RND(element_info[e].move_delay_random))
#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
(element_info[e].move_delay_random))
+#define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ RND(element_info[e].step_delay_random))
+#define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ (element_info[e].step_delay_random))
#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
RND(element_info[e].ce_value_random_initial))
#define GET_CE_SCORE(e) ( (element_info[e].collect_score))
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) \
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);
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);
}
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;
game.switchgate_pos = 0;
game.wind_direction = level.wind_direction_initial;
+ game.time_final = 0;
+ game.score_time_final = 0;
+
game.score = 0;
game.score_final = 0;
game.LevelSolved = TRUE;
game.GameOver = TRUE;
-
- game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
- game_em.lev->score :
- level.game_engine_type == GAME_ENGINE_TYPE_MM ?
- game_mm.score :
- game.score);
- game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
- MM_HEALTH(game_mm.laser_overload_value) :
- game.health);
-
- game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
- game.LevelSolved_CountingScore = game.score_final;
- game.LevelSolved_CountingHealth = game.health_final;
}
void GameWon(void)
if (local_player->active && local_player->MovPos)
return;
+ game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+ game.score_time_final = (level.use_step_counter ? TimePlayed :
+ TimePlayed * FRAMES_PER_SECOND + TimeFrames);
+
+ game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
+ game.score);
+
+ game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ game.health);
+
+ game.LevelSolved_CountingTime = game.time_final;
+ game.LevelSolved_CountingScore = game.score_final;
+ game.LevelSolved_CountingHealth = game.health_final;
+
game.LevelSolved_GameWon = TRUE;
game.LevelSolved_SaveTape = tape.recording;
game.LevelSolved_SaveScore = !tape.playing;
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;
{
// 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;
CloseDoor(DOOR_CLOSE_1);
SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
+
+ // set unique basename for score tape (also saved in high score table)
+ strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
}
// if no tape is to be saved, close both doors simultaneously
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 < highscore[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++)
{
- if (game.score_final > highscore[k].Score)
+ 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 ||
+ (time_is_equal && score_is_better));
+ boolean is_better = (level.rate_time_over_score ? better_by_time :
+ better_by_score);
+ boolean entry_is_empty = (entry->score == 0 &&
+ entry->time == 0);
+
+ if (is_better || entry_is_empty)
{
// 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, highscore[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(highscore[l].Name, highscore[l - 1].Name);
- highscore[l].Score = highscore[l - 1].Score;
- }
+ for (l = m; l > i; l--)
+ list->entry[l] = list->entry[l - 1];
}
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;
- position = k;
+ *entry = *new_entry;
- break;
+ return i;
}
else if (one_score_entry_per_name &&
- !strncmp(setup.player_name, highscore[k].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)
+ {
SaveScore(level_nr);
+ if (game.LevelSolved_SaveTape)
+ SaveScoreTape(level_nr);
+ }
+
return position;
}
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);
}
}
boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
boolean last_line = (newy == lev_fieldy - 1);
+ boolean use_step_delay = (GET_MAX_STEP_DELAY(element) != 0);
- MovPos[x][y] += getElementMoveStepsize(x, y);
-
- if (pushed_by_player) // special case: moving object pushed by player
+ if (pushed_by_player) // special case: moving object pushed by player
+ {
MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
+ }
+ else if (use_step_delay) // special case: moving object has step delay
+ {
+ if (!MovDelay[x][y])
+ MovPos[x][y] += getElementMoveStepsize(x, y);
+
+ if (MovDelay[x][y])
+ MovDelay[x][y]--;
+ else
+ MovDelay[x][y] = GET_NEW_STEP_DELAY(element);
+
+ if (MovDelay[x][y])
+ {
+ TEST_DrawLevelField(x, y);
+
+ return; // element is still waiting
+ }
+ }
+ else // normal case: generically moving object
+ {
+ MovPos[x][y] += getElementMoveStepsize(x, y);
+ }
if (ABS(MovPos[x][y]) < TILEX)
{
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;
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)
RemovePlayer(player);
}
- if (!game.LevelSolved && level.use_step_counter)
+ if (level.use_step_counter)
{
int i;
{
TimeLeft--;
- if (TimeLeft <= 10 && setup.time_limit)
+ if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
DisplayGameControlValues();
- if (!TimeLeft && setup.time_limit)
+ if (!TimeLeft && setup.time_limit && !game.LevelSolved)
for (i = 0; i < MAX_PLAYERS; i++)
KillPlayer(&stored_player[i]);
}
{
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);
}
}
}
-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?");
if (tape.playing)
TapeStop();
else
- RequestQuitGame(TRUE);
+ RequestQuitGame(FALSE);
break;