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 ?
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 :
TimePlayed * FRAMES_PER_SECOND + TimeFrames);
static void UpdateGameDoorValues_BD(void)
{
GdCave *cave = game_bd.game->cave;
- int time_secs = gd_cave_time_show(cave, cave->time);
+ int time_left = gd_cave_time_show(cave, cave->time);
int gems_still_needed = MAX(0, (cave->diamonds_needed - cave->diamonds_collected));
- game_bd.time_played = time_secs;
+ game_bd.time_left = time_left;
game_bd.gems_still_needed = gems_still_needed;
game_bd.score = game_bd.game->player_score;
if (game.LevelSolved)
{
// update time and score in panel while counting bonus time
- game.LevelSolved_CountingTime = game_bd.time_played;
+ game.LevelSolved_CountingTime = game_bd.time_left;
game.LevelSolved_CountingScore = game_bd.score;
}
}
game_bd.game_over = FALSE;
game_bd.cover_screen = FALSE;
- game_bd.time_played = 0;
- game_bd.gems_still_needed = 0;
- game_bd.score = 0;
-
gd_caveset_last_selected = native_bd_level.cave_nr;
gd_caveset_last_selected_level = native_bd_level.level_nr;