X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=7f5405cc014840076b71e8e54cd0f8f2e4375236;hb=1f6a3409735a6bacc8900cc48328dea4b0c08d9d;hp=9c65b1d2a5691763baf6b24f61bfc79eacab3e95;hpb=ca2d65072bf921ae4341eaa86ff7f674f3e3ba91;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 9c65b1d2..7f5405cc 100644 --- a/src/game.c +++ b/src/game.c @@ -2869,12 +2869,10 @@ void UpdateAndDisplayGameControlValues(void) DisplayGameControlValues(); } -#if 0 -static void UpdateGameDoorValues(void) +void UpdateGameDoorValues(void) { UpdateGameControlValues(); } -#endif void DrawGameDoorValues(void) { @@ -4718,7 +4716,7 @@ void GameWon(void) { static int time_count_steps; static int time, time_final; - static int score, score_final; + static float score, score_final; // needed for time score < 10 for 10 seconds static int health, health_final; static int game_over_delay_1 = 0; static int game_over_delay_2 = 0; @@ -4726,6 +4724,8 @@ void GameWon(void) 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; if (!game.LevelSolved_GameWon) { @@ -4759,19 +4759,23 @@ void GameWon(void) score = score_final = game.score_final; health = health_final = game.health_final; - if (level.score[SC_TIME_BONUS] > 0) + if (time_score > 0) { + int time_frames = 0; + if (TimeLeft > 0) { time_final = 0; - score_final += TimeLeft * level.score[SC_TIME_BONUS]; + time_frames = TimeLeft * FRAMES_PER_SECOND - TimeFrames; } else if (game.no_time_limit && TimePlayed < 999) { time_final = 999; - score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS]; + time_frames = (999 - TimePlayed) * FRAMES_PER_SECOND - TimeFrames; } + score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5; + time_count_steps = MAX(1, ABS(time_final - time) / 100); game_over_delay_1 = game_over_delay_value_1; @@ -4779,7 +4783,7 @@ void GameWon(void) if (level.game_engine_type == GAME_ENGINE_TYPE_MM) { health_final = 0; - score_final += health * level.score[SC_TIME_BONUS]; + score_final += health * time_score; game_over_delay_2 = game_over_delay_value_2; } @@ -4868,7 +4872,11 @@ void GameWon(void) time_count_steps = 1; time += time_count_steps * time_count_dir; - score += time_count_steps * level.score[SC_TIME_BONUS]; + score += time_count_steps * time_score; + + // 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; @@ -4900,7 +4908,7 @@ void GameWon(void) int health_count_dir = (health < health_final ? +1 : -1); health += health_count_dir; - score += level.score[SC_TIME_BONUS]; + score += time_score; game.LevelSolved_CountingHealth = health; game.LevelSolved_CountingScore = score; @@ -4994,7 +5002,7 @@ void GameEnd(void) 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);