game.envelope_active = FALSE;
- /* set focus to local player for network games, else to all players */
- game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
- game.centered_player_nr_next = game.centered_player_nr;
- game.set_centered_player = FALSE;
-
- if (network_playing && tape.recording)
- {
- /* store client dependent player focus when recording network games */
- tape.centered_player_nr_next = game.centered_player_nr_next;
- tape.set_centered_player = TRUE;
- }
-
for (i = 0; i < NUM_BELTS; i++)
{
game.belt_dir[i] = MV_NONE;
if (options.debug)
{
printf("Player status at level initialization:\n");
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
+ i + 1,
+ player->present,
+ player->connected,
+ player->connected_locally,
+ player->connected_network,
+ player->active);
+
+ if (local_player == player)
+ printf(" (local player)");
+
+ printf("\n");
+ }
}
#endif
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
printf("::: local_player->present == %d\n", local_player->present);
#endif
+ /* set focus to local player for network games, else to all players */
+ game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
+ game.centered_player_nr_next = game.centered_player_nr;
+ game.set_centered_player = FALSE;
+
+ if (network_playing && tape.recording)
+ {
+ /* store client dependent player focus when recording network games */
+ tape.centered_player_nr_next = game.centered_player_nr_next;
+ tape.set_centered_player = TRUE;
+ }
+
if (tape.playing)
{
/* when playing a tape, eliminate all players who do not participate */
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
{
struct PlayerInfo *player = &stored_player[i];
- printf("- player %d: present == %d, connected == %d, active == %d",
+ printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
i + 1,
player->present,
player->connected,
+ player->connected_locally,
+ player->connected_network,
player->active);
if (local_player == player)
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
- struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+ int graphic = gamebutton_info[i].graphic;
+ struct GraphicInfo *gfx = &graphic_info[graphic];
struct XY *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
int button_type;
}
gi = CreateGadget(GDI_CUSTOM_ID, id,
+ GDI_IMAGE_ID, graphic,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),