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fixed sub-second precision and rounding differences for time score
author
Holger Schemel
<info@artsoft.org>
Thu, 7 Jan 2021 20:01:22 +0000
(21:01 +0100)
committer
Holger Schemel
<info@artsoft.org>
Thu, 7 Jan 2021 20:01:22 +0000
(21:01 +0100)
src/game.c
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diff --git
a/src/game.c
b/src/game.c
index aa047870511da6ff1f499990c602d17ef5ae8d0e..2ccc79cd1ca3c16341cfdf204b3a052249ba2e1c 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-4718,7
+4718,7
@@
void GameWon(void)
{
static int time_count_steps;
static int time, time_final;
{
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;
static int health, health_final;
static int game_over_delay_1 = 0;
static int game_over_delay_2 = 0;
@@
-4763,17
+4763,21
@@
void GameWon(void)
if (time_score > 0)
{
if (time_score > 0)
{
+ int time_frames = 0;
+
if (TimeLeft > 0)
{
time_final = 0;
if (TimeLeft > 0)
{
time_final = 0;
-
score_final += TimeLeft * time_score
;
+
time_frames = TimeLeft * FRAMES_PER_SECOND - TimeFrames
;
}
else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
}
else if (game.no_time_limit && TimePlayed < 999)
{
time_final = 999;
-
score_final += (999 - TimePlayed) * time_score
;
+
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;
time_count_steps = MAX(1, ABS(time_final - time) / 100);
game_over_delay_1 = game_over_delay_value_1;
@@
-4872,6
+4876,10
@@
void GameWon(void)
time += time_count_steps * time_count_dir;
score += time_count_steps * time_score;
time += time_count_steps * time_count_dir;
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;
game.LevelSolved_CountingTime = time;
game.LevelSolved_CountingScore = score;