X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=8b1bab3629481fc52577754e013f64a87c7ad45d;hb=4a80f76e43a36b3b81db56711959eaa207d26d94;hp=1966bb3c6c03ec01db36464d7fce410a6fbedd9a;hpb=ee2ea277015cd6d41e5314bbdc18229bd60ca1de;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 1966bb3c..8b1bab36 100644 --- a/src/game.c +++ b/src/game.c @@ -1840,13 +1840,30 @@ static void InitFieldForEngine_RND(int x, int y) int element = Tile[x][y]; // convert BD engine elements to corresponding R'n'D engine elements - element = (element == EL_BDX_EMPTY ? EL_EMPTY : - element == EL_BDX_PLAYER ? EL_PLAYER_1 : - element == EL_BDX_INBOX ? EL_PLAYER_1 : - element == EL_BDX_SAND_1 ? EL_SAND : - element == EL_BDX_STEELWALL ? EL_STEELWALL : - element == EL_BDX_EXIT_CLOSED ? EL_EXIT_CLOSED : - element == EL_BDX_EXIT_OPEN ? EL_EXIT_OPEN : + element = (element == EL_BDX_EMPTY ? EL_EMPTY : + element == EL_BDX_PLAYER ? EL_PLAYER_1 : + element == EL_BDX_INBOX ? EL_PLAYER_1 : + element == EL_BDX_SAND_1 ? EL_SAND : + element == EL_BDX_WALL ? EL_BD_WALL : + element == EL_BDX_STEELWALL ? EL_STEELWALL : + element == EL_BDX_ROCK ? EL_BD_ROCK : + element == EL_BDX_DIAMOND ? EL_BD_DIAMOND : + element == EL_BDX_AMOEBA_1 ? EL_BD_AMOEBA : + element == EL_BDX_MAGIC_WALL ? EL_BD_MAGIC_WALL : + element == EL_BDX_BUTTERFLY_1_RIGHT ? EL_BD_BUTTERFLY_RIGHT : + element == EL_BDX_BUTTERFLY_1_UP ? EL_BD_BUTTERFLY_UP : + element == EL_BDX_BUTTERFLY_1_LEFT ? EL_BD_BUTTERFLY_LEFT : + element == EL_BDX_BUTTERFLY_1_DOWN ? EL_BD_BUTTERFLY_DOWN : + element == EL_BDX_BUTTERFLY_1 ? EL_BD_BUTTERFLY : + element == EL_BDX_FIREFLY_1_RIGHT ? EL_BD_FIREFLY_RIGHT : + element == EL_BDX_FIREFLY_1_UP ? EL_BD_FIREFLY_UP : + element == EL_BDX_FIREFLY_1_LEFT ? EL_BD_FIREFLY_LEFT : + element == EL_BDX_FIREFLY_1_DOWN ? EL_BD_FIREFLY_DOWN : + element == EL_BDX_FIREFLY_1 ? EL_BD_FIREFLY : + element == EL_BDX_EXPANDABLE_WALL_HORIZONTAL ? EL_BD_EXPANDABLE_WALL : + element == EL_BDX_WALL_DIAMOND ? EL_WALL_BD_DIAMOND : + element == EL_BDX_EXIT_CLOSED ? EL_EXIT_CLOSED : + element == EL_BDX_EXIT_OPEN ? EL_EXIT_OPEN : element); Tile[x][y] = element; @@ -4864,7 +4881,8 @@ static void LevelSolved_SetFinalGameValues(void) { game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_left : game.no_level_time_limit ? TimePlayed : TimeLeft); - game.score_time_final = (level.use_step_counter ? TimePlayed : + game.score_time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.frames_played : + level.use_step_counter ? TimePlayed : TimePlayed * FRAMES_PER_SECOND + TimeFrames); game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.score : @@ -11835,6 +11853,9 @@ static void CheckLevelTime(void) // if last second running, wait for native engine time to exactly reach zero if (getTimeLeft_BD() == 1 && TimeLeft == 1) TimeFrames = frames_per_second - 1; + + // needed to store final time after solving game (before counting down remaining time) + SetTimeFrames_BD(TimePlayed * FRAMES_PER_SECOND + TimeFrames); } if (TimeFrames >= frames_per_second)