1 /* 2000-08-13T14:36:17Z
3 * graphics manipulation crap
10 #define MIN_SCREEN_XPOS 1
11 #define MIN_SCREEN_YPOS 1
12 #define MAX_SCREEN_XPOS MAX(1, lev.width - (SCR_FIELDX - 1))
13 #define MAX_SCREEN_YPOS MAX(1, lev.height - (SCR_FIELDY - 1))
15 #define MIN_SCREEN_X (MIN_SCREEN_XPOS * TILEX)
16 #define MIN_SCREEN_Y (MIN_SCREEN_YPOS * TILEY)
17 #define MAX_SCREEN_X (MAX_SCREEN_XPOS * TILEX)
18 #define MAX_SCREEN_Y (MAX_SCREEN_YPOS * TILEY)
20 #define VALID_SCREEN_X(x) ((x) < MIN_SCREEN_X ? MIN_SCREEN_X : \
21 (x) > MAX_SCREEN_X ? MAX_SCREEN_X : (x))
22 #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \
23 (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y))
25 #define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \
26 (8 - frame) * ply[p].x) * TILEX / 8 \
27 - ((SCR_FIELDX - 1) * TILEX) / 2)
28 #define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \
29 (8 - frame) * ply[p].y) * TILEY / 8 \
30 - ((SCR_FIELDY - 1) * TILEY) / 2)
33 int frame; /* current screen frame */
35 int screen_x; /* current scroll position */
38 int screen_x; /* current scroll position */
42 /* tiles currently on screen */
43 static int screentiles[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
44 static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE];
46 static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
48 static int centered_player_nr;
50 /* copy the entire screen to the window at the scroll position
52 * perhaps use mit-shm to speed this up
55 void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
57 int x = screen_x % (MAX_BUF_XSIZE * TILEX);
58 int y = screen_y % (MAX_BUF_YSIZE * TILEY);
60 if (x < 2 * TILEX && y < 2 * TILEY)
62 BlitBitmap(screenBitmap, target_bitmap, x, y,
63 SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
65 else if (x < 2 * TILEX && y >= 2 * TILEY)
67 BlitBitmap(screenBitmap, target_bitmap, x, y,
68 SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
70 BlitBitmap(screenBitmap, target_bitmap, x, 0,
71 SCR_FIELDX * TILEX, y - 2 * TILEY,
72 SX, SY + MAX_BUF_YSIZE * TILEY - y);
74 else if (x >= 2 * TILEX && y < 2 * TILEY)
76 BlitBitmap(screenBitmap, target_bitmap, x, y,
77 MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
79 BlitBitmap(screenBitmap, target_bitmap, 0, y,
80 x - 2 * TILEX, SCR_FIELDY * TILEY,
81 SX + MAX_BUF_XSIZE * TILEX - x, SY);
85 BlitBitmap(screenBitmap, target_bitmap, x, y,
86 MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
88 BlitBitmap(screenBitmap, target_bitmap, 0, y,
89 x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
90 SX + MAX_BUF_XSIZE * TILEX - x, SY);
91 BlitBitmap(screenBitmap, target_bitmap, x, 0,
92 MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
93 SX, SY + MAX_BUF_YSIZE * TILEY - y);
94 BlitBitmap(screenBitmap, target_bitmap, 0, 0,
95 x - 2 * TILEX, y - 2 * TILEY,
96 SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
100 void blitscreen(void)
104 static boolean scrolling_last = FALSE;
105 int left = screen_x / TILEX;
106 int top = screen_y / TILEY;
107 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
114 if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
116 /* blit all (up to four) parts of the scroll buffer to the backbuffer */
117 BlitScreenToBitmap_EM(backbuffer);
119 /* blit the completely updated backbuffer to the window (in one blit) */
120 BlitBitmap(backbuffer, window, SX, SY, SXSIZE, SYSIZE, SX, SY);
124 for (x = 0; x < SCR_FIELDX; x++)
126 for (y = 0; y < SCR_FIELDY; y++)
128 int xx = (left + x) % MAX_BUF_XSIZE;
129 int yy = (top + y) % MAX_BUF_YSIZE;
132 BlitBitmap(screenBitmap, window,
133 xx * TILEX, yy * TILEY, TILEX, TILEY,
134 SX + x * TILEX, SY + y * TILEY);
139 for (x = 0; x < MAX_BUF_XSIZE; x++)
140 for (y = 0; y < MAX_BUF_YSIZE; y++)
141 redraw[x][y] = FALSE;
144 scrolling_last = scrolling;
148 /* blit all (up to four) parts of the scroll buffer to the window */
149 BlitScreenToBitmap_EM(window);
154 static void DrawLevelField_EM(int x, int y, int sx, int sy,
157 int tile = Draw[y][x];
158 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
159 int src_x = g->src_x + g->src_offset_x;
160 int src_y = g->src_y + g->src_offset_y;
161 int dst_x = sx * TILEX + g->dst_offset_x;
162 int dst_y = sy * TILEY + g->dst_offset_y;
163 int width = g->width;
164 int height = g->height;
167 int left = screen_x / TILEX;
168 int top = screen_y / TILEY;
170 if (x < left || x >= left + MAX_BUF_XSIZE ||
171 y < top || y >= top + MAX_BUF_YSIZE)
177 if (width > 0 && height > 0)
179 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
180 dst_x - src_x, dst_y - src_y);
181 BlitBitmapMasked(g->bitmap, screenBitmap,
182 src_x, src_y, width, height, dst_x, dst_y);
187 if ((width != TILEX || height != TILEY) && !g->preserve_background)
188 ClearRectangle(screenBitmap, sx * TILEX, sy * TILEY, TILEX, TILEY);
190 if (width > 0 && height > 0)
191 BlitBitmap(g->bitmap, screenBitmap,
192 src_x, src_y, width, height, dst_x, dst_y);
196 static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy,
197 int crm, boolean draw_masked)
199 int tile = Draw[y][x];
200 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
204 int left = screen_x / TILEX;
205 int top = screen_y / TILEY;
207 if (x < left || x >= left + MAX_BUF_XSIZE ||
208 y < top || y >= top + MAX_BUF_YSIZE)
212 if (crm == 0) /* no crumbled edges for this tile */
215 for (i = 0; i < 4; i++)
219 int width, height, cx, cy;
221 if (i == 1 || i == 2)
223 width = g->crumbled_border_size;
225 cx = (i == 2 ? TILEX - g->crumbled_border_size : 0);
231 height = g->crumbled_border_size;
233 cy = (i == 3 ? TILEY - g->crumbled_border_size : 0);
236 if (width > 0 && height > 0)
238 int src_x = g->crumbled_src_x + cx;
239 int src_y = g->crumbled_src_y + cy;
240 int dst_x = sx * TILEX + cx;
241 int dst_y = sy * TILEY + cy;
245 SetClipOrigin(g->crumbled_bitmap, g->crumbled_bitmap->stored_clip_gc,
246 dst_x - src_x, dst_y - src_y);
247 BlitBitmapMasked(g->crumbled_bitmap, screenBitmap,
248 src_x, src_y, width, height, dst_x, dst_y);
251 BlitBitmap(g->crumbled_bitmap, screenBitmap,
252 src_x, src_y, width, height, dst_x, dst_y);
258 static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim,
261 struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame];
263 int src_x = g->src_x, src_y = g->src_y;
267 if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX ||
268 y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY)
271 x1 %= MAX_BUF_XSIZE * TILEX;
272 y1 %= MAX_BUF_YSIZE * TILEY;
277 /* draw the player to current location */
280 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
281 dst_x - src_x, dst_y - src_y);
282 BlitBitmapMasked(g->bitmap, screenBitmap,
283 src_x, src_y, TILEX, TILEY, dst_x, dst_y);
285 /* draw the player to opposite wrap-around column */
286 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
288 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
289 dst_x - src_x, dst_y - src_y);
290 BlitBitmapMasked(g->bitmap, screenBitmap,
291 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
293 /* draw the player to opposite wrap-around row */
295 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
296 SetClipOrigin(g->bitmap, g->bitmap->stored_clip_gc,
297 dst_x - src_x, dst_y - src_y);
298 BlitBitmapMasked(g->bitmap, screenBitmap,
299 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
303 /* draw the player to current location */
306 BlitBitmap(g->bitmap, screenBitmap,
307 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
309 /* draw the player to opposite wrap-around column */
310 dst_x = x1 - MAX_BUF_XSIZE * TILEX;
312 BlitBitmap(g->bitmap, screenBitmap,
313 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
315 /* draw the player to opposite wrap-around row */
317 dst_y = y1 - MAX_BUF_YSIZE * TILEY;
318 BlitBitmap(g->bitmap, screenBitmap,
319 g->src_x, g->src_y, TILEX, TILEY, dst_x, dst_y);
323 /* draw differences between game tiles and screen tiles
325 * implicitly handles scrolling and restoring background under the sprites
327 * perhaps use mit-shm to speed this up
330 static void animscreen(void)
333 int left = screen_x / TILEX;
334 int top = screen_y / TILEY;
335 static int xy[4][2] =
343 for (y = top; y < top + MAX_BUF_YSIZE; y++)
345 for (x = left; x < left + MAX_BUF_XSIZE; x++)
347 int sx = x % MAX_BUF_XSIZE;
348 int sy = y % MAX_BUF_YSIZE;
349 int tile = Draw[y][x];
350 struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame];
351 int obj = g->unique_identifier;
354 /* re-calculate crumbled state of this tile */
355 if (g->has_crumbled_graphics)
357 for (i = 0; i < 4; i++)
359 int xx = x + xy[i][0];
360 int yy = y + xy[i][1];
363 if (xx < 0 || xx >= EM_MAX_CAVE_WIDTH ||
364 yy < 0 || yy >= EM_MAX_CAVE_HEIGHT)
367 tile_next = Draw[yy][xx];
369 if (!graphic_info_em_object[tile_next][frame].has_crumbled_graphics)
374 /* only redraw screen tiles if they (or their crumbled state) changed */
375 if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm)
377 DrawLevelField_EM(x, y, sx, sy, FALSE);
378 DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE);
380 screentiles[sy][sx] = obj;
381 crumbled_state[sy][sx] = crm;
383 redraw[sx][sy] = TRUE;
391 /* blit players to the screen
393 * handles transparency and movement
396 static void blitplayer(struct PLAYER *ply)
403 /* x1/y1 are left/top and x2/y2 are right/down part of the player movement */
404 x1 = (frame * ply->oldx + (8 - frame) * ply->x) * TILEX / 8;
405 y1 = (frame * ply->oldy + (8 - frame) * ply->y) * TILEY / 8;
409 if ((int)(x2 - screen_x) < ((MAX_BUF_XSIZE - 1) * TILEX - 1) &&
410 (int)(y2 - screen_y) < ((MAX_BUF_YSIZE - 1) * TILEY - 1))
412 /* some casts to "int" are needed because of negative calculation values */
413 int dx = (int)ply->x - (int)ply->oldx;
414 int dy = (int)ply->y - (int)ply->oldy;
415 int old_x = (int)ply->oldx + (7 - (int)frame) * dx / 8;
416 int old_y = (int)ply->oldy + (7 - (int)frame) * dy / 8;
417 int new_x = old_x + SIGN(dx);
418 int new_y = old_y + SIGN(dy);
419 int old_sx = old_x % MAX_BUF_XSIZE;
420 int old_sy = old_y % MAX_BUF_XSIZE;
421 int new_sx = new_x % MAX_BUF_XSIZE;
422 int new_sy = new_y % MAX_BUF_XSIZE;
424 int old_crm = crumbled_state[old_sy][old_sx];
426 int new_crm = crumbled_state[new_sy][new_sx];
428 /* only diggable elements can be crumbled in the classic EM engine */
429 boolean player_is_digging = (new_crm != 0);
432 x1 %= MAX_BUF_XSIZE * TILEX;
433 y1 %= MAX_BUF_YSIZE * TILEY;
434 x2 %= MAX_BUF_XSIZE * TILEX;
435 y2 %= MAX_BUF_YSIZE * TILEY;
438 if (player_is_digging)
441 /* draw the field the player is moving from (under the player) */
442 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, FALSE);
443 DrawLevelFieldCrumbled_EM(old_x, old_y, old_sx, old_sy, old_crm, FALSE);
446 /* draw the field the player is moving to (under the player) */
447 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, FALSE);
448 DrawLevelFieldCrumbled_EM(new_x, new_y, new_sx, new_sy, new_crm, FALSE);
450 /* draw the player (masked) over the element he is just digging away */
451 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, TRUE);
454 /* draw the field the player is moving from (masked over the player) */
455 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
460 /* draw the player under the element which is on the same field */
461 DrawLevelPlayer_EM(x1, y1, ply->num, ply->anim, FALSE);
463 /* draw the field the player is moving from (masked over the player) */
464 DrawLevelField_EM(old_x, old_y, old_sx, old_sy, TRUE);
466 /* draw the field the player is moving to (masked over the player) */
467 DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE);
470 /* mark screen tiles as dirty */
471 screentiles[old_sy][old_sx] = -1;
472 screentiles[new_sy][new_sx] = -1;
476 void game_initscreen(void)
479 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
480 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
485 int player_nr = getCenteredPlayerNr_EM();
487 int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
491 centered_player_nr = getCenteredPlayerNr_EM();
493 player_nr = (centered_player_nr != -1 ? centered_player_nr : 0);
497 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
498 screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
504 for (y = 0; y < MAX_BUF_YSIZE; y++)
506 for (x = 0; x < MAX_BUF_XSIZE; x++)
508 screentiles[y][x] = -1;
509 crumbled_state[y][x] = 0;
514 DrawAllGameValues(lev.required, dynamite_state, lev.score,
515 lev.time, all_keys_state);
517 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
518 DISPLAY_TIME(lev.time + 4), ply1.keys | ply2.keys);
523 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
525 boolean ffwd_delay = (tape.playing && tape.fast_forward);
526 boolean no_delay = (tape.warp_forward);
527 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
528 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
532 if (quick_relocation)
534 int offset = (setup.scroll_delay ? 3 : 0);
536 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
538 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
539 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
540 player->jx - MIDPOSX);
542 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
543 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
544 player->jy - MIDPOSY);
548 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
549 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
550 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
552 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
553 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
554 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
556 /* don't scroll over playfield boundaries */
557 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
558 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
560 /* don't scroll over playfield boundaries */
561 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
562 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
565 RedrawPlayfield(TRUE, 0,0,0,0);
569 int scroll_xx = -999, scroll_yy = -999;
571 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
573 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
576 int fx = FX, fy = FY;
578 scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
579 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
580 player->jx - MIDPOSX);
582 scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
583 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
584 player->jy - MIDPOSY);
586 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
587 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
589 if (dx == 0 && dy == 0) /* no scrolling needed at all */
595 fx += dx * TILEX / 2;
596 fy += dy * TILEY / 2;
601 /* scroll in two steps of half tile size to make things smoother */
602 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
604 Delay(wait_delay_value);
606 /* scroll second step to align at full tile size */
608 Delay(wait_delay_value);
613 Delay(wait_delay_value);
618 void RedrawPlayfield_EM(boolean force_redraw)
621 int centered_player_nr_next = getCenteredPlayerNr_EM();
622 int player_nr = (centered_player_nr_next != -1 ? centered_player_nr_next :0);
623 boolean draw_new_player_location = FALSE;
624 boolean quick_relocation = setup.quick_switch;
626 int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
628 int sx = PLAYER_SCREEN_X(player_nr);
629 int sy = PLAYER_SCREEN_Y(player_nr);
633 boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0);
635 if (!scrolling) /* screen currently aligned at tile position */
637 if (centered_player_nr != centered_player_nr_next)
639 centered_player_nr = centered_player_nr_next;
641 draw_new_player_location = TRUE;
647 if (draw_new_player_location && !quick_relocation)
650 unsigned long game_frame_delay_value = getGameFrameDelay_EM(20);
652 unsigned long game_frame_delay_value = getGameFrameDelay_EM(25);
654 int wait_delay_value = game_frame_delay_value;
655 int screen_xx = -999, screen_yy = -999;
657 while (screen_xx != screen_x || screen_yy != screen_y)
659 int screen_xx = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
660 int screen_yy = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
661 int dx = (screen_xx < screen_x ? +1 : screen_xx > screen_x ? -1 : 0);
662 int dy = (screen_yy < screen_y ? +1 : screen_yy > screen_y ? -1 : 0);
663 int dxx = 0, dyy = 0;
665 if (dx == 0 && dy == 0) /* no scrolling needed at all */
668 screen_x -= dx * TILEX;
669 screen_y -= dy * TILEY;
671 dxx += dx * TILEX / 2;
672 dyy += dy * TILEY / 2;
674 /* scroll in two steps of half tile size to make things smoother */
680 for (i = 0; i < MAX_PLAYERS; i++)
685 Delay(wait_delay_value);
687 /* scroll second step to align at full tile size */
695 for (i = 0; i < MAX_PLAYERS; i++)
700 Delay(wait_delay_value);
707 for (y = 0; y < MAX_BUF_YSIZE; y++)
709 for (x = 0; x < MAX_BUF_XSIZE; x++)
711 screentiles[y][x] = -1;
712 crumbled_state[y][x] = 0;
720 int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
722 /* calculate new screen scrolling position, with regard to scroll delay */
723 screen_x = VALID_SCREEN_X(sx + offset < screen_x ? sx + offset :
724 sx - offset > screen_x ? sx - offset : screen_x);
725 screen_y = VALID_SCREEN_Y(sy + offset < screen_y ? sy + offset :
726 sy - offset > screen_y ? sy - offset : screen_y);
730 if (sx > lev.width * TILEX)
731 sx = lev.width * TILEX;
732 if (sy > lev.height * TILEY)
733 sy = lev.height * TILEY;
735 if (sx < SCR_FIELDX * TILEX)
736 sx = SCR_FIELDX * TILEY;
737 if (sy < SCR_FIELDY * TILEY)
738 sy = SCR_FIELDY * TILEY;
740 screen_x = sx - (SCR_FIELDX - 1) * TILEX;
741 screen_y = sy - (SCR_FIELDY - 1) * TILEY;
747 for (i = 0; i < MAX_PLAYERS; i++)
757 void game_animscreen(void)
759 RedrawPlayfield_EM(FALSE);
762 void DrawGameDoorValues_EM()
764 int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */
765 int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys;
768 DrawAllGameValues(lev.required, dynamite_state, lev.score,
769 lev.time, all_keys_state);
771 DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
772 DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);