&li.bd_diagonal_movements, FALSE
},
+ {
+ EL_BD_DIAMOND, -1,
+ TYPE_INTEGER, CONF_VALUE_16_BIT(1),
+ &li.score[SC_DIAMOND_EXTRA], 20
+ },
+
// (the following values are related to various game elements)
{
&li.score[SC_ELEM_BONUS], 10
},
- // ---------- unused values -------------------------------------------------
-
- {
- EL_UNKNOWN, SAVE_CONF_NEVER,
- TYPE_INTEGER, CONF_VALUE_16_BIT(1),
- &li.score[SC_UNKNOWN_15], 10
- },
-
{
-1, -1,
-1, -1,
cave->level_timevalue[i] = level->score[SC_TIME_BONUS];
}
- cave->diamond_value = level->score[SC_DIAMOND];
- cave->extra_diamond_value = level->score[SC_DIAMOND];
+ cave->diamond_value = level->score[SC_EMERALD];
+ cave->extra_diamond_value = level->score[SC_DIAMOND_EXTRA];
cave->level_speed[0] = 160; // set cave speed
level->fieldx = MIN(cave->w, MAX_LEV_FIELDX);
level->fieldy = MIN(cave->h, MAX_LEV_FIELDY);
- level->time = cave->level_time[bd_level_nr];
- level->gems_needed = cave->level_diamonds[bd_level_nr];
- level->time_magic_wall = cave->level_magic_wall_time[bd_level_nr];
+ level->time = cave->level_time[bd_level_nr];
+ level->gems_needed = cave->level_diamonds[bd_level_nr];
+ level->time_magic_wall = cave->level_magic_wall_time[bd_level_nr];
- level->score[SC_TIME_BONUS] = cave->level_timevalue[bd_level_nr];
- level->score[SC_DIAMOND] = cave->diamond_value;
+ level->score[SC_TIME_BONUS] = cave->level_timevalue[bd_level_nr];
+ level->score[SC_EMERALD] = cave->diamond_value;
+ level->score[SC_DIAMOND_EXTRA] = cave->extra_diamond_value;
- level->bd_intermission = cave->intermission;
- level->bd_diagonal_movements = cave->diagonal_movements;
+ level->bd_intermission = cave->intermission;
+ level->bd_diagonal_movements = cave->diagonal_movements;
strncpy(level->name, cave->name, MAX_LEVEL_NAME_LEN);
level->name[MAX_LEVEL_NAME_LEN] = '\0';