DisplayGameControlValues();
}
-#if 0
-static void UpdateGameDoorValues(void)
+void UpdateGameDoorValues(void)
{
UpdateGameControlValues();
}
-#endif
void DrawGameDoorValues(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;
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)
{
+ 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;
}
+ score_final += time_score * time_frames / FRAMES_PER_SECOND + 0.5;
+
time_count_steps = MAX(1, ABS(time_final - time) / 100);
game_over_delay_1 = game_over_delay_value_1;
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.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;
PlaySound(SND_GAME_WINNING);
}
- if (game_over_delay_1 > 0)
+ if (setup.count_score_after_game)
{
- game_over_delay_1--;
+ 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);
+ if (time != time_final)
+ {
+ 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 (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];
+ if (health != health_final)
+ {
+ 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;
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);