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changed saving artwork info cache only if it has changed
[rocksndiamonds.git]
/
src
/
files.c
diff --git
a/src/files.c
b/src/files.c
index 65fb1bdc22b4ad158443ed7482b014aef6bfea63..39c0321ac51ad81576d56661450db81803a48ed9 100644
(file)
--- a/
src/files.c
+++ b/
src/files.c
@@
-258,6
+258,12
@@
static struct LevelFileConfigInfo chunk_config_INFO[] =
&li.solved_by_one_player, FALSE
},
&li.solved_by_one_player, FALSE
},
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_8_BIT(12),
+ &li.time_score_base, 1
+ },
+
{
-1, -1,
-1, -1,
{
-1, -1,
-1, -1,
@@
-1069,6
+1075,18
@@
static struct LevelFileConfigInfo chunk_config_CUSX_base[] =
&xx_ei.move_delay_random, 0,
&yy_ei.move_delay_random
},
&xx_ei.move_delay_random, 0,
&yy_ei.move_delay_random
},
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_16_BIT(16),
+ &xx_ei.step_delay_fixed, 0,
+ &yy_ei.step_delay_fixed
+ },
+ {
+ -1, -1,
+ TYPE_INTEGER, CONF_VALUE_16_BIT(17),
+ &xx_ei.step_delay_random, 0,
+ &yy_ei.step_delay_random
+ },
{
-1, -1,
{
-1, -1,
@@
-3716,6
+3734,9
@@
static void CopyNativeLevel_EM_to_RND(struct LevelInfo *level)
if (jx != -1 && jy != -1)
level->field[jx][jy] = EL_PLAYER_1 + nr;
}
if (jx != -1 && jy != -1)
level->field[jx][jy] = EL_PLAYER_1 + nr;
}
+
+ // time score is counted for each 10 seconds left in Emerald Mine levels
+ level->time_score_base = 10;
}
}
@@
-5733,6
+5754,9
@@
static void LoadLevelFromFileStream_DC(File *file, struct LevelInfo *level,
// Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
// can slip down from flat walls, like normal walls and steel walls
level->em_slippery_gems = TRUE;
// Diamond Caves has the same (strange) behaviour as Emerald Mine that gems
// can slip down from flat walls, like normal walls and steel walls
level->em_slippery_gems = TRUE;
+
+ // time score is counted for each 10 seconds left in Diamond Caves levels
+ level->time_score_base = 10;
}
static void LoadLevelFromFileInfo_DC(struct LevelInfo *level,
}
static void LoadLevelFromFileInfo_DC(struct LevelInfo *level,
@@
-6256,7
+6280,7
@@
static void LoadLevel_InitVersion(struct LevelInfo *level)
if (level->game_version < VERSION_IDENT(3,2,0,5))
{
// time bonus score was given for 10 s instead of 1 s before 3.2.0-5
if (level->game_version < VERSION_IDENT(3,2,0,5))
{
// time bonus score was given for 10 s instead of 1 s before 3.2.0-5
- level->
score[SC_TIME_BONUS] /
= 10;
+ level->
time_score_base
= 10;
}
if (leveldir_current->latest_engine)
}
if (leveldir_current->latest_engine)
@@
-8533,7
+8557,11
@@
static struct TokenInfo global_setup_tokens[] =
},
{
TYPE_SWITCH,
},
{
TYPE_SWITCH,
- &setup.skip_scores_after_game, "skip_scores_after_game"
+ &setup.count_score_after_game, "count_score_after_game"
+ },
+ {
+ TYPE_SWITCH,
+ &setup.show_scores_after_game, "show_scores_after_game"
},
{
TYPE_SWITCH,
},
{
TYPE_SWITCH,
@@
-8735,6
+8763,10
@@
static struct TokenInfo editor_setup_tokens[] =
TYPE_SWITCH,
&setup.editor.show_element_token, "editor.show_element_token"
},
TYPE_SWITCH,
&setup.editor.show_element_token, "editor.show_element_token"
},
+ {
+ TYPE_SWITCH,
+ &setup.editor.show_read_only_warning, "editor.show_read_only_warning"
+ },
};
static struct TokenInfo editor_cascade_setup_tokens[] =
};
static struct TokenInfo editor_cascade_setup_tokens[] =
@@
-9248,7
+9280,8
@@
static void setSetupInfoToDefaults(struct SetupInfo *si)
si->skip_levels = TRUE;
si->increment_levels = TRUE;
si->auto_play_next_level = TRUE;
si->skip_levels = TRUE;
si->increment_levels = TRUE;
si->auto_play_next_level = TRUE;
- si->skip_scores_after_game = FALSE;
+ si->count_score_after_game = TRUE;
+ si->show_scores_after_game = TRUE;
si->time_limit = TRUE;
si->fullscreen = FALSE;
si->window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
si->time_limit = TRUE;
si->fullscreen = FALSE;
si->window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
@@
-9366,6
+9399,8
@@
static void setSetupInfoToDefaults(struct SetupInfo *si)
si->editor.show_element_token = FALSE;
si->editor.show_element_token = FALSE;
+ si->editor.show_read_only_warning = TRUE;
+
si->editor.use_template_for_new_levels = TRUE;
si->shortcut.save_game = DEFAULT_KEY_SAVE_GAME;
si->editor.use_template_for_new_levels = TRUE;
si->shortcut.save_game = DEFAULT_KEY_SAVE_GAME;