added saving tape basename for each high score entry
[rocksndiamonds.git] / src / game.c
index a09a5bb6858f3710fdf0a8601338e6d4a684b206..2002126623cb737ffc4f103eb36e8d72435e043b 100644 (file)
@@ -4708,24 +4708,6 @@ static void LevelSolved(void)
 
   game.LevelSolved = TRUE;
   game.GameOver = TRUE;
-
-  game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
-  game.score_time_final = (level.use_step_counter ? TimePlayed :
-                          TimePlayed * FRAMES_PER_SECOND + TimeFrames);
-
-  game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
-                     game_em.lev->score :
-                     level.game_engine_type == GAME_ENGINE_TYPE_MM ?
-                     game_mm.score :
-                     game.score);
-
-  game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
-                      MM_HEALTH(game_mm.laser_overload_value) :
-                      game.health);
-
-  game.LevelSolved_CountingTime = game.time_final;
-  game.LevelSolved_CountingScore = game.score_final;
-  game.LevelSolved_CountingHealth = game.health_final;
 }
 
 void GameWon(void)
@@ -4748,6 +4730,24 @@ void GameWon(void)
     if (local_player->active && local_player->MovPos)
       return;
 
+    game.time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
+    game.score_time_final = (level.use_step_counter ? TimePlayed :
+                            TimePlayed * FRAMES_PER_SECOND + TimeFrames);
+
+    game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+                       game_em.lev->score :
+                       level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                       game_mm.score :
+                       game.score);
+
+    game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+                        MM_HEALTH(game_mm.laser_overload_value) :
+                        game.health);
+
+    game.LevelSolved_CountingTime = game.time_final;
+    game.LevelSolved_CountingScore = game.score_final;
+    game.LevelSolved_CountingHealth = game.health_final;
+
     game.LevelSolved_GameWon = TRUE;
     game.LevelSolved_SaveTape = tape.recording;
     game.LevelSolved_SaveScore = !tape.playing;
@@ -4971,6 +4971,9 @@ void GameEnd(void)
       CloseDoor(DOOR_CLOSE_1);
 
     SaveTapeChecked_LevelSolved(tape.level_nr);                // ask to save tape
+
+    // set unique basename for score tape (also saved in high score table)
+    strcpy(tape.score_tape_basename, getScoreTapeBasename(setup.player_name));
   }
 
   // if no tape is to be saved, close both doors simultaneously
@@ -5052,11 +5055,21 @@ int NewHiScore(int level_nr)
 
   for (k = 0; k < MAX_SCORE_ENTRIES; k++)
   {
-    boolean score_is_better = (game.score_final >      scores.entry[k].score);
-    boolean score_is_equal  = (game.score_final ==     scores.entry[k].score);
-    boolean time_is_better  = (game.score_time_final < scores.entry[k].time);
-
-    if (score_is_better || (score_is_equal && time_is_better))
+    struct ScoreEntry *entry = &scores.entry[k];
+    boolean score_is_better = (game.score_final      >  entry->score);
+    boolean score_is_equal  = (game.score_final      == entry->score);
+    boolean time_is_better  = (game.score_time_final <  entry->time);
+    boolean time_is_equal   = (game.score_time_final == entry->time);
+    boolean better_by_score = (score_is_better ||
+                              (score_is_equal && time_is_better));
+    boolean better_by_time  = (time_is_better ||
+                              (time_is_equal && score_is_better));
+    boolean is_better = (level.rate_time_over_score ? better_by_time :
+                        better_by_score);
+    boolean entry_is_empty = (entry->score == 0 &&
+                             entry->time == 0);
+
+    if (is_better || entry_is_empty)
     {
       // player has made it to the hall of fame
 
@@ -5084,22 +5097,25 @@ int NewHiScore(int level_nr)
 
       put_into_list:
 
-      strncpy(scores.entry[k].name, setup.player_name, MAX_PLAYER_NAME_LEN);
-      scores.entry[k].name[MAX_PLAYER_NAME_LEN] = '\0';
-      scores.entry[k].score = game.score_final;
-      scores.entry[k].time = game.score_time_final;
+      strcpy(entry->tape_basename, tape.score_tape_basename);
+      strncpy(entry->name, setup.player_name, MAX_PLAYER_NAME_LEN);
+      entry->name[MAX_PLAYER_NAME_LEN] = '\0';
+      entry->score = game.score_final;
+      entry->time = game.score_time_final;
       position = k;
 
       break;
     }
     else if (one_score_entry_per_name &&
-            !strncmp(setup.player_name, scores.entry[k].name,
-                     MAX_PLAYER_NAME_LEN))
+            !strncmp(setup.player_name, entry->name, MAX_PLAYER_NAME_LEN))
       break;   // player already there with a higher score
   }
 
-  if (position >= 0) 
+  if (position >= 0)
+  {
+    SaveScoreTape(level_nr);
     SaveScore(level_nr);
+  }
 
   return position;
 }
@@ -13131,7 +13147,7 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
        RemovePlayer(player);
     }
 
-    if (!game.LevelSolved && level.use_step_counter)
+    if (level.use_step_counter)
     {
       int i;
 
@@ -13141,14 +13157,14 @@ void ScrollPlayer(struct PlayerInfo *player, int mode)
       {
        TimeLeft--;
 
-       if (TimeLeft <= 10 && setup.time_limit)
+       if (TimeLeft <= 10 && setup.time_limit && !game.LevelSolved)
          PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
 
        game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
 
        DisplayGameControlValues();
 
-       if (!TimeLeft && setup.time_limit)
+       if (!TimeLeft && setup.time_limit && !game.LevelSolved)
          for (i = 0; i < MAX_PLAYERS; i++)
            KillPlayer(&stored_player[i]);
       }