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changed logic and defaults for falling element sounds in BD engine
[rocksndiamonds.git]
/
src
/
game_bd
/
main_bd.c
diff --git
a/src/game_bd/main_bd.c
b/src/game_bd/main_bd.c
index 06ecfd0458fa7cea799a9fe044236b56122a75b9..574edc3f3eeaef91434e3058239fd613c8caab82 100644
(file)
--- a/
src/game_bd/main_bd.c
+++ b/
src/game_bd/main_bd.c
@@
-255,20
+255,28
@@
int getTimeLeft_BD(void)
return 0;
}
return 0;
}
+void SetTimeFrames_BD(int frames_played)
+{
+ // needed to store final time after solving game (before counting down remaining time)
+ if (game_bd.game->state_counter == GAME_INT_CAVE_RUNNING)
+ game_bd.frames_played = frames_played;
+
+}
+
static void UpdateGameDoorValues_BD(void)
{
GdCave *cave = game_bd.game->cave;
static void UpdateGameDoorValues_BD(void)
{
GdCave *cave = game_bd.game->cave;
- int time_
secs
= gd_cave_time_show(cave, cave->time);
+ int time_
left
= gd_cave_time_show(cave, cave->time);
int gems_still_needed = MAX(0, (cave->diamonds_needed - cave->diamonds_collected));
int gems_still_needed = MAX(0, (cave->diamonds_needed - cave->diamonds_collected));
- game_bd.time_
played = time_secs
;
+ game_bd.time_
left = time_left
;
game_bd.gems_still_needed = gems_still_needed;
game_bd.score = game_bd.game->player_score;
if (game.LevelSolved)
{
// update time and score in panel while counting bonus time
game_bd.gems_still_needed = gems_still_needed;
game_bd.score = game_bd.game->player_score;
if (game.LevelSolved)
{
// update time and score in panel while counting bonus time
- game.LevelSolved_CountingTime = game_bd.time_
played
;
+ game.LevelSolved_CountingTime = game_bd.time_
left
;
game.LevelSolved_CountingScore = game_bd.score;
}
}
game.LevelSolved_CountingScore = game_bd.score;
}
}
@@
-320,10
+328,6
@@
void InitGameEngine_BD(void)
game_bd.game_over = FALSE;
game_bd.cover_screen = FALSE;
game_bd.game_over = FALSE;
game_bd.cover_screen = FALSE;
- game_bd.time_played = 0;
- game_bd.gems_still_needed = 0;
- game_bd.score = 0;
-
gd_caveset_last_selected = native_bd_level.cave_nr;
gd_caveset_last_selected_level = native_bd_level.level_nr;
gd_caveset_last_selected = native_bd_level.cave_nr;
gd_caveset_last_selected_level = native_bd_level.level_nr;
@@
-470,11
+474,11
@@
boolean use_bd_up_down_graphics(void)
(setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
}
(setup.bd_up_down_graphics == STATE_AUTO && !use_native_bd_graphics_engine()));
}
-// check if
skipping
falling sounds selected in setup menu
-boolean
skip
_bd_falling_sounds(void)
+// check if
element
falling sounds selected in setup menu
+boolean
use
_bd_falling_sounds(void)
{
{
- return ((setup.bd_
skip_
falling_sounds == STATE_TRUE) ||
- (setup.bd_
skip_falling_sounds == STATE_AUTO && !
game.use_native_bd_sound_engine));
+ return ((setup.bd_falling_sounds == STATE_TRUE) ||
+ (setup.bd_
falling_sounds == STATE_AUTO &&
game.use_native_bd_sound_engine));
}
Bitmap **GetTitleScreenBitmaps_BD(void)
}
Bitmap **GetTitleScreenBitmaps_BD(void)