void Bang(int, int);
void InitMovDir(int, int);
void InitAmoebaNr(int, int);
-int NewHiScore(int);
+int NewHighScore(int);
void TestIfGoodThingHitsBadThing(int, int, int);
void TestIfBadThingHitsGoodThing(int, int, int);
{
// used instead of "level_nr" (needed for network games)
int last_level_nr = levelset.level_nr;
- int hi_pos;
+ int highlight_position;
game.LevelSolved_GameEnd = TRUE;
SaveLevelSetup_SeriesInfo();
}
+ // save score and score tape before potentially erasing tape below
+ highlight_position = NewHighScore(last_level_nr);
+
if (setup.increment_levels &&
level_nr < leveldir_current->last_level &&
!network_playing)
}
}
- hi_pos = NewHiScore(last_level_nr);
-
- if (hi_pos >= 0 && setup.show_scores_after_game)
+ if (highlight_position >= 0 && setup.show_scores_after_game)
{
SetGameStatus(GAME_MODE_SCORES);
- DrawHallOfFame(last_level_nr, hi_pos);
+ DrawHallOfFame(last_level_nr, highlight_position);
}
else if (setup.auto_play_next_level && setup.increment_levels &&
last_level_nr < leveldir_current->last_level &&
}
}
-int NewHiScore(int level_nr)
+static int addScoreEntry(struct ScoreInfo *list, struct ScoreEntry *new_entry)
{
- int k, l;
- int position = -1;
boolean one_score_entry_per_name = !program.many_scores_per_name;
+ int i;
- LoadScore(level_nr);
-
- if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
- game.score_final < scores.entry[MAX_SCORE_ENTRIES - 1].score)
+ if (strEqual(setup.player_name, EMPTY_PLAYER_NAME))
return -1;
- for (k = 0; k < MAX_SCORE_ENTRIES; k++)
+ for (i = 0; i < MAX_SCORE_ENTRIES; i++)
{
- struct ScoreEntry *entry = &scores.entry[k];
- boolean score_is_better = (game.score_final > entry->score);
- boolean score_is_equal = (game.score_final == entry->score);
- boolean time_is_better = (game.score_time_final < entry->time);
- boolean time_is_equal = (game.score_time_final == entry->time);
+ struct ScoreEntry *entry = &list->entry[i];
+ boolean score_is_better = (new_entry->score > entry->score);
+ boolean score_is_equal = (new_entry->score == entry->score);
+ boolean time_is_better = (new_entry->time < entry->time);
+ boolean time_is_equal = (new_entry->time == entry->time);
boolean better_by_score = (score_is_better ||
(score_is_equal && time_is_better));
boolean better_by_time = (time_is_better ||
{
// player has made it to the hall of fame
- if (k < MAX_SCORE_ENTRIES - 1)
+ if (i < MAX_SCORE_ENTRIES - 1)
{
int m = MAX_SCORE_ENTRIES - 1;
+ int l;
if (one_score_entry_per_name)
{
- for (l = k; l < MAX_SCORE_ENTRIES; l++)
- if (strEqual(setup.player_name, scores.entry[l].name))
+ for (l = i; l < MAX_SCORE_ENTRIES; l++)
+ if (strEqual(list->entry[l].name, setup.player_name))
m = l;
- if (m == k) // player's new highscore overwrites his old one
+ if (m == i) // player's new highscore overwrites his old one
goto put_into_list;
}
- for (l = m; l > k; l--)
- {
- strcpy(scores.entry[l].name, scores.entry[l - 1].name);
- scores.entry[l].score = scores.entry[l - 1].score;
- scores.entry[l].time = scores.entry[l - 1].time;
- }
+ for (l = m; l > i; l--)
+ list->entry[l] = list->entry[l - 1];
}
put_into_list:
- strncpy(entry->name, setup.player_name, MAX_PLAYER_NAME_LEN);
- entry->name[MAX_PLAYER_NAME_LEN] = '\0';
- entry->score = game.score_final;
- entry->time = game.score_time_final;
- position = k;
+ *entry = *new_entry;
- break;
+ return i;
}
else if (one_score_entry_per_name &&
- !strncmp(setup.player_name, entry->name, MAX_PLAYER_NAME_LEN))
- break; // player already there with a higher score
+ strEqual(entry->name, setup.player_name))
+ {
+ // player already in high score list with better score or time
+
+ return -1;
+ }
}
- if (position >= 0)
+ return -1;
+}
+
+int NewHighScore(int level_nr)
+{
+ struct ScoreEntry new_entry = {{ 0 }}; // (prevent warning from GCC bug 53119)
+
+ strncpy(new_entry.tape_basename, tape.score_tape_basename, MAX_FILENAME_LEN);
+ strncpy(new_entry.name, setup.player_name, MAX_PLAYER_NAME_LEN);
+
+ new_entry.score = game.score_final;
+ new_entry.time = game.score_time_final;
+
+ LoadScore(level_nr);
+
+ int position = addScoreEntry(&scores, &new_entry);
+
+ if (position >= 0)
{
- SaveScoreTape(level_nr);
SaveScore(level_nr);
+
+ if (game.LevelSolved_SaveTape)
+ SaveScoreTape(level_nr);
}
return position;