improved code for final time calculation
[rocksndiamonds.git] / src / game.c
index b1498dc8726f99a7cbd3dd08c5a62042f5373808..58162eb893889bbdfbb935f703c03dcdf9b54d83 100644 (file)
@@ -1075,6 +1075,8 @@ static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
        CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p)              \
        CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+#define CheckTriggeredElementChangeByMouse(x, y, e, ev, s)             \
+       CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
 
 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
 #define CheckElementChange(x, y, e, te, ev)                            \
@@ -1083,6 +1085,8 @@ static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
        CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
 #define CheckElementChangeBySide(x, y, e, te, ev, s)                   \
        CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+#define CheckElementChangeByMouse(x, y, e, ev, s)                      \
+       CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
 
 static void PlayLevelSound(int, int, int);
 static void PlayLevelSoundNearest(int, int, int);
@@ -2398,7 +2402,7 @@ static void UpdateGameControlValues(void)
   }
 
   game_panel_controls[GAME_PANEL_SCORE].value = score;
-  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
+  game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
 
   game_panel_controls[GAME_PANEL_TIME].value = time;
 
@@ -3805,6 +3809,8 @@ void InitGame(void)
   game.switchgate_pos = 0;
   game.wind_direction = level.wind_direction_initial;
 
+  game.time_final = 0;
+
   game.score = 0;
   game.score_final = 0;
 
@@ -4702,6 +4708,7 @@ static void LevelSolved(void)
   game.LevelSolved = TRUE;
   game.GameOver = TRUE;
 
+  game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
   game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
                      game_em.lev->score :
                      level.game_engine_type == GAME_ENGINE_TYPE_MM ?
@@ -4711,7 +4718,7 @@ static void LevelSolved(void)
                       MM_HEALTH(game_mm.laser_overload_value) :
                       game.health);
 
-  game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
+  game.LevelSolved_CountingTime = game.time_final;
   game.LevelSolved_CountingScore = game.score_final;
   game.LevelSolved_CountingHealth = game.health_final;
 }
@@ -4756,23 +4763,27 @@ void GameWon(void)
     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);
+    time = time_final = game.time_final;
     score = score_final = game.score_final;
     health = health_final = game.health_final;
 
     if (time_score > 0)
     {
+      int time_final_max = 999;
+      int time_frames_final_max = time_final_max * FRAMES_PER_SECOND;
       int time_frames = 0;
+      int time_frames_left = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
+      int time_frames_played = TimePlayed * FRAMES_PER_SECOND + TimeFrames;
 
       if (TimeLeft > 0)
       {
        time_final = 0;
-       time_frames = TimeLeft * FRAMES_PER_SECOND - TimeFrames;
+       time_frames = time_frames_left;
       }
-      else if (game.no_time_limit && TimePlayed < 999)
+      else if (game.no_time_limit && TimePlayed < time_final_max)
       {
-       time_final = 999;
-       time_frames = (999 - TimePlayed) * FRAMES_PER_SECOND - TimeFrames;
+       time_final = time_final_max;
+       time_frames = time_frames_final_max - time_frames_played;
       }
 
       score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
@@ -5031,12 +5042,12 @@ int NewHiScore(int level_nr)
   LoadScore(level_nr);
 
   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
-      game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
+      game.score_final < scores.entry[MAX_SCORE_ENTRIES - 1].score)
     return -1;
 
   for (k = 0; k < MAX_SCORE_ENTRIES; k++)
   {
-    if (game.score_final > highscore[k].Score)
+    if (game.score_final > scores.entry[k].score)
     {
       // player has made it to the hall of fame
 
@@ -5047,7 +5058,7 @@ int NewHiScore(int level_nr)
        if (one_score_entry_per_name)
        {
          for (l = k; l < MAX_SCORE_ENTRIES; l++)
-           if (strEqual(setup.player_name, highscore[l].Name))
+           if (strEqual(setup.player_name, scores.entry[l].name))
              m = l;
 
          if (m == k)   // player's new highscore overwrites his old one
@@ -5056,22 +5067,22 @@ int NewHiScore(int level_nr)
 
        for (l = m; l > k; l--)
        {
-         strcpy(highscore[l].Name, highscore[l - 1].Name);
-         highscore[l].Score = highscore[l - 1].Score;
+         strcpy(scores.entry[l].name, scores.entry[l - 1].name);
+         scores.entry[l].score = scores.entry[l - 1].score;
        }
       }
 
       put_into_list:
 
-      strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
-      highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
-      highscore[k].Score = game.score_final;
+      strncpy(scores.entry[k].name, setup.player_name, MAX_PLAYER_NAME_LEN);
+      scores.entry[k].name[MAX_PLAYER_NAME_LEN] = '\0';
+      scores.entry[k].score = game.score_final;
       position = k;
 
       break;
     }
     else if (one_score_entry_per_name &&
-            !strncmp(setup.player_name, highscore[k].Name,
+            !strncmp(setup.player_name, scores.entry[k].name,
                      MAX_PLAYER_NAME_LEN))
       break;   // player already there with a higher score
   }
@@ -12141,6 +12152,7 @@ void GameActions_RND(void)
   if (mouse_action.button)
   {
     int new_button = (mouse_action.button && mouse_action_last.button == 0);
+    int ch_button = CH_SIDE_FROM_BUTTON(mouse_action.button);
 
     x = mouse_action.lx;
     y = mouse_action.ly;
@@ -12148,12 +12160,14 @@ void GameActions_RND(void)
 
     if (new_button)
     {
-      CheckElementChange(x, y, element, EL_UNDEFINED, CE_CLICKED_BY_MOUSE);
-      CheckTriggeredElementChange(x, y, element, CE_MOUSE_CLICKED_ON_X);
+      CheckElementChangeByMouse(x, y, element, CE_CLICKED_BY_MOUSE, ch_button);
+      CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_CLICKED_ON_X,
+                                        ch_button);
     }
 
-    CheckElementChange(x, y, element, EL_UNDEFINED, CE_PRESSED_BY_MOUSE);
-    CheckTriggeredElementChange(x, y, element, CE_MOUSE_PRESSED_ON_X);
+    CheckElementChangeByMouse(x, y, element, CE_PRESSED_BY_MOUSE, ch_button);
+    CheckTriggeredElementChangeByMouse(x, y, element, CE_MOUSE_PRESSED_ON_X,
+                                      ch_button);
   }
 
   SCAN_PLAYFIELD(x, y)
@@ -15366,12 +15380,12 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
 {
   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
   {
-    // closing door required in case of envelope style request dialogs
-    if (!skip_request)
+    if (!quick_quit)
     {
       // prevent short reactivation of overlay buttons while closing door
       SetOverlayActive(FALSE);
 
+      // door may still be open due to skipped or envelope style request
       CloseDoor(DOOR_CLOSE_1);
     }
 
@@ -15399,10 +15413,13 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
   }
 }
 
-void RequestQuitGame(boolean ask_if_really_quit)
+void RequestQuitGame(boolean escape_key_pressed)
 {
-  boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
-  boolean skip_request = game.all_players_gone || quick_quit;
+  boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
+  boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
+                       level_editor_test_game);
+  boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
+                         quick_quit);
 
   RequestQuitGameExt(skip_request, quick_quit,
                     "Do you really want to quit the game?");
@@ -16264,7 +16281,7 @@ static void HandleGameButtonsExt(int id, int button)
       if (tape.playing)
        TapeStop();
       else
-       RequestQuitGame(TRUE);
+       RequestQuitGame(FALSE);
 
       break;