X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_em%2Fgraphics.c;h=fed6bcdf4616603627200a27f6f1f23bb279726f;hb=db0cf963a41d958dc11ee1d3cfb2b1f88cba7f76;hp=b068b5396d2b1c51f9b370ea2448a7f1148b62de;hpb=3e71d06e9a97be7bb8c50c76717d08e5c46e0cc8;p=rocksndiamonds.git diff --git a/src/game_em/graphics.c b/src/game_em/graphics.c index b068b539..fed6bcdf 100644 --- a/src/game_em/graphics.c +++ b/src/game_em/graphics.c @@ -3,9 +3,7 @@ * graphics manipulation crap */ -#include "global.h" -#include "display.h" -#include "level.h" +#include "main_em.h" #define MIN_SCREEN_XPOS 1 #define MIN_SCREEN_YPOS 1 @@ -22,16 +20,13 @@ #define VALID_SCREEN_Y(y) ((y) < MIN_SCREEN_Y ? MIN_SCREEN_Y : \ (y) > MAX_SCREEN_Y ? MAX_SCREEN_Y : (y)) -#define PLAYER_SCREEN_X_F(p,f) ((( f) * ply[p].oldx + \ - (8 - f) * ply[p].x) * TILEX / 8 \ +#define PLAYER_SCREEN_X(p) ((( frame) * ply[p].oldx + \ + (8 - frame) * ply[p].x) * TILEX / 8 \ - ((SCR_FIELDX - 1) * TILEX) / 2) -#define PLAYER_SCREEN_Y_F(p,f) ((( f) * ply[p].oldy + \ - (8 - f) * ply[p].y) * TILEY / 8 \ +#define PLAYER_SCREEN_Y(p) ((( frame) * ply[p].oldy + \ + (8 - frame) * ply[p].y) * TILEY / 8 \ - ((SCR_FIELDY - 1) * TILEY) / 2) -#define PLAYER_SCREEN_X(p) PLAYER_SCREEN_X_F(p, frame) -#define PLAYER_SCREEN_Y(p) PLAYER_SCREEN_Y_F(p, frame) - int frame; /* current screen frame */ int screen_x; /* current scroll position */ @@ -43,12 +38,15 @@ static int crumbled_state[MAX_BUF_YSIZE][MAX_BUF_XSIZE]; static boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; +#if 0 +#if 1 +int centered_player_nr; +#else static int centered_player_nr; +#endif +#endif -/* copy the entire screen to the window at the scroll position - * - * perhaps use mit-shm to speed this up - */ +/* copy the entire screen to the window at the scroll position */ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) { @@ -95,19 +93,15 @@ void BlitScreenToBitmap_EM(Bitmap *target_bitmap) } } -void blitscreen(void) +void BackToFront_EM(void) { -#if 1 - static boolean scrolling_last = FALSE; int left = screen_x / TILEX; int top = screen_y / TILEY; boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); int x, y; -#if 0 SyncDisplay(); -#endif if (redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last) { @@ -134,19 +128,19 @@ void blitscreen(void) } } + FlushDisplay(); + for (x = 0; x < MAX_BUF_XSIZE; x++) for (y = 0; y < MAX_BUF_YSIZE; y++) redraw[x][y] = FALSE; redraw_tiles = 0; scrolling_last = scrolling; +} -#else - - /* blit all (up to four) parts of the scroll buffer to the window */ - BlitScreenToBitmap_EM(window); - -#endif +void blitscreen(void) +{ + BackToFront_EM(); } static void DrawLevelField_EM(int x, int y, int sx, int sy, @@ -154,21 +148,25 @@ static void DrawLevelField_EM(int x, int y, int sx, int sy, { int tile = Draw[y][x]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; + +#if 1 + getGraphicSourceObjectExt_EM(tile, frame, &g->bitmap, &g->src_x, &g->src_y, + x - 2, y - 2); +#endif + int src_x = g->src_x + g->src_offset_x; int src_y = g->src_y + g->src_offset_y; int dst_x = sx * TILEX + g->dst_offset_x; int dst_y = sy * TILEY + g->dst_offset_y; int width = g->width; int height = g->height; - -#if 1 int left = screen_x / TILEX; int top = screen_y / TILEY; + /* do not draw fields that are outside the visible screen area */ if (x < left || x >= left + MAX_BUF_XSIZE || y < top || y >= top + MAX_BUF_YSIZE) return; -#endif if (draw_masked) { @@ -196,16 +194,14 @@ static void DrawLevelFieldCrumbled_EM(int x, int y, int sx, int sy, { int tile = Draw[y][x]; struct GraphicInfo_EM *g = &graphic_info_em_object[tile][frame]; - int i; - -#if 1 int left = screen_x / TILEX; int top = screen_y / TILEY; + int i; + /* do not draw fields that are outside the visible screen area */ if (x < left || x >= left + MAX_BUF_XSIZE || y < top || y >= top + MAX_BUF_YSIZE) return; -#endif if (crm == 0) /* no crumbled edges for this tile */ return; @@ -258,17 +254,21 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, { struct GraphicInfo_EM *g = &graphic_info_em_player[player_nr][anim][frame]; +#if 1 + getGraphicSourcePlayerExt_EM(player_nr, anim, frame, + &g->bitmap, &g->src_x, &g->src_y); +#endif + int src_x = g->src_x, src_y = g->src_y; int dst_x, dst_y; -#if 1 + /* do not draw fields that are outside the visible screen area */ if (x1 < screen_x - TILEX || x1 >= screen_x + MAX_BUF_XSIZE * TILEX || y1 < screen_y - TILEY || y1 >= screen_y + MAX_BUF_YSIZE * TILEY) return; x1 %= MAX_BUF_XSIZE * TILEX; y1 %= MAX_BUF_YSIZE * TILEY; -#endif if (draw_masked) { @@ -321,8 +321,6 @@ static void DrawLevelPlayer_EM(int x1, int y1, int player_nr, int anim, /* draw differences between game tiles and screen tiles * * implicitly handles scrolling and restoring background under the sprites - * - * perhaps use mit-shm to speed this up */ static void animscreen(void) @@ -370,7 +368,7 @@ static void animscreen(void) } /* only redraw screen tiles if they (or their crumbled state) changed */ - if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) + // if (screentiles[sy][sx] != obj || crumbled_state[sy][sx] != crm) { DrawLevelField_EM(x, y, sx, sy, FALSE); DrawLevelFieldCrumbled_EM(x, y, sx, sy, crm, FALSE); @@ -465,9 +463,14 @@ static void blitplayer(struct PLAYER *ply) DrawLevelField_EM(new_x, new_y, new_sx, new_sy, TRUE); } - /* mark screen tiles as dirty */ + /* redraw screen tiles in the next frame (player may have left the tiles) */ screentiles[old_sy][old_sx] = -1; screentiles[new_sy][new_sx] = -1; + + /* mark screen tiles as dirty (force screen refresh with changed content) */ + redraw[old_sx][old_sy] = TRUE; + redraw[new_sx][new_sy] = TRUE; + redraw_tiles += 2; } } @@ -476,28 +479,18 @@ void game_initscreen(void) int x,y; int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; -#if 1 int player_nr; -#else -#if 1 - int player_nr = getCenteredPlayerNr_EM(); -#else - int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ -#endif -#endif - centered_player_nr = getCenteredPlayerNr_EM(); + frame = 6; - player_nr = (centered_player_nr != -1 ? centered_player_nr : 0); +#if 0 + game.centered_player_nr = getCenteredPlayerNr_EM(); +#endif + + player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0); - frame = 6; -#if 1 screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); -#else - screen_x = 0; - screen_y = 0; -#endif for (y = 0; y < MAX_BUF_YSIZE; y++) { @@ -508,13 +501,8 @@ void game_initscreen(void) } } -#if 1 DrawAllGameValues(lev.required, dynamite_state, lev.score, lev.time, all_keys_state); -#else - DrawAllGameValues(lev.required, ply1.dynamite, lev.score, - DISPLAY_TIME(lev.time + 4), ply1.keys | ply2.keys); -#endif } #if 0 @@ -613,28 +601,45 @@ void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation) } #endif -void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +static int getMaxCenterDistancePlayerNr(int center_x, int center_y) { - boolean num_checked_players = 0; + int max_dx = 0, max_dy = 0; + int player_nr = game_em.last_moving_player; int i; for (i = 0; i < MAX_PLAYERS; i++) { if (ply[i].alive) { -#if 0 - int sx = PLAYER_SCREEN_X_F(i, 0); - int sy = PLAYER_SCREEN_Y_F(i, 0); -#else int sx = PLAYER_SCREEN_X(i); int sy = PLAYER_SCREEN_Y(i); -#endif -#if 0 - /* round player position to full tile */ - sx = (sx / TILEX) * TILEX; - sy = (sy / TILEY) * TILEY; -#endif + if (game_em.last_player_direction[i] != MV_NONE && + (ABS(sx - center_x) > max_dx || + ABS(sy - center_y) > max_dy)) + { + max_dx = MAX(max_dx, ABS(sx - center_x)); + max_dy = MAX(max_dy, ABS(sy - center_y)); + + player_nr = i; + } + } + } + + return player_nr; +} + +static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2) +{ + boolean num_checked_players = 0; + int i; + + for (i = 0; i < MAX_PLAYERS; i++) + { + if (ply[i].alive) + { + int sx = PLAYER_SCREEN_X(i); + int sy = PLAYER_SCREEN_Y(i); if (num_checked_players == 0) { @@ -664,7 +669,7 @@ boolean checkIfAllPlayersFitToScreen() sy2 - sy1 <= SCR_FIELDY * TILEY); } -void setScreenCenteredToAllPlayers(int *sx, int *sy) +static void setScreenCenteredToAllPlayers(int *sx, int *sy) { int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; @@ -674,21 +679,22 @@ void setScreenCenteredToAllPlayers(int *sx, int *sy) *sy = (sy1 + sy2) / 2; } -void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy) +static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy, + int center_x, int center_y) { - int sx1 = screen_x, sy1 = screen_y, sx2 = screen_x, sy2 = screen_y; + int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y; setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2); - *max_dx = MAX(ABS(sx1 - screen_x), ABS(sx2 - screen_x)); - *max_dy = MAX(ABS(sy1 - screen_y), ABS(sy2 - screen_y)); + *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x)); + *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y)); } -boolean checkIfAllPlayersAreVisible() +static boolean checkIfAllPlayersAreVisible(int center_x, int center_y) { int max_dx, max_dy; - setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy); + setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y); return (max_dx <= SCR_FIELDX * TILEX / 2 && max_dy <= SCR_FIELDY * TILEY / 2); @@ -696,18 +702,25 @@ boolean checkIfAllPlayersAreVisible() void RedrawPlayfield_EM(boolean force_redraw) { -#if 1 - int centered_player_nr_next = getCenteredPlayerNr_EM(); #if 0 - int player_nr; -#endif boolean all_players_visible = checkIfAllPlayersAreVisible(); - boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); +#endif boolean draw_new_player_location = FALSE; boolean quick_relocation = setup.quick_switch; +#if 0 + boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); +#endif +#if 0 + boolean game.set_centered_player = getSetCenteredPlayer_EM(); + int game.centered_player_nr_next = getCenteredPlayerNr_EM(); +#endif +#if 1 + int max_center_distance_player_nr = + getMaxCenterDistancePlayerNr(screen_x, screen_y); #else - int player_nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */ + int player_nr = game_em.last_moving_player; #endif + int stepsize = TILEX / 8; int offset = (setup.scroll_delay ? 3 : 0) * TILEX; int offset_x = offset; int offset_y = offset; @@ -716,96 +729,86 @@ void RedrawPlayfield_EM(boolean force_redraw) int x, y, sx, sy; int i; -#if 0 - player_nr = (centered_player_nr_next != -1 ? centered_player_nr_next :0); - - sx = PLAYER_SCREEN_X(player_nr); - sy = PLAYER_SCREEN_Y(player_nr); -#endif - - if (centered_player_nr_next == -1 && !all_players_fit_to_screen) + if (game.set_centered_player) { - setCenteredPlayerNr_EM(centered_player_nr); + boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen(); + + /* switching to "all players" only possible if all players fit to screen */ + if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } - centered_player_nr_next = centered_player_nr; + /* do not switch focus to non-existing (or non-active) player */ + if (game.centered_player_nr_next >= 0 && + !ply[game.centered_player_nr_next].alive) + { + game.centered_player_nr_next = game.centered_player_nr; + game.set_centered_player = FALSE; + } } #if 1 - boolean scrolling = (screen_x % TILEX != 0 || screen_y % TILEY != 0); - -#if 0 + /* also allow focus switching when screen is scrolled to half tile */ +#else if (!scrolling) /* screen currently aligned at tile position */ #endif { - if (centered_player_nr != centered_player_nr_next) +#if 1 + if (game.set_centered_player) +#else + if (game.centered_player_nr != game.centered_player_nr_next) +#endif { - centered_player_nr = centered_player_nr_next; + game.centered_player_nr = game.centered_player_nr_next; draw_new_player_location = TRUE; force_redraw = TRUE; + + game.set_centered_player = FALSE; } } -#endif -#if 1 - if (centered_player_nr == -1) + if (game.centered_player_nr == -1) { - int max_dx, max_dy; - #if 1 + if (draw_new_player_location || offset == 0) +#else if (draw_new_player_location) +#endif + { setScreenCenteredToAllPlayers(&sx, &sy); + } else { +#if 1 + sx = PLAYER_SCREEN_X(max_center_distance_player_nr); + sy = PLAYER_SCREEN_Y(max_center_distance_player_nr); +#else sx = PLAYER_SCREEN_X(game_em.last_moving_player); sy = PLAYER_SCREEN_Y(game_em.last_moving_player); - } - -#else - -#if 0 - setScreenCenteredToAllPlayers(&sx, &sy); #endif - -#if 1 - sx = PLAYER_SCREEN_X(game_em.last_moving_player); - sy = PLAYER_SCREEN_Y(game_em.last_moving_player); -#endif -#endif - -#if 0 - printf("::: %d\n", all_players_visible); - - if (!all_players_visible) - { - sx = screen_x; - sy = screen_y; - - offset_x = 0; - offset_y = 0; } -#endif + } + else + { + sx = PLAYER_SCREEN_X(game.centered_player_nr); + sy = PLAYER_SCREEN_Y(game.centered_player_nr); + } + + if (draw_new_player_location && quick_relocation) + { + screen_x = VALID_SCREEN_X(sx); + screen_y = VALID_SCREEN_Y(sy); + screen_x_old = screen_x; + screen_y_old = screen_y; #if 0 -#if 1 offset_x = 0; offset_y = 0; -#else - setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy); - - if (max_dx > offset_x) - offset_x = MAX(0, offset_x - (max_dx - offset_x)); - if (max_dy > offset_y) - offset_y = MAX(0, offset_y - (max_dy - offset_y)); -#endif #endif } - else - { - sx = PLAYER_SCREEN_X(centered_player_nr); - sy = PLAYER_SCREEN_Y(centered_player_nr); - } -#endif if (draw_new_player_location && !quick_relocation) { @@ -815,13 +818,8 @@ void RedrawPlayfield_EM(boolean force_redraw) unsigned long game_frame_delay_value = getGameFrameDelay_EM(25); #endif int wait_delay_value = game_frame_delay_value; -#if 1 int screen_xx = VALID_SCREEN_X(sx); int screen_yy = VALID_SCREEN_Y(sy); -#else - int screen_xx = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr)); - int screen_yy = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr)); -#endif while (screen_x != screen_xx || screen_y != screen_yy) { @@ -832,6 +830,32 @@ void RedrawPlayfield_EM(boolean force_redraw) if (dx == 0 && dy == 0) /* no scrolling needed at all */ break; +#if 1 + + if (ABS(screen_xx - screen_x) >= TILEX) + { + screen_x -= dx * TILEX; + dxx = dx * TILEX / 2; + } + else + { + screen_x = screen_xx; + dxx = 0; + } + + if (ABS(screen_yy - screen_y) >= TILEY) + { + screen_y -= dy * TILEY; + dyy = dy * TILEY / 2; + } + else + { + screen_y = screen_yy; + dyy = 0; + } + +#else + #if 1 if (ABS(screen_xx - screen_x) >= TILEX || ABS(screen_yy - screen_y) >= TILEY) @@ -856,6 +880,8 @@ void RedrawPlayfield_EM(boolean force_redraw) dxx += dx * TILEX / 2; dyy += dy * TILEY / 2; +#endif + #endif /* scroll in two steps of half tile size to make things smoother */ @@ -868,14 +894,16 @@ void RedrawPlayfield_EM(boolean force_redraw) blitplayer(&ply[i]); blitscreen(); - FlushDisplay(); + Delay(wait_delay_value); /* scroll second step to align at full tile size */ screen_x -= dxx; screen_y -= dyy; +#if 0 SyncDisplay(); +#endif animscreen(); @@ -883,7 +911,7 @@ void RedrawPlayfield_EM(boolean force_redraw) blitplayer(&ply[i]); blitscreen(); - FlushDisplay(); + Delay(wait_delay_value); } @@ -911,44 +939,91 @@ void RedrawPlayfield_EM(boolean force_redraw) sy - offset_y > screen_y ? sy - offset_y : screen_y); +#if 0 + printf("::: (%d, %d) => (%d, %d) [(%d, %d), (%d, %d)] [%d, %d] [%d / %d]\n", + screen_x_old, screen_y_old, + screen_x, screen_y, + ply[max_center_distance_player_nr].oldx, + ply[max_center_distance_player_nr].x, + ply[max_center_distance_player_nr].oldy, + ply[max_center_distance_player_nr].y, + sx, sy, + ABS(screen_x - screen_x_old), + ABS(screen_y - screen_y_old)); +#endif + +#if 1 + #if 1 - /* prevent scrolling further than player step size screen when scrolling */ - if (ABS(screen_x - screen_x_old) > TILEX / 8 || - ABS(screen_y - screen_y_old) > TILEY / 8) + /* prevent scrolling further than double player step size when scrolling */ + if (ABS(screen_x - screen_x_old) > 2 * stepsize) + { + int dx = SIGN(screen_x - screen_x_old); + + screen_x = screen_x_old + dx * 2 * stepsize; + } + if (ABS(screen_y - screen_y_old) > 2 * stepsize) + { + int dy = SIGN(screen_y - screen_y_old); + + screen_y = screen_y_old + dy * 2 * stepsize; + } +#else + /* prevent scrolling further than double player step size when scrolling */ + if (ABS(screen_x - screen_x_old) > 2 * stepsize || + ABS(screen_y - screen_y_old) > 2 * stepsize) { int dx = SIGN(screen_x - screen_x_old); int dy = SIGN(screen_y - screen_y_old); - screen_x = screen_x_old + dx * TILEX / 8; - screen_y = screen_y_old + dy * TILEY / 8; + screen_x = screen_x_old + dx * 2 * stepsize; + screen_y = screen_y_old + dy * 2 * stepsize; } #endif -#if 1 - if (centered_player_nr == -1) +#else + /* prevent scrolling further than player step size when scrolling */ + if (ABS(screen_x - screen_x_old) > stepsize || + ABS(screen_y - screen_y_old) > stepsize) { - boolean all_players_visible_old = all_players_visible; - - all_players_visible = checkIfAllPlayersAreVisible(); + int dx = SIGN(screen_x - screen_x_old); + int dy = SIGN(screen_y - screen_y_old); -#if 0 - printf("::: OLD(%d) -> NEW(%d) / OLD(%d, %d) -> NEW(%d, %d)\n", - all_players_visible_old, - all_players_visible, - screen_x_old, screen_y_old, - screen_x, screen_y); + screen_x = screen_x_old + dx * stepsize; + screen_y = screen_y_old + dy * stepsize; + } #endif + /* prevent scrolling away from the other players when focus on all players */ + if (game.centered_player_nr == -1) + { +#if 1 + /* check if all players are still visible with new scrolling position */ + if (checkIfAllPlayersAreVisible(screen_x_old, screen_y_old) && + !checkIfAllPlayersAreVisible(screen_x, screen_y)) + { + /* reset horizontal scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x, screen_y_old)) + screen_x = screen_x_old; + + /* reset vertical scroll position to last value, if needed */ + if (!checkIfAllPlayersAreVisible(screen_x_old, screen_y)) + screen_y = screen_y_old; + } +#else + boolean all_players_visible = checkIfAllPlayersAreVisible(); + if (!all_players_visible) { + printf("::: not all players visible\n"); + screen_x = screen_x_old; screen_y = screen_y_old; } - } #endif + } -#if 1 - /* prevent scrolling if no player is moving */ + /* prevent scrolling (for screen correcting) if no player is moving */ if (!game_em.any_player_moving) { screen_x = screen_x_old; @@ -957,31 +1032,36 @@ void RedrawPlayfield_EM(boolean force_redraw) else { /* prevent scrolling against the players move direction */ +#if 0 int player_nr = game_em.last_moving_player; +#endif + int player_nr = (game.centered_player_nr == -1 ? + max_center_distance_player_nr : game.centered_player_nr); int player_move_dir = game_em.last_player_direction[player_nr]; int dx = SIGN(screen_x - screen_x_old); int dy = SIGN(screen_y - screen_y_old); - if (dx < 0 && player_move_dir == MV_RIGHT || - dx > 0 && player_move_dir == MV_LEFT) + if ((dx < 0 && player_move_dir != MV_LEFT) || + (dx > 0 && player_move_dir != MV_RIGHT)) screen_x = screen_x_old; - if (dy < 0 && player_move_dir == MV_DOWN || - dy > 0 && player_move_dir == MV_UP) + if ((dy < 0 && player_move_dir != MV_UP) || + (dy > 0 && player_move_dir != MV_DOWN)) screen_y = screen_y_old; } -#endif animscreen(); for (i = 0; i < MAX_PLAYERS; i++) blitplayer(&ply[i]); +#if 0 +#if 0 SyncDisplay(); +#endif blitscreen(); - - FlushDisplay(); +#endif } void game_animscreen(void) @@ -991,12 +1071,47 @@ void game_animscreen(void) void DrawGameDoorValues_EM() { +#if 1 + int dynamite_state; + int key_state; +#else int dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ - int all_keys_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; + int key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; +#endif + +#if 1 + if (game.centered_player_nr == -1) + { +#if 1 + int i; + + dynamite_state = 0; + key_state = 0; + + for (i = 0; i < MAX_PLAYERS; i++) + { + dynamite_state += ply[i].dynamite; + key_state |= ply[i].keys; + } + +#else + + dynamite_state = ply[0].dynamite; /* !!! ONLY PLAYER 1 !!! */ + key_state = ply[0].keys | ply[1].keys | ply[2].keys | ply[3].keys; +#endif + } + else + { + int player_nr = game.centered_player_nr; + + dynamite_state = ply[player_nr].dynamite; + key_state = ply[player_nr].keys; + } +#endif #if 1 DrawAllGameValues(lev.required, dynamite_state, lev.score, - lev.time, all_keys_state); + lev.time, key_state); #else DrawAllGameValues(lev.required, ply1.dynamite, lev.score, DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);