X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame.c;h=f6b479efdfb6c152ac472695606977746681872e;hb=eb1e4bd8531feb5811336d6a993cb5a3575bcdf2;hp=9c65b1d2a5691763baf6b24f61bfc79eacab3e95;hpb=ca2d65072bf921ae4341eaa86ff7f674f3e3ba91;p=rocksndiamonds.git diff --git a/src/game.c b/src/game.c index 9c65b1d2..f6b479ef 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) { @@ -4718,14 +4716,13 @@ 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; static int game_over_delay_3 = 0; - 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) { @@ -4751,44 +4748,44 @@ void GameWon(void) TapeStop(); - game_over_delay_1 = 0; - game_over_delay_2 = 0; - game_over_delay_3 = game_over_delay_value_3; + game_over_delay_1 = FRAMES_PER_SECOND; // delay before counting time + 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); 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; } - time_count_steps = MAX(1, ABS(time_final - time) / 100); + score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5; - game_over_delay_1 = game_over_delay_value_1; + time_count_steps = MAX(1, ABS(time_final - time) / 100); if (level.game_engine_type == GAME_ENGINE_TYPE_MM) { health_final = 0; - score_final += health * level.score[SC_TIME_BONUS]; - - game_over_delay_2 = game_over_delay_value_2; + score_final += health * time_score; } game.score_final = score_final; game.health_final = health_final; } - if (level_editor_test_game) + if (level_editor_test_game || !setup.count_score_after_game) { time = time_final; score = score_final; @@ -4852,72 +4849,79 @@ void GameWon(void) PlaySound(SND_GAME_WINNING); } - if (game_over_delay_1 > 0) + if (setup.count_score_after_game) { - game_over_delay_1--; + if (time != time_final) + { + if (game_over_delay_1 > 0) + { + game_over_delay_1--; - return; - } + return; + } - if (time != time_final) - { - int time_to_go = ABS(time_final - time); - int time_count_dir = (time < time_final ? +1 : -1); + int time_to_go = ABS(time_final - time); + int time_count_dir = (time < time_final ? +1 : -1); - if (time_to_go < time_count_steps) - time_count_steps = 1; + if (time_to_go < time_count_steps) + time_count_steps = 1; - time += time_count_steps * time_count_dir; - score += time_count_steps * level.score[SC_TIME_BONUS]; + time += time_count_steps * time_count_dir; + score += time_count_steps * time_score; - game.LevelSolved_CountingTime = time; - game.LevelSolved_CountingScore = score; + // set final score to correct rounding differences after counting score + if (time == time_final) + score = score_final; - game_panel_controls[GAME_PANEL_TIME].value = time; - game_panel_controls[GAME_PANEL_SCORE].value = score; + game.LevelSolved_CountingTime = time; + game.LevelSolved_CountingScore = score; - DisplayGameControlValues(); + game_panel_controls[GAME_PANEL_TIME].value = time; + game_panel_controls[GAME_PANEL_SCORE].value = score; - if (time == time_final) - StopSound(SND_GAME_LEVELTIME_BONUS); - else if (setup.sound_loops) - PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); - else - PlaySound(SND_GAME_LEVELTIME_BONUS); + DisplayGameControlValues(); - return; - } + if (time == time_final) + StopSound(SND_GAME_LEVELTIME_BONUS); + else if (setup.sound_loops) + PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); + else + PlaySound(SND_GAME_LEVELTIME_BONUS); - if (game_over_delay_2 > 0) - { - game_over_delay_2--; + return; + } - return; - } + if (health != health_final) + { + if (game_over_delay_2 > 0) + { + game_over_delay_2--; - if (health != health_final) - { - int health_count_dir = (health < health_final ? +1 : -1); + return; + } - health += health_count_dir; - score += level.score[SC_TIME_BONUS]; + int health_count_dir = (health < health_final ? +1 : -1); - game.LevelSolved_CountingHealth = health; - game.LevelSolved_CountingScore = score; + health += health_count_dir; + score += time_score; - game_panel_controls[GAME_PANEL_HEALTH].value = health; - game_panel_controls[GAME_PANEL_SCORE].value = score; + game.LevelSolved_CountingHealth = health; + game.LevelSolved_CountingScore = score; - DisplayGameControlValues(); + game_panel_controls[GAME_PANEL_HEALTH].value = health; + game_panel_controls[GAME_PANEL_SCORE].value = score; - if (health == health_final) - StopSound(SND_GAME_LEVELTIME_BONUS); - else if (setup.sound_loops) - PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); - else - PlaySound(SND_GAME_LEVELTIME_BONUS); + DisplayGameControlValues(); - return; + if (health == health_final) + StopSound(SND_GAME_LEVELTIME_BONUS); + else if (setup.sound_loops) + PlaySoundLoop(SND_GAME_LEVELTIME_BONUS); + else + PlaySound(SND_GAME_LEVELTIME_BONUS); + + return; + } } game.panel.active = FALSE; @@ -4994,7 +4998,7 @@ 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);