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)
{
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;
- score_final += TimeLeft * level.score[SC_TIME_BONUS];
+ score_final += TimeLeft * time_score;
}
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);
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;
}
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;
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;