X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=5a0a70b76f9cf6169f9ae91edf8c56904fb0469d;hp=d4e4cf3f28c69bc7331151108bc03d011410b082;hb=42ffe4ef1bde9f93619d259af377083cdcd96da6;hpb=83f14d3e5d695ac0c6df9abf5664bab28cf52fe5 diff --git a/src/game.c b/src/game.c index d4e4cf3f..5a0a70b7 100644 --- a/src/game.c +++ b/src/game.c @@ -72,19 +72,19 @@ #if USE_DELAYED_GFX_REDRAW #define TEST_DrawLevelField(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE -#define TEST_DrawLevelFieldCrumbledSand(x, y) \ +#define TEST_DrawLevelFieldCrumbled(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED -#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \ +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS #define TEST_DrawTwinkleOnField(x, y) \ GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED #else #define TEST_DrawLevelField(x, y) \ DrawLevelField(x, y) -#define TEST_DrawLevelFieldCrumbledSand(x, y) \ - DrawLevelFieldCrumbledSand(x, y) -#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \ - DrawLevelFieldCrumbledSandNeighbours(x, y) +#define TEST_DrawLevelFieldCrumbled(x, y) \ + DrawLevelFieldCrumbled(x, y) +#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \ + DrawLevelFieldCrumbledNeighbours(x, y) #define TEST_DrawTwinkleOnField(x, y) \ DrawTwinkleOnField(x, y) #endif @@ -194,86 +194,87 @@ #define GAME_PANEL_TIME_HH 32 #define GAME_PANEL_TIME_MM 33 #define GAME_PANEL_TIME_SS 34 -#define GAME_PANEL_SHIELD_NORMAL 35 -#define GAME_PANEL_SHIELD_NORMAL_TIME 36 -#define GAME_PANEL_SHIELD_DEADLY 37 -#define GAME_PANEL_SHIELD_DEADLY_TIME 38 -#define GAME_PANEL_EXIT 39 -#define GAME_PANEL_EMC_MAGIC_BALL 40 -#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41 -#define GAME_PANEL_LIGHT_SWITCH 42 -#define GAME_PANEL_LIGHT_SWITCH_TIME 43 -#define GAME_PANEL_TIMEGATE_SWITCH 44 -#define GAME_PANEL_TIMEGATE_SWITCH_TIME 45 -#define GAME_PANEL_SWITCHGATE_SWITCH 46 -#define GAME_PANEL_EMC_LENSES 47 -#define GAME_PANEL_EMC_LENSES_TIME 48 -#define GAME_PANEL_EMC_MAGNIFIER 49 -#define GAME_PANEL_EMC_MAGNIFIER_TIME 50 -#define GAME_PANEL_BALLOON_SWITCH 51 -#define GAME_PANEL_DYNABOMB_NUMBER 52 -#define GAME_PANEL_DYNABOMB_SIZE 53 -#define GAME_PANEL_DYNABOMB_POWER 54 -#define GAME_PANEL_PENGUINS 55 -#define GAME_PANEL_SOKOBAN_OBJECTS 56 -#define GAME_PANEL_SOKOBAN_FIELDS 57 -#define GAME_PANEL_ROBOT_WHEEL 58 -#define GAME_PANEL_CONVEYOR_BELT_1 59 -#define GAME_PANEL_CONVEYOR_BELT_2 60 -#define GAME_PANEL_CONVEYOR_BELT_3 61 -#define GAME_PANEL_CONVEYOR_BELT_4 62 -#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63 -#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64 -#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65 -#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66 -#define GAME_PANEL_MAGIC_WALL 67 -#define GAME_PANEL_MAGIC_WALL_TIME 68 -#define GAME_PANEL_GRAVITY_STATE 69 -#define GAME_PANEL_GRAPHIC_1 70 -#define GAME_PANEL_GRAPHIC_2 71 -#define GAME_PANEL_GRAPHIC_3 72 -#define GAME_PANEL_GRAPHIC_4 73 -#define GAME_PANEL_GRAPHIC_5 74 -#define GAME_PANEL_GRAPHIC_6 75 -#define GAME_PANEL_GRAPHIC_7 76 -#define GAME_PANEL_GRAPHIC_8 77 -#define GAME_PANEL_ELEMENT_1 78 -#define GAME_PANEL_ELEMENT_2 79 -#define GAME_PANEL_ELEMENT_3 80 -#define GAME_PANEL_ELEMENT_4 81 -#define GAME_PANEL_ELEMENT_5 82 -#define GAME_PANEL_ELEMENT_6 83 -#define GAME_PANEL_ELEMENT_7 84 -#define GAME_PANEL_ELEMENT_8 85 -#define GAME_PANEL_ELEMENT_COUNT_1 86 -#define GAME_PANEL_ELEMENT_COUNT_2 87 -#define GAME_PANEL_ELEMENT_COUNT_3 88 -#define GAME_PANEL_ELEMENT_COUNT_4 89 -#define GAME_PANEL_ELEMENT_COUNT_5 90 -#define GAME_PANEL_ELEMENT_COUNT_6 91 -#define GAME_PANEL_ELEMENT_COUNT_7 92 -#define GAME_PANEL_ELEMENT_COUNT_8 93 -#define GAME_PANEL_CE_SCORE_1 94 -#define GAME_PANEL_CE_SCORE_2 95 -#define GAME_PANEL_CE_SCORE_3 96 -#define GAME_PANEL_CE_SCORE_4 97 -#define GAME_PANEL_CE_SCORE_5 98 -#define GAME_PANEL_CE_SCORE_6 99 -#define GAME_PANEL_CE_SCORE_7 100 -#define GAME_PANEL_CE_SCORE_8 101 -#define GAME_PANEL_CE_SCORE_1_ELEMENT 102 -#define GAME_PANEL_CE_SCORE_2_ELEMENT 103 -#define GAME_PANEL_CE_SCORE_3_ELEMENT 104 -#define GAME_PANEL_CE_SCORE_4_ELEMENT 105 -#define GAME_PANEL_CE_SCORE_5_ELEMENT 106 -#define GAME_PANEL_CE_SCORE_6_ELEMENT 107 -#define GAME_PANEL_CE_SCORE_7_ELEMENT 108 -#define GAME_PANEL_CE_SCORE_8_ELEMENT 109 -#define GAME_PANEL_PLAYER_NAME 110 -#define GAME_PANEL_LEVEL_NAME 111 -#define GAME_PANEL_LEVEL_AUTHOR 112 - -#define NUM_GAME_PANEL_CONTROLS 113 +#define GAME_PANEL_FRAME 35 +#define GAME_PANEL_SHIELD_NORMAL 36 +#define GAME_PANEL_SHIELD_NORMAL_TIME 37 +#define GAME_PANEL_SHIELD_DEADLY 38 +#define GAME_PANEL_SHIELD_DEADLY_TIME 39 +#define GAME_PANEL_EXIT 40 +#define GAME_PANEL_EMC_MAGIC_BALL 41 +#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42 +#define GAME_PANEL_LIGHT_SWITCH 43 +#define GAME_PANEL_LIGHT_SWITCH_TIME 44 +#define GAME_PANEL_TIMEGATE_SWITCH 45 +#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46 +#define GAME_PANEL_SWITCHGATE_SWITCH 47 +#define GAME_PANEL_EMC_LENSES 48 +#define GAME_PANEL_EMC_LENSES_TIME 49 +#define GAME_PANEL_EMC_MAGNIFIER 50 +#define GAME_PANEL_EMC_MAGNIFIER_TIME 51 +#define GAME_PANEL_BALLOON_SWITCH 52 +#define GAME_PANEL_DYNABOMB_NUMBER 53 +#define GAME_PANEL_DYNABOMB_SIZE 54 +#define GAME_PANEL_DYNABOMB_POWER 55 +#define GAME_PANEL_PENGUINS 56 +#define GAME_PANEL_SOKOBAN_OBJECTS 57 +#define GAME_PANEL_SOKOBAN_FIELDS 58 +#define GAME_PANEL_ROBOT_WHEEL 59 +#define GAME_PANEL_CONVEYOR_BELT_1 60 +#define GAME_PANEL_CONVEYOR_BELT_2 61 +#define GAME_PANEL_CONVEYOR_BELT_3 62 +#define GAME_PANEL_CONVEYOR_BELT_4 63 +#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64 +#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65 +#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66 +#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67 +#define GAME_PANEL_MAGIC_WALL 68 +#define GAME_PANEL_MAGIC_WALL_TIME 69 +#define GAME_PANEL_GRAVITY_STATE 70 +#define GAME_PANEL_GRAPHIC_1 71 +#define GAME_PANEL_GRAPHIC_2 72 +#define GAME_PANEL_GRAPHIC_3 73 +#define GAME_PANEL_GRAPHIC_4 74 +#define GAME_PANEL_GRAPHIC_5 75 +#define GAME_PANEL_GRAPHIC_6 76 +#define GAME_PANEL_GRAPHIC_7 77 +#define GAME_PANEL_GRAPHIC_8 78 +#define GAME_PANEL_ELEMENT_1 79 +#define GAME_PANEL_ELEMENT_2 80 +#define GAME_PANEL_ELEMENT_3 81 +#define GAME_PANEL_ELEMENT_4 82 +#define GAME_PANEL_ELEMENT_5 83 +#define GAME_PANEL_ELEMENT_6 84 +#define GAME_PANEL_ELEMENT_7 85 +#define GAME_PANEL_ELEMENT_8 86 +#define GAME_PANEL_ELEMENT_COUNT_1 87 +#define GAME_PANEL_ELEMENT_COUNT_2 88 +#define GAME_PANEL_ELEMENT_COUNT_3 89 +#define GAME_PANEL_ELEMENT_COUNT_4 90 +#define GAME_PANEL_ELEMENT_COUNT_5 91 +#define GAME_PANEL_ELEMENT_COUNT_6 92 +#define GAME_PANEL_ELEMENT_COUNT_7 93 +#define GAME_PANEL_ELEMENT_COUNT_8 94 +#define GAME_PANEL_CE_SCORE_1 95 +#define GAME_PANEL_CE_SCORE_2 96 +#define GAME_PANEL_CE_SCORE_3 97 +#define GAME_PANEL_CE_SCORE_4 98 +#define GAME_PANEL_CE_SCORE_5 99 +#define GAME_PANEL_CE_SCORE_6 100 +#define GAME_PANEL_CE_SCORE_7 101 +#define GAME_PANEL_CE_SCORE_8 102 +#define GAME_PANEL_CE_SCORE_1_ELEMENT 103 +#define GAME_PANEL_CE_SCORE_2_ELEMENT 104 +#define GAME_PANEL_CE_SCORE_3_ELEMENT 105 +#define GAME_PANEL_CE_SCORE_4_ELEMENT 106 +#define GAME_PANEL_CE_SCORE_5_ELEMENT 107 +#define GAME_PANEL_CE_SCORE_6_ELEMENT 108 +#define GAME_PANEL_CE_SCORE_7_ELEMENT 109 +#define GAME_PANEL_CE_SCORE_8_ELEMENT 110 +#define GAME_PANEL_PLAYER_NAME 111 +#define GAME_PANEL_LEVEL_NAME 112 +#define GAME_PANEL_LEVEL_AUTHOR 113 + +#define NUM_GAME_PANEL_CONTROLS 114 struct GamePanelOrderInfo { @@ -473,6 +474,11 @@ static struct GamePanelControlInfo game_panel_controls[] = &game.panel.time_ss, TYPE_INTEGER, }, + { + GAME_PANEL_FRAME, + &game.panel.frame, + TYPE_INTEGER, + }, { GAME_PANEL_SHIELD_NORMAL, &game.panel.shield_normal, @@ -2221,17 +2227,25 @@ void UpdateGameControlValues() local_player->LevelSolved_CountingTime : level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->time : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->time_played : level.time == 0 ? TimePlayed : TimeLeft); int score = (local_player->LevelSolved ? local_player->LevelSolved_CountingScore : level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->score : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->score : local_player->score); int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->required : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed : local_player->gems_still_needed); int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ? level.native_em_level->lev->required > 0 : + level.game_engine_type == GAME_ENGINE_TYPE_SP ? + level.native_sp_level->game_sp->infotrons_still_needed > 0 : local_player->gems_still_needed > 0 || local_player->sokobanfields_still_needed > 0 || local_player->lights_still_needed > 0); @@ -2253,6 +2267,10 @@ void UpdateGameControlValues() { for (i = 0; i < MAX_PLAYERS; i++) { + /* only one player in Supaplex game engine */ + if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0) + break; + for (k = 0; k < MAX_NUM_KEYS; k++) { if (level.game_engine_type == GAME_ENGINE_TYPE_EM) @@ -2269,6 +2287,9 @@ void UpdateGameControlValues() if (level.game_engine_type == GAME_ENGINE_TYPE_EM) game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += level.native_em_level->ply[i]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_sp_level->game_sp->red_disk_count; else game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += stored_player[i].inventory_size; @@ -2301,6 +2322,9 @@ void UpdateGameControlValues() if (level.game_engine_type == GAME_ENGINE_TYPE_EM) game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += level.native_em_level->ply[player_nr]->dynamite; + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += + level.native_sp_level->game_sp->red_disk_count; else game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value += stored_player[player_nr].inventory_size; @@ -2329,6 +2353,8 @@ void UpdateGameControlValues() game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60; game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60; + game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter; + game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value = (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE : EL_EMPTY); @@ -2513,8 +2539,15 @@ void DisplayGameControlValues() return; /* copy default game door content to main double buffer */ +#if 1 + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); +#else BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); +#endif /* redraw game control buttons */ #if 1 @@ -3694,6 +3727,15 @@ void InitGame() game_status = GAME_MODE_PLAYING; +#if 1 + /* needed if different viewport properties defined for playing */ + ChangeViewportPropertiesIfNeeded(); +#endif + +#if 1 + DrawCompleteVideoDisplay(); +#endif + InitGameEngine(); InitGameControlValues(); @@ -4312,6 +4354,16 @@ void InitGame() SBY_Lower = lev_fieldy - SCR_FIELDY + 1; } +#if NEW_TILESIZE +#if 1 + if (TILESIZE_VAR < TILESIZE && EVEN(SCR_FIELDX)) + { + // SBX_Left--; + SBX_Right++; + } +#endif +#endif + if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX) SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2; @@ -4468,6 +4520,13 @@ void InitGame() /* blit playfield from scroll buffer to normal back buffer for fading in */ BlitScreenToBitmap_EM(backbuffer); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + InitGameEngine_SP(); + + /* blit playfield from scroll buffer to normal back buffer for fading in */ + BlitScreenToBitmap_SP(backbuffer); + } else { DrawLevel(); @@ -4497,8 +4556,24 @@ void InitGame() if (!game.restart_level) { /* copy default game door content to main double buffer */ +#if 1 +#if 1 + /* !!! CHECK AGAIN !!! */ + SetPanelBackground(); + // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL); + DrawBackground(DX, DY, DXSIZE, DYSIZE); +#else + struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL]; + + /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */ + ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE); + BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y, + MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY); +#endif +#else BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY); +#endif } SetPanelBackground(); @@ -5765,10 +5840,19 @@ void RelocatePlayer(int jx, int jy, int el_player_raw) Feld[jx][jy] = el_player; InitPlayerField(jx, jy, el_player, TRUE); + /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be + possible that the relocation target field did not contain a player element, + but a walkable element, to which the new player was relocated -- in this + case, restore that (already initialized!) element on the player field */ if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */ { - Feld[jx][jy] = element; + Feld[jx][jy] = element; /* restore previously existing element */ +#if 0 + /* !!! do not initialize already initialized element a second time !!! */ + /* (this causes at least problems with "element creation" CE trigger for + already existing elements, and existing Sokoban fields counted twice) */ InitField(jx, jy, FALSE); +#endif } /* only visually relocate centered player */ @@ -6116,7 +6200,7 @@ void Explode(int ex, int ey, int phase, int mode) TestIfElementTouchesCustomElement(x, y); if (GFX_CRUMBLED(element)) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present) StorePlayer[x][y] = 0; @@ -6130,7 +6214,7 @@ void Explode(int ex, int ey, int phase, int mode) int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); if (phase == delay) - TEST_DrawLevelFieldCrumbledSand(x, y); + TEST_DrawLevelFieldCrumbled(x, y); if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { @@ -6588,7 +6672,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements() /* uncrumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || element == EL_INVISIBLE_WALL_ACTIVE || @@ -6601,7 +6685,7 @@ static void RedrawAllLightSwitchesAndInvisibleElements() /* re-crumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } } } @@ -6637,7 +6721,7 @@ static void RedrawAllInvisibleElementsForLenses() /* uncrumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_INVISIBLE_STEELWALL_ACTIVE || element == EL_INVISIBLE_WALL_ACTIVE || @@ -6650,7 +6734,7 @@ static void RedrawAllInvisibleElementsForLenses() /* re-crumble neighbour fields, if needed */ if (element == EL_INVISIBLE_SAND) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } } } @@ -8064,7 +8148,7 @@ void StartMoving(int x, int y) else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + MovDelay[x][y] = TILEY / 4 + 1; if (MovDelay[x][y]) { @@ -8092,7 +8176,7 @@ void StartMoving(int x, int y) else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + MovDelay[x][y] = TILEY / 4 + 1; if (MovDelay[x][y]) { @@ -8120,7 +8204,7 @@ void StartMoving(int x, int y) else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) - MovDelay[x][y] = TILEY/4 + 1; + MovDelay[x][y] = TILEY / 4 + 1; if (MovDelay[x][y]) { @@ -8467,7 +8551,7 @@ void StartMoving(int x, int y) if (IN_SCR_FIELD(sx, sy)) { - TEST_DrawLevelFieldCrumbledSand(xx, yy); + TEST_DrawLevelFieldCrumbled(xx, yy); DrawGraphic(sx, sy, flame_graphic, frame); } } @@ -8970,7 +9054,7 @@ void ContinueMoving(int x, int y) { Feld[x][y] = EL_SAND; - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } else if (element == EL_QUICKSAND_FILLING) { @@ -9137,7 +9221,7 @@ void ContinueMoving(int x, int y) InitField(x, y, FALSE); if (GFX_CRUMBLED(Feld[x][y])) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); if (ELEM_IS_PLAYER(move_leave_element)) RelocatePlayer(x, y, move_leave_element); @@ -10331,7 +10415,7 @@ static void ChangeActiveTrap(int x, int y) /* if new animation frame was drawn, correct crumbled sand border */ if (IS_NEW_FRAME(GfxFrame[x][y], graphic)) - TEST_DrawLevelFieldCrumbledSand(x, y); + TEST_DrawLevelFieldCrumbled(x, y); } static int getSpecialActionElement(int element, int number, int base_element) @@ -11067,7 +11151,7 @@ static void CreateFieldExt(int x, int y, int element, boolean is_change) TEST_DrawLevelField(x, y); if (GFX_CRUMBLED(new_element)) - TEST_DrawLevelFieldCrumbledSandNeighbours(x, y); + TEST_DrawLevelFieldCrumbledNeighbours(x, y); } #if 1 @@ -11947,6 +12031,20 @@ static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting) } } +static void CheckSingleStepMode(struct PlayerInfo *player) +{ + if (tape.single_step && tape.recording && !tape.pausing) + { + /* as it is called "single step mode", just return to pause mode when the + player stopped moving after one tile (or never starts moving at all) */ + if (!player->is_moving && !player->is_pushing) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } +} + static byte PlayerActions(struct PlayerInfo *player, byte player_action) { boolean moved = FALSE, snapped = FALSE, dropped = FALSE; @@ -11974,14 +12072,7 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) moved = MovePlayer(player, dx, dy); } - if (tape.single_step && tape.recording && !tape.pausing) - { - if (button1 || (dropped && !moved)) - { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ - } - } + CheckSingleStepMode(player); SetPlayerWaiting(player, FALSE); @@ -12005,6 +12096,8 @@ static byte PlayerActions(struct PlayerInfo *player, byte player_action) player->is_dropping_pressed = FALSE; player->drop_pressed_delay = 0; + CheckSingleStepMode(player); + return 0; } } @@ -12013,6 +12106,7 @@ static void CheckLevelTime() { int i; + /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { if (level.native_em_level->lev->home == 0) /* all players at home */ @@ -12030,6 +12124,21 @@ static void CheckLevelTime() level.native_em_level->ply[3]->alive == 0) /* all dead */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (TimeFrames >= FRAMES_PER_SECOND) { @@ -12207,6 +12316,7 @@ void GameActions() if (game.restart_level) StartGameActions(options.network, setup.autorecord, level.random_seed); + /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */ if (level.game_engine_type == GAME_ENGINE_TYPE_EM) { if (level.native_em_level->lev->home == 0) /* all players at home */ @@ -12224,6 +12334,21 @@ void GameActions() level.native_em_level->ply[3]->alive == 0) /* all dead */ AllPlayersGone = TRUE; } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + if (game_sp.LevelSolved && + !game_sp.GameOver) /* game won */ + { + PlayerWins(local_player); + + game_sp.GameOver = TRUE; + + AllPlayersGone = TRUE; + } + + if (game_sp.GameOver) /* game lost */ + AllPlayersGone = TRUE; + } if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd) GameWon(); @@ -12341,6 +12466,10 @@ void GameActions() { GameActions_EM_Main(); } + else if (level.game_engine_type == GAME_ENGINE_TYPE_SP) + { + GameActions_SP_Main(); + } else { GameActions_RND(); @@ -12363,6 +12492,22 @@ void GameActions_EM_Main() AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ } +void GameActions_SP_Main() +{ + byte effective_action[MAX_PLAYERS]; + boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing); + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + effective_action[i] = stored_player[i].effective_action; + + GameActions_SP(effective_action, warp_mode); + + CheckLevelTime(); + + AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */ +} + void GameActions_RND() { int magic_wall_x = 0, magic_wall_y = 0; @@ -13075,10 +13220,10 @@ void GameActions_RND() DrawLevelField(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED) - DrawLevelFieldCrumbledSand(x, y); + DrawLevelFieldCrumbled(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS) - DrawLevelFieldCrumbledSandNeighbours(x, y); + DrawLevelFieldCrumbledNeighbours(x, y); if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED) DrawTwinkleOnField(x, y); @@ -13233,8 +13378,29 @@ void ScrollLevel(int dx, int dy) #else +#if NEW_TILESIZE +#if NEW_SCROLL + int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0); +#else + int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0); +#endif +#else +#if NEW_SCROLL + int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0); +#else int softscroll_offset = (setup.soft_scrolling ? TILEX : 0); +#endif +#endif +#if NEW_TILESIZE + BlitBitmap(drawto_field, drawto_field, + FX + TILEX_VAR * (dx == -1) - softscroll_offset, + FY + TILEY_VAR * (dy == -1) - softscroll_offset, + SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset, + SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset, + FX + TILEX_VAR * (dx == 1) - softscroll_offset, + FY + TILEY_VAR * (dy == 1) - softscroll_offset); +#else BlitBitmap(drawto_field, drawto_field, FX + TILEX * (dx == -1) - softscroll_offset, FY + TILEY * (dy == -1) - softscroll_offset, @@ -13243,6 +13409,8 @@ void ScrollLevel(int dx, int dy) FX + TILEX * (dx == 1) - softscroll_offset, FY + TILEY * (dy == 1) - softscroll_offset); #endif + +#endif #endif if (dx != 0) @@ -15321,8 +15489,13 @@ static int DigField(struct PlayerInfo *player, PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, ACTION_FILLING); +#if 1 + if (local_player->sokobanfields_still_needed == 0 && + (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban)) +#else if (local_player->sokobanfields_still_needed == 0 && game.emulation == EMU_SOKOBAN) +#endif { PlayerWins(player); @@ -16108,6 +16281,21 @@ void PlayLevelSound_EM(int xx, int yy, int element_em, int sample) } } +void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp) +{ + int element = map_element_SP_to_RND(element_sp); + int action = map_action_SP_to_RND(action_sp); + int offset = (setup.sp_show_border_elements ? 0 : 1); + int x = xx - offset; + int y = yy - offset; + +#if 0 + printf("::: %d -> %d\n", element_sp, action_sp); +#endif + + PlayLevelSoundElementAction(x, y, element, action); +} + #if 0 void ChangeTime(int value) { @@ -16331,8 +16519,6 @@ unsigned int RND(int max) /* game engine snapshot handling functions */ /* ------------------------------------------------------------------------- */ -#define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x)) - struct EngineSnapshotInfo { /* runtime values for custom element collect score */ @@ -16342,32 +16528,14 @@ struct EngineSnapshotInfo int choice_pos[NUM_GROUP_ELEMENTS]; /* runtime values for belt position animations */ - int belt_graphic[4 * NUM_BELT_PARTS]; - int belt_anim_mode[4 * NUM_BELT_PARTS]; -}; - -struct EngineSnapshotNodeInfo -{ - void *buffer_orig; - void *buffer_copy; - int size; + int belt_graphic[4][NUM_BELT_PARTS]; + int belt_anim_mode[4][NUM_BELT_PARTS]; }; static struct EngineSnapshotInfo engine_snapshot_rnd; -static ListNode *engine_snapshot_list = NULL; static char *snapshot_level_identifier = NULL; static int snapshot_level_nr = -1; -void FreeEngineSnapshot() -{ - while (engine_snapshot_list != NULL) - deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key, - checked_free); - - setString(&snapshot_level_identifier, NULL); - snapshot_level_nr = -1; -} - static void SaveEngineSnapshotValues_RND() { static int belt_base_active_element[4] = @@ -16401,8 +16569,8 @@ static void SaveEngineSnapshotValues_RND() int graphic = el2img(element); int anim_mode = graphic_info[graphic].anim_mode; - engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic; - engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode; + engine_snapshot_rnd.belt_graphic[i][j] = graphic; + engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode; } } } @@ -16430,8 +16598,8 @@ static void LoadEngineSnapshotValues_RND() { for (j = 0; j < NUM_BELT_PARTS; j++) { - int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j]; - int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j]; + int graphic = engine_snapshot_rnd.belt_graphic[i][j]; + int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j]; graphic_info[graphic].anim_mode = anim_mode; } @@ -16453,36 +16621,26 @@ static void LoadEngineSnapshotValues_RND() } } -static void SaveEngineSnapshotBuffer(void *buffer, int size) -{ - struct EngineSnapshotNodeInfo *bi = - checked_calloc(sizeof(struct EngineSnapshotNodeInfo)); - - bi->buffer_orig = buffer; - bi->buffer_copy = checked_malloc(size); - bi->size = size; - - memcpy(bi->buffer_copy, buffer, size); - - addNodeToList(&engine_snapshot_list, NULL, bi); -} - void SaveEngineSnapshot() { - FreeEngineSnapshot(); /* free previous snapshot, if needed */ - - if (level_editor_test_game) /* do not save snapshots from editor */ + /* do not save snapshots from editor */ + if (level_editor_test_game) return; + /* free previous snapshot buffers, if needed */ + FreeEngineSnapshotBuffers(); + /* copy some special values to a structure better suited for the snapshot */ SaveEngineSnapshotValues_RND(); SaveEngineSnapshotValues_EM(); + SaveEngineSnapshotValues_SP(); /* save values stored in special snapshot structure */ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); + SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp)); /* save further RND engine values */ @@ -16556,7 +16714,7 @@ void SaveEngineSnapshot() snapshot_level_nr = level_nr; #if 0 - ListNode *node = engine_snapshot_list; + ListNode *node = engine_snapshot_list_rnd; int num_bytes = 0; while (node != NULL) @@ -16570,29 +16728,17 @@ void SaveEngineSnapshot() #endif } -static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi) -{ - memcpy(bi->buffer_orig, bi->buffer_copy, bi->size); -} - void LoadEngineSnapshot() { - ListNode *node = engine_snapshot_list; + /* restore generically stored snapshot buffers */ - if (engine_snapshot_list == NULL) - return; - - while (node != NULL) - { - LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content); - - node = node->next; - } + LoadEngineSnapshotBuffers(); /* restore special values from snapshot structure */ LoadEngineSnapshotValues_RND(); LoadEngineSnapshotValues_EM(); + LoadEngineSnapshotValues_SP(); } boolean CheckEngineSnapshot() @@ -16604,98 +16750,38 @@ boolean CheckEngineSnapshot() /* ---------- new game button stuff ---------------------------------------- */ -/* graphic position values for game buttons */ -#define GAME_BUTTON_XSIZE 30 -#define GAME_BUTTON_YSIZE 30 -#define GAME_BUTTON_XPOS 5 -#define GAME_BUTTON_YPOS 215 -#define SOUND_BUTTON_XPOS 5 -#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE) - -#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) -#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) -#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE) -#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE) - static struct { - int *x, *y; - int gd_x, gd_y; + int graphic; + struct Rect *pos; int gadget_id; char *infotext; } gamebutton_info[NUM_GAME_BUTTONS] = { -#if 1 - { - &game.button.stop.x, &game.button.stop.y, - GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_STOP, - "stop game" - }, - { - &game.button.pause.x, &game.button.pause.y, - GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PAUSE, - "pause game" - }, - { - &game.button.play.x, &game.button.play.y, - GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PLAY, - "play game" - }, - { - &game.button.sound_music.x, &game.button.sound_music.y, - SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_MUSIC, - "background music on/off" - }, - { - &game.button.sound_loops.x, &game.button.sound_loops.y, - SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_LOOPS, - "sound loops on/off" - }, - { - &game.button.sound_simple.x,&game.button.sound_simple.y, - SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_SIMPLE, - "normal sounds on/off" - } -#else { - GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_STOP, - "stop game" + IMG_GAME_BUTTON_GFX_STOP, &game.button.stop, + GAME_CTRL_ID_STOP, "stop game" }, { - GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PAUSE, - "pause game" + IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause, + GAME_CTRL_ID_PAUSE, "pause game" }, { - GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS, - GAME_CTRL_ID_PLAY, - "play game" + IMG_GAME_BUTTON_GFX_PLAY, &game.button.play, + GAME_CTRL_ID_PLAY, "play game" }, { - SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_MUSIC, - "background music on/off" + IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music, + SOUND_CTRL_ID_MUSIC, "background music on/off" }, { - SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_LOOPS, - "sound loops on/off" + IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops, + SOUND_CTRL_ID_LOOPS, "sound loops on/off" }, { - SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS, - SOUND_CTRL_ID_SIMPLE, - "normal sounds on/off" + IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple, + SOUND_CTRL_ID_SIMPLE, "normal sounds on/off" } -#endif }; void CreateGameButtons() @@ -16704,23 +16790,22 @@ void CreateGameButtons() for (i = 0; i < NUM_GAME_BUTTONS; i++) { - Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap; + struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic]; + struct Rect *pos = gamebutton_info[i].pos; struct GadgetInfo *gi; int button_type; boolean checked; unsigned long event_mask; - int x, y; - int gd_xoffset, gd_yoffset; - int gd_x1, gd_x2, gd_y1, gd_y2; + int gd_x = gfx->src_x; + int gd_y = gfx->src_y; + int gd_xp = gfx->src_x + gfx->pressed_xoffset; + int gd_yp = gfx->src_y + gfx->pressed_yoffset; + int gd_xa = gfx->src_x + gfx->active_xoffset; + int gd_ya = gfx->src_y + gfx->active_yoffset; + int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset; + int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset; int id = i; - x = DX + *gamebutton_info[i].x; - y = DY + *gamebutton_info[i].y; - gd_xoffset = gamebutton_info[i].gd_x; - gd_yoffset = gamebutton_info[i].gd_y; - gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset; - gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset; - if (id == GAME_CTRL_ID_STOP || id == GAME_CTRL_ID_PAUSE || id == GAME_CTRL_ID_PLAY) @@ -16728,8 +16813,6 @@ void CreateGameButtons() button_type = GD_TYPE_NORMAL_BUTTON; checked = FALSE; event_mask = GD_EVENT_RELEASED; - gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; - gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; } else { @@ -16739,28 +16822,21 @@ void CreateGameButtons() (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) || (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE); event_mask = GD_EVENT_PRESSED; - gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset; - gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE; } gi = CreateGadget(GDI_CUSTOM_ID, id, GDI_INFO_TEXT, gamebutton_info[i].infotext, -#if 1 - GDI_X, x, - GDI_Y, y, -#else - GDI_X, DX + gd_xoffset, - GDI_Y, DY + gd_yoffset, -#endif - GDI_WIDTH, GAME_BUTTON_XSIZE, - GDI_HEIGHT, GAME_BUTTON_YSIZE, + GDI_X, DX + pos->x, + GDI_Y, DY + pos->y, + GDI_WIDTH, gfx->width, + GDI_HEIGHT, gfx->height, GDI_TYPE, button_type, GDI_STATE, GD_BUTTON_UNPRESSED, GDI_CHECKED, checked, - GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1, - GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1, - GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2, - GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2, + GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y, + GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp, + GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya, + GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap, GDI_DIRECT_DRAW, FALSE, GDI_EVENT_MASK, event_mask, GDI_CALLBACK_ACTION, HandleGameButtons, @@ -16805,10 +16881,8 @@ void RedrawGameButtons() RedrawGadget(game_gadget[i]); } -static void HandleGameButtons(struct GadgetInfo *gi) +static void HandleGameButtonsExt(int id) { - int id = gi->custom_id; - if (game_status != GAME_MODE_PLAYING) return; @@ -16854,6 +16928,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_music) { setup.sound_music = FALSE; + FadeMusic(); } else if (audio.music_available) @@ -16872,6 +16947,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.loops_available) { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); } break; @@ -16882,6 +16958,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.sound_available) { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); } break; @@ -16890,3 +16967,27 @@ static void HandleGameButtons(struct GadgetInfo *gi) break; } } + +static void HandleGameButtons(struct GadgetInfo *gi) +{ + HandleGameButtonsExt(gi->custom_id); +} + +void HandleSoundButtonKeys(Key key) +{ +#if 1 + if (key == setup.shortcut.sound_simple) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_loops) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON); + else if (key == setup.shortcut.sound_music) + ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON); +#else + if (key == setup.shortcut.sound_simple) + HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE); + else if (key == setup.shortcut.sound_loops) + HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS); + else if (key == setup.shortcut.sound_music) + HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC); +#endif +}