{ //put a message over player's field
if (!window[player].shown) return;
if (message) {
- char s[MAX_BOARD_WIDTH+1];
- memset(s, ' ', MAX_BOARD_WIDTH);
- memcpy(&s[(window[player].size * Players[player].boardWidth / 2) - (strlen(message) / 2)],
- message, strlen(message));
- s[window[player].size * Players[player].boardWidth] = 0;
+ const int fieldsize = Players[player].boardWidth * window[player].size;
+ const int centered = (fieldsize - strlen(message)) / 2;
+ char s[fieldsize + 1];
+
+ memset(s, ' ', fieldsize);
+ memcpy(&s[centered], message, strlen(message));
+ s[fieldsize] = 0;
#ifdef HAVE_NCURSES
attrset(A_REVERSE);
#else
if (Players[player].alive > 0)
if (Players[player].flags & SCF_paused)
if (Game.started > 1)
- window_msg_wide(player, "PAUSED");
+ window_msg_wide(player, MSG_PLAYER_PAUSE);
else
- window_msg_wide(player, "NOT READY");
+ window_msg_wide(player, MSG_PLAYER_JOIN);
else
if (Game.started > 1)
window_msg(player, NULL);
else
- window_msg_wide(player, "READY");
+ window_msg_wide(player, MSG_PLAYER_START);
else if (!Players[player].alive)
- window_msg_wide(player, "GAME OVER");
+ window_msg_wide(player, MSG_PLAYER_STOP);
else
- window_msg_wide(player, "EMPTY");
+ window_msg_wide(player, MSG_PLAYER_PART);
}
void status_tick(void)
{ //display timer
- mvprintw(statusYPos, statusXPos, "timer %7.0f ", CurTimeval() / 1e6);
+ mvprintw(statusYPos, statusXPos, MSG_TIME, CurTimeval() / 1e6);
}
void ScheduleFullRedraw(void)