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added game functionality to use time score for 1 or 10 seconds left
author
Holger Schemel
<info@artsoft.org>
Wed, 6 Jan 2021 23:07:56 +0000
(
00:07
+0100)
committer
Holger Schemel
<info@artsoft.org>
Thu, 7 Jan 2021 11:56:22 +0000
(12:56 +0100)
src/game.c
patch
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diff --git
a/src/game.c
b/src/game.c
index 9c65b1d2a5691763baf6b24f61bfc79eacab3e95..aa047870511da6ff1f499990c602d17ef5ae8d0e 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-4726,6
+4726,8
@@
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 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)
{
if (!game.LevelSolved_GameWon)
{
@@
-4759,17
+4761,17
@@
void GameWon(void)
score = score_final = game.score_final;
health = health_final = game.health_final;
score = score_final = game.score_final;
health = health_final = game.health_final;
- if (
level.score[SC_TIME_BONUS]
> 0)
+ if (
time_score
> 0)
{
if (TimeLeft > 0)
{
time_final = 0;
{
if (TimeLeft > 0)
{
time_final = 0;
- score_final += TimeLeft *
level.score[SC_TIME_BONUS]
;
+ score_final += TimeLeft *
time_score
;
}
else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
}
else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
- score_final += (999 - TimePlayed) *
level.score[SC_TIME_BONUS]
;
+ score_final += (999 - TimePlayed) *
time_score
;
}
time_count_steps = MAX(1, ABS(time_final - time) / 100);
}
time_count_steps = MAX(1, ABS(time_final - time) / 100);
@@
-4779,7
+4781,7
@@
void GameWon(void)
if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
{
health_final = 0;
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;
}
game_over_delay_2 = game_over_delay_value_2;
}
@@
-4868,7
+4870,7
@@
void GameWon(void)
time_count_steps = 1;
time += time_count_steps * time_count_dir;
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
;
game.LevelSolved_CountingTime = time;
game.LevelSolved_CountingScore = score;
game.LevelSolved_CountingTime = time;
game.LevelSolved_CountingScore = score;
@@
-4900,7
+4902,7
@@
void GameWon(void)
int health_count_dir = (health < health_final ? +1 : -1);
health += health_count_dir;
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;
game.LevelSolved_CountingHealth = health;
game.LevelSolved_CountingScore = score;