fixed bug with not updating game panel when leaving invisible warp mode
[rocksndiamonds.git] / src / game.c
index 9c65b1d2a5691763baf6b24f61bfc79eacab3e95..d8a3d16270af01b54ed8dcff09072d13f79aff4a 100644 (file)
@@ -2869,12 +2869,10 @@ void UpdateAndDisplayGameControlValues(void)
   DisplayGameControlValues();
 }
 
-#if 0
-static void UpdateGameDoorValues(void)
+void UpdateGameDoorValues(void)
 {
   UpdateGameControlValues();
 }
-#endif
 
 void DrawGameDoorValues(void)
 {
@@ -4718,7 +4716,7 @@ void GameWon(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;
@@ -4726,6 +4724,8 @@ 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 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)
   {
@@ -4759,19 +4759,23 @@ void GameWon(void)
     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;
@@ -4779,7 +4783,7 @@ void GameWon(void)
       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;
       }
@@ -4868,7 +4872,11 @@ void GameWon(void)
       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;
+
+    // set final score to correct rounding differences after counting score
+    if (time == time_final)
+      score = score_final;
 
     game.LevelSolved_CountingTime = time;
     game.LevelSolved_CountingScore = score;
@@ -4900,7 +4908,7 @@ void GameWon(void)
     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;