cleanup of high score data structures
[rocksndiamonds.git] / src / game.c
index 476b67b049b34db5f50c3f57a4ece155f0b99a72..d8f34be03724384d6fd7f5295e60134bc2d2cf65 100644 (file)
@@ -2402,7 +2402,7 @@ static void UpdateGameControlValues(void)
   }
 
   game_panel_controls[GAME_PANEL_SCORE].value = score;
-  game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
+  game_panel_controls[GAME_PANEL_HIGHSCORE].value = scores.entry[0].score;
 
   game_panel_controls[GAME_PANEL_TIME].value = time;
 
@@ -5035,12 +5035,12 @@ int NewHiScore(int level_nr)
   LoadScore(level_nr);
 
   if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
-      game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
+      game.score_final < scores.entry[MAX_SCORE_ENTRIES - 1].score)
     return -1;
 
   for (k = 0; k < MAX_SCORE_ENTRIES; k++)
   {
-    if (game.score_final > highscore[k].Score)
+    if (game.score_final > scores.entry[k].score)
     {
       // player has made it to the hall of fame
 
@@ -5051,7 +5051,7 @@ int NewHiScore(int level_nr)
        if (one_score_entry_per_name)
        {
          for (l = k; l < MAX_SCORE_ENTRIES; l++)
-           if (strEqual(setup.player_name, highscore[l].Name))
+           if (strEqual(setup.player_name, scores.entry[l].name))
              m = l;
 
          if (m == k)   // player's new highscore overwrites his old one
@@ -5060,22 +5060,22 @@ int NewHiScore(int level_nr)
 
        for (l = m; l > k; l--)
        {
-         strcpy(highscore[l].Name, highscore[l - 1].Name);
-         highscore[l].Score = highscore[l - 1].Score;
+         strcpy(scores.entry[l].name, scores.entry[l - 1].name);
+         scores.entry[l].score = scores.entry[l - 1].score;
        }
       }
 
       put_into_list:
 
-      strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
-      highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
-      highscore[k].Score = game.score_final;
+      strncpy(scores.entry[k].name, setup.player_name, MAX_PLAYER_NAME_LEN);
+      scores.entry[k].name[MAX_PLAYER_NAME_LEN] = '\0';
+      scores.entry[k].score = game.score_final;
       position = k;
 
       break;
     }
     else if (one_score_entry_per_name &&
-            !strncmp(setup.player_name, highscore[k].Name,
+            !strncmp(setup.player_name, scores.entry[k].name,
                      MAX_PLAYER_NAME_LEN))
       break;   // player already there with a higher score
   }
@@ -15373,12 +15373,12 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
 {
   if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
   {
-    // closing door required in case of envelope style request dialogs
-    if (!skip_request)
+    if (!quick_quit)
     {
       // prevent short reactivation of overlay buttons while closing door
       SetOverlayActive(FALSE);
 
+      // door may still be open due to skipped or envelope style request
       CloseDoor(DOOR_CLOSE_1);
     }
 
@@ -15408,9 +15408,11 @@ void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
 
 void RequestQuitGame(boolean escape_key_pressed)
 {
-  boolean quick_quit = ((escape_key_pressed && !setup.ask_on_escape) ||
+  boolean ask_on_escape = (setup.ask_on_escape && setup.ask_on_quit_game);
+  boolean quick_quit = ((escape_key_pressed && !ask_on_escape) ||
                        level_editor_test_game);
-  boolean skip_request = game.all_players_gone || quick_quit;
+  boolean skip_request = (game.all_players_gone || !setup.ask_on_quit_game ||
+                         quick_quit);
 
   RequestQuitGameExt(skip_request, quick_quit,
                     "Do you really want to quit the game?");