{ "game.panel.gems.class", "none" },
{ "game.panel.gems.style", "none" },
- { "game.panel.gems_total.x", "-1" },
- { "game.panel.gems_total.y", "-1" },
- { "game.panel.gems_total.align", "left" },
- { "game.panel.gems_total.valign", "top" },
- { "game.panel.gems_total.digits", "-1" },
- { "game.panel.gems_total.font", "font.text_2" },
- { "game.panel.gems_total.draw_masked", "true" },
- { "game.panel.gems_total.draw_order", "0" },
- { "game.panel.gems_total.class", "none" },
- { "game.panel.gems_total.style", "none" },
+ { "game.panel.gems_needed.x", "-1" },
+ { "game.panel.gems_needed.y", "-1" },
+ { "game.panel.gems_needed.align", "left" },
+ { "game.panel.gems_needed.valign", "top" },
+ { "game.panel.gems_needed.digits", "-1" },
+ { "game.panel.gems_needed.font", "font.text_2" },
+ { "game.panel.gems_needed.draw_masked", "true" },
+ { "game.panel.gems_needed.draw_order", "0" },
+ { "game.panel.gems_needed.class", "none" },
+ { "game.panel.gems_needed.style", "none" },
{ "game.panel.gems_collected.x", "-1" },
{ "game.panel.gems_collected.y", "-1" },
// game panel display and control definitions
#define GAME_PANEL_LEVEL_NUMBER 0
#define GAME_PANEL_GEMS 1
-#define GAME_PANEL_GEMS_TOTAL 2
+#define GAME_PANEL_GEMS_NEEDED 2
#define GAME_PANEL_GEMS_COLLECTED 3
#define GAME_PANEL_GEMS_SCORE 4
#define GAME_PANEL_INVENTORY_COUNT 5
TYPE_INTEGER,
},
{
- GAME_PANEL_GEMS_TOTAL,
- &game.panel.gems_total,
+ GAME_PANEL_GEMS_NEEDED,
+ &game.panel.gems_needed,
TYPE_INTEGER,
},
{
level.game_engine_type == GAME_ENGINE_TYPE_MM ?
game_mm.kettles_still_needed :
game.gems_still_needed);
- int gems_total = level.gems_needed;
+ int gems_needed = level.gems_needed;
int gems_collected = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
game_bd.game->cave->diamonds_collected :
- gems_total - gems);
+ gems_needed - gems);
int gems_score = (level.game_engine_type == GAME_ENGINE_TYPE_BD ?
game_bd.game->cave->diamond_value :
level.score[SC_EMERALD]);
// used instead of "level_nr" (for network games)
game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
game_panel_controls[GAME_PANEL_GEMS].value = gems;
- game_panel_controls[GAME_PANEL_GEMS_TOTAL].value = gems_total;
+ game_panel_controls[GAME_PANEL_GEMS_NEEDED].value = gems_needed;
game_panel_controls[GAME_PANEL_GEMS_COLLECTED].value = gems_collected;
game_panel_controls[GAME_PANEL_GEMS_SCORE].value = gems_score;