int score = (game.LevelSolved ?
game.LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
int score = (game.LevelSolved ?
game.LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
game.score_time_final = (level.use_step_counter ? TimePlayed :
TimePlayed * FRAMES_PER_SECOND + TimeFrames);
game.score_time_final = (level.use_step_counter ? TimePlayed :
TimePlayed * FRAMES_PER_SECOND + TimeFrames);
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
int move_preference = -1000000; // start with very low preference
};
boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
int move_preference = -1000000; // start with very low preference
if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
(IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
(IS_PLAYER(xx, yy) || Tile[xx][yy] == EL_PLAYER_IS_LEAVING))
{
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
{
PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
- if (DelayReached(&sound_delay, sound_delay_value))
- sound_delay_value = 30;
+ if (DelayReached(&sound_delay))
+ sound_delay.value = 30;
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
/* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
/* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
if ((player->block_last_field || player->block_delay_adjustment > 0) &&
if (mode == SCROLL_INIT)
{
// set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
if (mode == SCROLL_INIT)
{
// set scrolling step size according to actual player's moving speed
ScrollStepSize = TILEX / player->move_delay_value;
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
return;
}
ScreenMovDir = player->MovDir;
ScreenMovPos = player->MovPos;
ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
return;
}
// door may still be open due to skipped or envelope style request
CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);
// door may still be open due to skipped or envelope style request
CloseDoor(score_info_tape_play ? DOOR_CLOSE_ALL : DOOR_CLOSE_1);