X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=a516155ce76b269b2704d5ecc3ffe2112899e4c1;hb=8fdd23c078934ae797980a824fd145903c84cae7;hp=852f307f687acc6b6abe489fa64ac8fc4f3e6de8;hpb=a3d3dca44696b194dbe3f49a97d8c92d92b42ecf;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 852f307f..a516155c 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; @@ -2286,7 +2303,7 @@ static void UpdateGameControlValues(void) int time = (game.LevelSolved ? game.LevelSolved_CountingTime : level.game_engine_type == GAME_ENGINE_TYPE_BD ? - game_bd.time_played : + game_bd.time_left : level.game_engine_type == GAME_ENGINE_TYPE_EM ? game_em.lev->time : level.game_engine_type == GAME_ENGINE_TYPE_SP ? @@ -4862,9 +4879,10 @@ void InitAmoebaNr(int x, int y) static void LevelSolved_SetFinalGameValues(void) { - game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_played : + 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 : @@ -5171,7 +5189,16 @@ void GameEnd(void) // do not handle game end if game over and automatically asking for game restart if (game_over && setup.ask_on_game_over) + { + // (this is a special case: player pressed "return" key or fire button shortly before + // automatically asking to restart the game, so skip asking and restart right away) + + CloseDoor(DOOR_CLOSE_1); + + StartGameActions(network.enabled, setup.autorecord, level.random_seed); + return; + } // do not handle game end if request dialog is already active if (checkRequestActive()) @@ -11826,6 +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) @@ -16582,6 +16612,8 @@ static ListNode *SaveEngineSnapshotBuffers(void) if (level.game_engine_type == GAME_ENGINE_TYPE_RND) SaveEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_BD) + SaveEngineSnapshotValues_BD(); if (level.game_engine_type == GAME_ENGINE_TYPE_EM) SaveEngineSnapshotValues_EM(); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) @@ -16593,6 +16625,8 @@ static ListNode *SaveEngineSnapshotBuffers(void) if (level.game_engine_type == GAME_ENGINE_TYPE_RND) SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd)); + if (level.game_engine_type == GAME_ENGINE_TYPE_BD) + SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_bd)); if (level.game_engine_type == GAME_ENGINE_TYPE_EM) SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em)); if (level.game_engine_type == GAME_ENGINE_TYPE_SP) @@ -16732,6 +16766,8 @@ static void LoadEngineSnapshotValues(void) if (level.game_engine_type == GAME_ENGINE_TYPE_RND) LoadEngineSnapshotValues_RND(); + if (level.game_engine_type == GAME_ENGINE_TYPE_BD) + LoadEngineSnapshotValues_BD(); if (level.game_engine_type == GAME_ENGINE_TYPE_EM) LoadEngineSnapshotValues_EM(); if (level.game_engine_type == GAME_ENGINE_TYPE_SP)