X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=470ccf5901defd4fe9407207f80a4309e48a7695;hb=e4b2e4f943c20af98956d30fd3014888e9f75416;hp=476b67b049b34db5f50c3f57a4ece155f0b99a72;hpb=ab8e032c1d2c7ec3df6b8491bdbd8f8e57c7dc70;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 476b67b0..470ccf59 100644 --- a/src/game.c +++ b/src/game.c @@ -1106,7 +1106,7 @@ void ContinueMoving(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); @@ -2402,7 +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; @@ -3809,6 +3809,9 @@ void InitGame(void) 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; @@ -4705,19 +4708,6 @@ static void LevelSolved(void) 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) @@ -4740,6 +4730,24 @@ 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; @@ -4760,23 +4768,27 @@ 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; @@ -4948,7 +4960,7 @@ void GameEnd(void) { // 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; @@ -4959,6 +4971,9 @@ void GameEnd(void) 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 @@ -4989,6 +5004,9 @@ void GameEnd(void) 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) @@ -5004,13 +5022,11 @@ void GameEnd(void) } } - 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 && @@ -5026,64 +5042,117 @@ void GameEnd(void) } } -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); + + // prevent adding server score entries if also existing in local score file + if (strEqual(new_entry->tape_basename, entry->tape_basename)) + return -1; + + 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); + + scores.last_added = addScoreEntry(&scores, &new_entry); + + if (scores.last_added >= 0) + { SaveScore(level_nr); - return position; + if (game.LevelSolved_SaveTape) + { + SaveScoreTape(level_nr); + SaveServerScore(level_nr); + } + } + + return scores.last_added; +} + +void MergeServerScore(void) +{ + int i; + + for (i = 0; i < server_scores.num_entries; i++) + { + int pos = addScoreEntry(&scores, &server_scores.entry[i]); + + if (pos >= 0 && pos <= scores.last_added) + scores.last_added++; + } + + if (scores.last_added >= MAX_SCORE_ENTRIES) + scores.last_added = -1; } static int getElementMoveStepsizeExt(int x, int y, int direction) @@ -13113,7 +13182,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) RemovePlayer(player); } - if (!game.LevelSolved && level.use_step_counter) + if (level.use_step_counter) { int i; @@ -13123,14 +13192,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode) { 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]); } @@ -15373,12 +15442,12 @@ 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); } @@ -15408,9 +15477,11 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message) void RequestQuitGame(boolean escape_key_pressed) { - boolean quick_quit = ((escape_key_pressed && !setup.ask_on_escape) || + 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 || quick_quit; + 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?");