DisplayGameControlValues();
}
-#if 0
-static void UpdateGameDoorValues(void)
+void UpdateGameDoorValues(void)
{
UpdateGameControlValues();
}
-#endif
void DrawGameDoorValues(void)
{
static int game_over_delay_1 = 0;
static int game_over_delay_2 = 0;
static int game_over_delay_3 = 0;
- int game_over_delay_value_1 = 50;
- int game_over_delay_value_2 = 25;
- int game_over_delay_value_3 = 50;
int time_score_base = MIN(MAX(1, level.time_score_base), 10);
float time_score = (float)level.score[SC_TIME_BONUS] / time_score_base;
TapeStop();
- game_over_delay_1 = 0;
- game_over_delay_2 = 0;
- game_over_delay_3 = game_over_delay_value_3;
+ game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time
+ game_over_delay_2 = FRAMES_PER_SECOND / 2; // delay before counting health
+ game_over_delay_3 = FRAMES_PER_SECOND; // delay before ending the game
time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
score = score_final = game.score_final;
time_count_steps = MAX(1, ABS(time_final - time) / 100);
- game_over_delay_1 = game_over_delay_value_1;
-
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
{
health_final = 0;
score_final += health * time_score;
-
- game_over_delay_2 = game_over_delay_value_2;
}
game.score_final = score_final;
game.health_final = health_final;
}
- if (level_editor_test_game)
+ if (level_editor_test_game || !setup.count_score_after_game)
{
time = time_final;
score = score_final;
PlaySound(SND_GAME_WINNING);
}
- if (game_over_delay_1 > 0)
+ if (setup.count_score_after_game)
{
- game_over_delay_1--;
+ if (time != time_final)
+ {
+ if (game_over_delay_1 > 0)
+ {
+ game_over_delay_1--;
- return;
- }
+ return;
+ }
- if (time != time_final)
- {
- int time_to_go = ABS(time_final - time);
- int time_count_dir = (time < time_final ? +1 : -1);
+ int time_to_go = ABS(time_final - time);
+ int time_count_dir = (time < time_final ? +1 : -1);
- if (time_to_go < time_count_steps)
- time_count_steps = 1;
+ if (time_to_go < time_count_steps)
+ time_count_steps = 1;
- time += time_count_steps * time_count_dir;
- score += time_count_steps * time_score;
+ time += time_count_steps * time_count_dir;
+ score += time_count_steps * time_score;
- // set final score to correct rounding differences after counting score
- if (time == time_final)
- score = score_final;
+ // set final score to correct rounding differences after counting score
+ if (time == time_final)
+ score = score_final;
- game.LevelSolved_CountingTime = time;
- game.LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingTime = time;
+ game.LevelSolved_CountingScore = score;
- game_panel_controls[GAME_PANEL_TIME].value = time;
- game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_TIME].value = time;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
- DisplayGameControlValues();
+ DisplayGameControlValues();
- if (time == time_final)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- else if (setup.sound_loops)
- PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
- else
- PlaySound(SND_GAME_LEVELTIME_BONUS);
+ if (time == time_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
- return;
- }
+ return;
+ }
- if (game_over_delay_2 > 0)
- {
- game_over_delay_2--;
+ if (health != health_final)
+ {
+ if (game_over_delay_2 > 0)
+ {
+ game_over_delay_2--;
- return;
- }
+ return;
+ }
- if (health != health_final)
- {
- int health_count_dir = (health < health_final ? +1 : -1);
+ int health_count_dir = (health < health_final ? +1 : -1);
- health += health_count_dir;
- score += time_score;
+ health += health_count_dir;
+ score += time_score;
- game.LevelSolved_CountingHealth = health;
- game.LevelSolved_CountingScore = score;
+ game.LevelSolved_CountingHealth = health;
+ game.LevelSolved_CountingScore = score;
- game_panel_controls[GAME_PANEL_HEALTH].value = health;
- game_panel_controls[GAME_PANEL_SCORE].value = score;
+ game_panel_controls[GAME_PANEL_HEALTH].value = health;
+ game_panel_controls[GAME_PANEL_SCORE].value = score;
- DisplayGameControlValues();
+ DisplayGameControlValues();
- if (health == health_final)
- StopSound(SND_GAME_LEVELTIME_BONUS);
- else if (setup.sound_loops)
- PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
- else
- PlaySound(SND_GAME_LEVELTIME_BONUS);
+ if (health == health_final)
+ StopSound(SND_GAME_LEVELTIME_BONUS);
+ else if (setup.sound_loops)
+ PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
+ else
+ PlaySound(SND_GAME_LEVELTIME_BONUS);
- return;
+ return;
+ }
}
game.panel.active = FALSE;
hi_pos = NewHiScore(last_level_nr);
- if (hi_pos >= 0 && !setup.skip_scores_after_game)
+ if (hi_pos >= 0 && setup.show_scores_after_game)
{
SetGameStatus(GAME_MODE_SCORES);
return;
if (Back[x][y])
- DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
+ DrawLevelElement(x, y, Back[x][y]);
else if (Store[x][y])
- DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
+ DrawLevelElement(x, y, Store[x][y]);
+ else if (game.use_masked_elements)
+ DrawLevelElement(x, y, EL_EMPTY);
frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
- if (Back[x][y] || Store[x][y])
+ if (Back[x][y] || Store[x][y] || game.use_masked_elements)
DrawGraphicThruMask(sx, sy, graphic, frame);
else
DrawGraphic(sx, sy, graphic, frame);
DrawLevelElementThruMask(x, y, Back[x][y]);
}
else if (!IS_WALKABLE_INSIDE(Back[x][y]))
- DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
+ DrawScreenGraphic(SCREENX(x), SCREENY(y), graphic, frame);
}
}