rnd-20030816-2-src
[rocksndiamonds.git] / src / files.c
index bd2539b8ef19ac6cb8a5ac35eeca23952bd27d7b..30bd8666d752ec79e8e66d5f60551c72df29afa1 100644 (file)
@@ -116,8 +116,8 @@ static void setLevelInfoToDefaults(struct LevelInfo *level)
     element_info[element].use_gfx_element = FALSE;
     element_info[element].gfx_element = EL_EMPTY_SPACE;
 
-    element_info[element].score = 0;
-    element_info[element].gem_count = 0;
+    element_info[element].collect_score = 10;          /* special default */
+    element_info[element].collect_count = 1;           /* special default */
 
     element_info[element].push_delay_fixed = 2;                /* special default */
     element_info[element].push_delay_random = 8;       /* special default */
@@ -171,6 +171,8 @@ static void setLevelInfoToDefaults(struct LevelInfo *level)
     /* start with no properties at all */
     for (j=0; j < NUM_EP_BITFIELDS; j++)
       Properties[element][j] = EP_BITMASK_DEFAULT;
+
+    element_info[element].modified_settings = FALSE;
   }
 
   BorderElement = EL_STEELWALL;
@@ -496,8 +498,8 @@ static int LoadLevel_CUS3(FILE *file, int chunk_size, struct LevelInfo *level)
     element_info[element].gfx_element =
       checkLevelElement(getFile16BitBE(file));
 
-    element_info[element].score = getFile8Bit(file);
-    element_info[element].gem_count = getFile8Bit(file);
+    element_info[element].collect_score = getFile8Bit(file);
+    element_info[element].collect_count = getFile8Bit(file);
 
     element_info[element].push_delay_fixed = getFile16BitBE(file);
     element_info[element].push_delay_random = getFile16BitBE(file);
@@ -542,6 +544,9 @@ static int LoadLevel_CUS3(FILE *file, int chunk_size, struct LevelInfo *level)
 
     /* some free bytes for future properties and padding */
     ReadUnusedBytesFromFile(file, LEVEL_CPART_CUS3_UNUSED);
+
+    /* mark that this custom element has been modified */
+    element_info[element].modified_settings = TRUE;
   }
 
   return chunk_size;
@@ -1007,7 +1012,7 @@ static void SaveLevel_CUS3(FILE *file, struct LevelInfo *level,
   {
     int element = EL_CUSTOM_START + i;
 
-    if (Properties[element][EP_BITFIELD_BASE] != EP_BITMASK_DEFAULT)
+    if (element_info[element].modified_settings)
     {
       if (check < num_changed_custom_elements)
       {
@@ -1024,8 +1029,8 @@ static void SaveLevel_CUS3(FILE *file, struct LevelInfo *level,
        putFile8Bit(file, element_info[element].use_gfx_element);
        putFile16BitBE(file, element_info[element].gfx_element);
 
-       putFile8Bit(file, element_info[element].score);
-       putFile8Bit(file, element_info[element].gem_count);
+       putFile8Bit(file, element_info[element].collect_score);
+       putFile8Bit(file, element_info[element].collect_count);
 
        putFile16BitBE(file, element_info[element].push_delay_fixed);
        putFile16BitBE(file, element_info[element].push_delay_random);
@@ -1119,7 +1124,7 @@ static void SaveLevelFromFilename(struct LevelInfo *level, char *filename)
 
   /* check for non-standard custom elements and calculate "CUS3" chunk size */
   for (i=0; i < NUM_CUSTOM_ELEMENTS; i++)
-    if (Properties[EL_CUSTOM_START +i][EP_BITFIELD_BASE] != EP_BITMASK_DEFAULT)
+    if (element_info[EL_CUSTOM_START + i].modified_settings)
       num_changed_custom_elements++;
   level_chunk_CUS3_size = LEVEL_CHUNK_CUS3_SIZE(num_changed_custom_elements);
 
@@ -1886,6 +1891,7 @@ static struct TokenInfo editor_setup_tokens[] =
   { TYPE_SWITCH, &sei.el_dx_boulderdash,"editor.el_dx_boulderdash"     },
   { TYPE_SWITCH, &sei.el_chars,                "editor.el_chars"               },
   { TYPE_SWITCH, &sei.el_custom,       "editor.el_custom"              },
+  { TYPE_SWITCH, &sei.el_custom_more,  "editor.el_custom_more"         },
 };
 
 static struct TokenInfo shortcut_setup_tokens[] =
@@ -1981,6 +1987,7 @@ static void setSetupInfoToDefaults(struct SetupInfo *si)
   si->editor.el_dx_boulderdash = TRUE;
   si->editor.el_chars = TRUE;
   si->editor.el_custom = TRUE;
+  si->editor.el_custom_more = FALSE;
 
   si->shortcut.save_game = DEFAULT_KEY_SAVE_GAME;
   si->shortcut.load_game = DEFAULT_KEY_LOAD_GAME;