;\r
-//boolean autofire=false;\r
-int    maporgx;\r
-int    maporgy;\r
-enum {mapview,tilemapview,actoratview,visview,mapseg2,lastview}        viewtype;\r
-\r
-void ViewMap (void);\r
-\r
-//===========================================================================\r
-\r
-#if 0\r
-/*\r
-================\r
-=\r
-= PicturePause\r
-=\r
-================\r
-*/\r
-\r
-void PicturePause (void)\r
-{\r
-       int     y;\r
-       unsigned        source;\r
-\r
-       source = displayofs+panadjust;\r
-\r
-//     VW_ColorBorder (15);\r
-       VW_SetLineWidth (40);\r
-       VW_SetScreen (0,0);\r
-\r
-       if (source<0x10000l-200*64)\r
-       {\r
-       //\r
-       // copy top line first\r
-       //\r
-               for (y=0;y<200;y++)\r
-                       VW_ScreenToScreen (source+y*64,y*40,40,1);\r
-       }\r
-       else\r
-       {\r
-       //\r
-       // copy bottom line first\r
-       //\r
-               for (y=199;y>=0;y--)\r
-                       VW_ScreenToScreen (source+y*64,y*40,40,1);\r
-       }\r
-\r
-       IN_Shutdown ();\r
-\r
-       VW_WaitVBL(70);\r
-       bioskey(0);\r
-       VW_WaitVBL(70);\r
-       Quit (NULL);\r
-}\r
-#endif\r
-\r
-\r
-//===========================================================================\r
-\r
-//===========================================================================\r
-\r
-#define        sc_1                    0x02\r
-#define        sc_2                    0x03\r
-#define        sc_3                    0x04\r
-#define        sc_4                    0x05\r
-#define        sc_5                    0x06\r
-#define        sc_6                    0x07\r
-#define        sc_7                    0x08\r
-#define        sc_8                    0x09\r
-#define        sc_9                    0x0a\r
-#define        sc_0                    0x0b\r
-\r
-\r
-\r
-/*\r
-================\r
-=\r
-= DebugKeys\r
-=\r
-================\r
-*/\r
-\r
-int DebugKeys (void)\r
-{\r
-       boolean esc;\r
-       int level,i;\r
-\r
-#if DEBUG_KEYS_AVAILABLE\r
-       if (Keyboard[sc_R])\r
-       {\r
-               CenterWindow (12,2);\r
-               if (autofire)\r
-                 US_PrintCentered ("Rapid-Fire OFF");\r
-               else\r
-                 US_PrintCentered ("Rapid-Fire ON");\r
-               VW_UpdateScreen();\r
-               IN_Ack();\r
-               autofire ^= 1;\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-#if DEBUG_KEYS_AVAILABLE\r
-       if (Keyboard[sc_A])\r
-       {\r
-               char levelstr[50];\r
-               unsigned org_tile,org_mapon,msgnum;\r
-               boolean newmsg=true,newlevel=false;\r
-\r
-               VW_FixRefreshBuffer ();\r
-               CenterWindow (16,3);\r
-               US_Print("\n");\r
-               US_CPrint("Message Test");\r
-               VW_UpdateScreen();\r
-\r
-               org_mapon = mapon;\r
-               msgnum = (org_tile = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex))-NAMESTART;\r
-               while (1)\r
-               {\r
-       // Get outta' here\r
-       //\r
-                       if (Keyboard[sc_Escape])\r
-                       {\r
-                               while (Keyboard[sc_Escape]);\r
-                               break;\r
-                       }\r
-\r
-       // Move to previous message\r
-       //\r
-                       if (Keyboard[sc_UpArrow])\r
-                       {\r
-                               if (msgnum)\r
-                               {\r
-                                       msgnum--;\r
-                                       newmsg = true;\r
-                               }\r
-                       }\r
-\r
-       // Move to next message\r
-       //\r
-                       if (Keyboard[sc_DownArrow])\r
-                       {\r
-                               if (msgnum < 24)\r
-                               {\r
-                                       msgnum++;\r
-                                       newmsg = true;\r
-                               }\r
-                       }\r
-\r
-       // Move to previous level\r
-       //\r
-                       if (Keyboard[sc_LeftArrow])\r
-                       {\r
-                               if (mapon)\r
-                               {\r
-                                       MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);\r
-                                       mapon--;\r
-                                       newlevel = true;\r
-                               }\r
-                       }\r
-\r
-       // Move to next level\r
-       //\r
-                       if (Keyboard[sc_RightArrow])\r
-                       {\r
-                               if (mapon < LASTMAP-1)\r
-                               {\r
-                                       MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);\r
-                                       mapon++;\r
-                                       newlevel = true;\r
-                               }\r
-                       }\r
-\r
-       // Load new level text\r
-       //\r
-                       if (newlevel)\r
-                       {\r
-                               CA_CacheGrChunk(LEVEL1TEXT+mapon);\r
-                               ScanText();\r
-                               newmsg = true;\r
-                               newlevel=false;\r
-                       }\r
-\r
-       // Display new message text\r
-       //\r
-                       if (newmsg)\r
-                       {\r
-                               *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = msgnum+NAMESTART;\r
-                               DrawText(true);\r
-                               strcpy(levelstr,"Level: ");\r
-                               itoa(mapon,levelstr+strlen(levelstr),10);\r
-                               strcat(levelstr,"  Msg: ");\r
-                               itoa(msgnum,levelstr+strlen(levelstr),10);\r
-                               DisplaySMsg(levelstr,NULL);\r
-                               newmsg = false;\r
-\r
-                               if (Keyboard[sc_UpArrow] || Keyboard[sc_DownArrow] || Keyboard[sc_LeftArrow] || Keyboard[sc_RightArrow])\r
-                                       VW_WaitVBL(6);\r
-                       }\r
-\r
-               }\r
-// Restore game\r
-//\r
-               MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);\r
-               mapon = org_mapon;\r
-               CA_CacheGrChunk(LEVEL1TEXT+mapon);\r
-               ScanText();\r
-               *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = org_tile;\r
-               DrawText(true);\r
-               status_flag = 0;\r
-       }\r
-\r
-\r
-       if (Keyboard[sc_V])\r
-       {\r
-               displayofs = bufferofs = screenloc[screenpage];\r
-               CenterWindow (16,4);\r
-               US_CPrint("\n"GAMENAME);\r
-               US_CPrint(VERSION);\r
-               US_CPrint(REVISION);\r
-               VW_UpdateScreen();\r
-               IN_Ack ();\r
-       }\r
-\r
-#endif\r
-       if (Keyboard[sc_Q])                     // Q = Insta-Quit!\r
-               Quit("Insta-Quit!");\r
-#if 0\r
-       if (Keyboard[sc_Z])             // Z = freeze Time\r
-       {\r
-               if (FreezeTime)\r
-                 FreezeTime = 1;               // Allow refresh to dec to zero..\r
-               else\r
-                       StopTime();\r
-\r
-               IN_Ack();\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-\r
-//     if (Keyboard[sc_E])\r
-//             FaceDoor((player->x>>16l)+1,(player->y>>16l));\r
-//             FaceAngle(90);\r
-\r
-#if 0\r
-       if (Keyboard[sc_B])             // B = border color\r
-       {\r
-               CenterWindow(24,3);\r
-               PrintY+=6;\r
-               US_Print(" Border color (0-15):");\r
-               VW_UpdateScreen();\r
-               esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
-               if (!esc)\r
-               {\r
-                       level = atoi (str);\r
-                       if (level>=0 && level<=15)\r
-                               VW_ColorBorder (level);\r
-               }\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-\r
-#if 1//DEBUG_KEYS_AVAILABLE\r
-       if (Keyboard[sc_O])\r
-       {\r
-               extern unsigned objectcount,latchmemavail;\r
-               unsigned unused,total;\r
-\r
-               CenterWindow (30,13);\r
-               US_Print ("Objects: ");\r
-               US_PrintUnsigned (objectcount);\r
-\r
-               US_Print("\n\nTics: ");\r
-               US_PrintUnsigned (tics);\r
-               US_Print("      Real Tics: ");\r
-               US_PrintUnsigned(realtics);\r
-\r
-               US_Print ("\n\n    Total Available: ");\r
-               US_PrintUnsigned (mminfo.mainmem/1024);\r
-               US_Print ("k\n        Mem In Use: ");\r
-               unused=MM_UnusedMemory()/1024;\r
-               US_PrintUnsigned (unused);\r
-               US_Print ("k\n Mem After Purge: ");\r
-               total=MM_TotalFree()/1024;\r
-               US_PrintUnsigned (total);\r
-               US_Print ("k (");\r
-               US_PrintUnsigned (total-unused);\r
-\r
-               US_Print (")\n\nLatch Mem Free: ");\r
-               US_PrintUnsigned (latchmemavail);\r
-               US_Print ("\n");\r
-               VW_UpdateScreen();\r
-               IN_Ack();\r
-       }\r
-\r
-       if (colordelay<1)\r
-       {\r
-               if (Keyboard[26])\r
-               {\r
-                       extern unsigned *groundcolor,debug_gnd;\r
-\r
-                       groundcolor = &debug_gnd;\r
-                       debug_gnd += 0x0101;\r
-                       if (debug_gnd == 0x1010)\r
-                               debug_gnd = 0;\r
-                       colordelay = 10;\r
-               }\r
-\r
-               if (Keyboard[27])\r
-               {\r
-                       extern unsigned *skycolor,debug_sky;\r
-\r
-                       skycolor = &debug_sky;\r
-                       debug_sky += 0x0101;\r
-                       if (debug_sky == 0x1010)\r
-                               debug_sky = 0;\r
-                       colordelay = 10;\r
-               }\r
-       }\r
-       else\r
-               colordelay -= realtics;\r
-#endif\r
-\r
-\r
-#if 0\r
-       if (Keyboard[sc_C])             // C = count objects\r
-       {\r
-               CountObjects();\r
-               return 1;\r
-       }\r
-\r
-\r
-       if (Keyboard[sc_D])             // D = start / end demo record\r
-       {\r
-               if (DemoMode == demo_Off)\r
-                       StartDemoRecord ();\r
-               else if (DemoMode == demo_Record)\r
-               {\r
-                       EndDemoRecord ();\r
-                       playstate = ex_completed;\r
-               }\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-#if 0\r
-       if (Keyboard[sc_E])             // E = quit level\r
-       {\r
-               if (tedlevel)\r
-                       TEDDeath();\r
-               playstate = ex_warped;\r
-               gamestate.mapon++;\r
-       }\r
-#endif\r
-\r
-#if 0\r
-       if (Keyboard[sc_F])             // F = facing spot\r
-       {\r
-               CenterWindow (12,4);\r
-               US_Print ("X:");\r
-               US_PrintUnsigned (player->x);\r
-               US_Print ("Y:");\r
-               US_PrintUnsigned (player->y);\r
-               US_Print ("A:");\r
-               US_PrintUnsigned (player->angle);\r
-               VW_UpdateScreen();\r
-               IN_Ack();\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-       if (Keyboard[sc_G])             // G = god mode\r
-       {\r
-               CenterWindow (12,2);\r
-               if (godmode)\r
-                 US_PrintCentered ("God mode OFF");\r
-               else\r
-                 US_PrintCentered ("God mode ON");\r
-               VW_UpdateScreen();\r
-               IN_Ack();\r
-               godmode ^= 1;\r
-               return 1;\r
-       }\r
-\r
-#if 0\r
-       if (Keyboard[sc_H])             // H = hurt self\r
-       {\r
-               TakeDamage (5);\r
-       }\r
-#endif\r
-\r
-       if (Keyboard[sc_I])                     // I = item cheat\r
-       {\r
-               extern boolean redraw_gems;\r
-\r
-               CenterWindow (12,3);\r
-               US_PrintCentered ("Free items!");\r
-               VW_UpdateScreen();\r
-               for (i=0;i<4;i++)\r
-               {\r
-                       GiveBolt ();\r
-                       GiveNuke ();\r
-                       GivePotion ();\r
-//                     if (!gamestate.keys[i])\r
-                               GiveKey (i);\r
-                       gamestate.gems[i] = GEM_DELAY_TIME;\r
-               }\r
-               gamestate.gems[4] = GEM_DELAY_TIME;\r
-               redraw_gems = true;\r
-/////////              for (i=0;i<8;i++)\r
-/////////                      GiveScroll (i,false);\r
-\r
-               IN_Ack ();\r
-               return 1;\r
-       }\r
-\r
-#if DEBUG_OVERHEAD\r
-       if (Keyboard[sc_Z])                     // O is used elsewhere...\r
-       {\r
-               ViewMap();\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-#if 0\r
-       if (Keyboard[sc_P])                     // P = pause with no screen disruptioon\r
-       {\r
-               PicturePause ();\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-#if 0\r
-       if (Keyboard[sc_S])     // S = slow motion\r
-       {\r
-               singlestep^=1;\r
-               CenterWindow (18,3);\r
-               if (singlestep)\r
-                       US_PrintCentered ("Slow motion ON");\r
-               else\r
-                       US_PrintCentered ("Slow motion OFF");\r
-               VW_UpdateScreen();\r
-               IN_Ack ();\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-#if 0\r
-       if (Keyboard[sc_V])                     // V = extra VBLs\r
-       {\r
-               CenterWindow(30,3);\r
-               PrintY+=6;\r
-               US_Print("  Add how many extra VBLs(0-8):");\r
-               VW_UpdateScreen();\r
-               esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
-               if (!esc)\r
-               {\r
-                       level = atoi (str);\r
-                       if (level>=0 && level<=8)\r
-                               extravbls = level;\r
-               }\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-       if (Keyboard[sc_W])     // W = warp to level\r
-       {\r
-               CenterWindow(26,3);\r
-               PrintY+=6;\r
-               US_Print("  Warp to which level(0-17):");\r
-               VW_UpdateScreen();\r
-               esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
-               if (!esc)\r
-               {\r
-                       level = atoi (str);\r
-                       if (level>=0 && level<=LASTMAP-1)\r
-                       {\r
-                               gamestate.mapon = level;\r
-                               playstate = ex_warped;\r
-                               lasttext = -1;\r
-                       }\r
-               }\r
-               return 1;\r
-       }\r
-\r
-#if 0\r
-       if (Keyboard[sc_X])                     // X = item cheat\r
-       {\r
-               CenterWindow (12,3);\r
-               US_PrintCentered ("Extra stuff!");\r
-               VW_UpdateScreen();\r
-               for (i=0;i<4;i++)\r
-               {\r
-                       GiveBolt ();\r
-                       GiveNuke ();\r
-                       GivePotion ();\r
-               }\r
-               IN_Ack ();\r
-               return 1;\r
-       }\r
-#endif\r
-\r
-////////       if (LastScan >= sc_1 && LastScan <= sc_8)       // free scrolls\r
-////////       {\r
-////////               GiveScroll (LastScan-sc_1,false);\r
-////////               IN_ClearKeysDown ();\r
-////////       }\r
-\r
-       return 0;\r
-}\r
-\r
-\r
-#if DEBUG_OVERHEAD\r
-\r
-/*\r
-=====================\r
-=\r
-= LatchDrawChar\r
-=\r
-=====================\r
-*/\r
-\r
-void LatchDrawChar (unsigned x, unsigned y, unsigned picnum)\r
-{\r
-       unsigned        source, dest;\r
-\r
-       dest = bufferofs + ylookup[y]+x;\r
-       source = latchpics[0]+picnum*8;\r
-\r
-       EGAWRITEMODE(1);\r
-       EGAMAPMASK(15);\r
-\r
-asm    mov     bx,[linewidth]\r
-asm    dec     bx\r
-\r
-asm    mov     ax,[screenseg]\r
-asm    mov     es,ax\r
-asm    mov     ds,ax\r
-\r
-asm    mov     si,[source]\r
-asm    mov     di,[dest]\r
-\r
-asm    movsb\r
-asm    add     di,bx\r
-asm    movsb\r
-asm    add     di,bx\r
-asm    movsb\r
-asm    add     di,bx\r
-asm    movsb\r
-asm    add     di,bx\r
-asm    movsb\r
-asm    add     di,bx\r
-asm    movsb\r
-asm    add     di,bx\r
-asm    movsb\r
-asm    add     di,bx\r
-asm    movsb\r
-\r
-asm    mov     ax,ss\r
-asm    mov     ds,ax                                   // restore turbo's data segment\r
-\r
-       EGAWRITEMODE(0);\r
-}\r
-\r
-#endif\r
-\r
-\r
-#if DEBUG_OVERHEAD\r
-/*\r
-=====================\r
-=\r
-= LatchDrawTile\r
-=\r
-=====================\r
-*/\r
-\r
-void LatchDrawTile (unsigned x, unsigned y, unsigned picnum)\r
-{\r
-       unsigned        source, dest;\r
-\r
-       dest = bufferofs + ylookup[y]+x;\r
-       source = tileoffsets[picnum];\r
-\r
-       EGAWRITEMODE(1);\r
-       EGAMAPMASK(15);\r
-\r
-asm    mov     bx,[linewidth]\r
-asm    sub     bx,2\r
-\r
-asm    mov     ax,[screenseg]\r
-asm    mov     es,ax\r
-asm    mov     ds,ax\r
-\r
-asm    mov     si,[source]\r
-asm    mov     di,[dest]\r
-asm    mov     dx,16\r
-\r
-lineloop:\r
-asm    movsb\r
-asm    movsb\r
-asm    add     di,bx\r
-\r
-asm    dec     dx\r
-asm    jnz     lineloop\r
-\r
-asm    mov     ax,ss\r
-asm    mov     ds,ax                                   // restore turbo's data segment\r
-\r
-       EGAWRITEMODE(0);\r
-}\r
-#endif\r
-\r
-\r
-#if DEBUG_OVERHEAD\r
-/*\r
-===================\r
-=\r
-= OverheadRefresh\r
-=\r
-===================\r
-*/\r
-\r
-void OverheadRefresh (void)\r
-{\r
-       unsigned        x,y,endx,endy,sx,sy;\r
-       unsigned        tile;\r
-\r
-\r
-       if (++screenpage == 3)\r
-               screenpage = 0;\r
-\r
-       bufferofs = screenloc[screenpage];\r
-\r
-       endx = maporgx+VIEWTILEX;\r
-       endy = maporgy+VIEWTILEY;\r
-\r
-       for (y=maporgy;y<endy;y++)\r
-               for (x=maporgx;x<endx;x++)\r
-               {\r
-                       sx = (x-maporgx)*2;\r
-                       sy = (y-maporgy)*16;\r
-\r
-                       switch (viewtype)\r
-                       {\r
-                       case mapview:\r
-                               tile = *(mapsegs[0]+farmapylookup[y]+x);\r
-                               break;\r
-\r
-                       case tilemapview:\r
-                               tile = tilemap[x][y];\r
-                               break;\r
-\r
-                       case actoratview:\r
-                               tile = (unsigned)actorat[x][y];\r
-                               break;\r
-\r
-                       case visview:\r
-                               tile = spotvis[x][y];\r
-                               break;\r
-\r
-                       case mapseg2:\r
-                               tile = *(mapsegs[2]+farmapylookup[y]+x);\r
-                               if (tile < 256)\r
-                                       tile = *(mapsegs[0]+farmapylookup[y]+x);\r
-                       break;\r
-\r
-                       }\r
-\r
-                       if (tile<NUMTILE16)\r
-                               LatchDrawTile(sx,sy,tile);\r
-                       else\r
-                       {\r
-                               LatchDrawChar(sx,sy,NUMBERCHARS+((tile&0xf000)>>12));\r
-                               LatchDrawChar(sx+1,sy,NUMBERCHARS+((tile&0x0f00)>>8));\r
-                               LatchDrawChar(sx,sy+8,NUMBERCHARS+((tile&0x00f0)>>4));\r
-                               LatchDrawChar(sx+1,sy+8,NUMBERCHARS+(tile&0x000f));\r
-                       }\r
-               }\r
-\r
-       VW_SetScreen (bufferofs,0);\r
-       displayofs = bufferofs;\r
-}\r
-\r
-\r
-/*\r
-===================\r
-=\r
-= ViewMap\r
-=\r
-===================\r
-*/\r
-\r
-void ViewMap (void)\r
-{\r
-       boolean         button0held;\r
-\r
-       viewtype = actoratview;\r
-       button0held = false;\r
-\r
-\r
-       maporgx = player->tilex - VIEWTILEX/2;\r
-       if (maporgx<0)\r
-               maporgx = 0;\r
-       maporgy = player->tiley - VIEWTILEY/2;\r
-       if (maporgy<0)\r
-               maporgy = 0;\r
-\r
-       do\r
-       {\r
-//\r
-// let user pan around\r
-//\r
-               IN_ReadControl(0,&control);\r
-               if (control.xaxis == -1 && maporgx>0)\r
-                       maporgx--;\r
-               if (control.xaxis == 1 && maporgx<mapwidth-VIEWTILEX)\r
-                       maporgx++;\r
-               if (control.yaxis == -1 && maporgy>0)\r
-                       maporgy--;\r
-               if (control.yaxis == 1 && maporgy<mapheight-VIEWTILEY)\r
-                       maporgy++;\r
-\r
-               if (control.button0 && !button0held)\r
-               {\r
-                       button0held = true;\r
-                       viewtype++;\r
-                       if (viewtype==lastview)\r
-                               viewtype = mapview;\r
-               }\r
-               if (!control.button0)\r
-                       button0held = false;\r
-\r
-\r
-               OverheadRefresh ();\r
-\r
-       } while (!Keyboard[sc_Escape]);\r
-\r
-       IN_ClearKeysDown ();\r
-       DrawPlayScreen ();\r
-}\r
-#endif\r
-\r