diff --git a/scores.cpp b/scores.cpp index b5f2f12b..077eb794 100644 --- a/scores.cpp +++ b/scores.cpp @@ -184,10 +184,10 @@ void show() { if(columns.size() == 0) { columns.push_back(POSSCORE); - for(int i=0; iland, "@safetyland"); - else if(loading) firstland = safetyland = eLand(applyBoxLoad("@safetyland")); + fakebox[boxid] = false; setprio(bpMain); + if(saving) applyBoxSave(items[itOrbSafety] ? safetyland : cwt.at->land, "where"); + else if(loading) firstland = safetyland = eLand(applyBoxLoad("where")); else lostin = eLand(save.box[boxid++]); for(int i=itOrbLightning; i<25; i++) applyBoxOrb(eItem(i)); @@ -715,9 +748,13 @@ EX void applyBoxes() { int geo = geometry; applyBoxNum(geo, "@geometry"); geometry = eGeometry(geo); + setprio(bpMode); applyBoxBool(hardcore, "hardcore"); + setprio(bpMode); applyBoxNum(hardcoreAt, "@hardcoreAt"); + setprio(bpMode); applyBoxBool(shmup::on, "shmup"); + setprio(bpMode); if(saving) applyBoxSave(specialland, "euclid land"); else if(loading) specialland = eLand(applyBoxLoad("euclid land")); else fakebox[boxid++] = true; @@ -781,7 +818,9 @@ EX void applyBoxes() { applyBoxOrb(itOrbLuck); applyBoxOrb(itOrbStunning); + setprio(bpMode); applyBoxBool(tactic::on, "@tactic"); + setprio(bpMode); applyBoxNum(elec::lightningfast, "@lightningfast"); // if(save.box[boxid]) printf("lotus = %d (lost = %d)\n", save.box[boxid], isHaunted(lostin)); @@ -795,9 +834,11 @@ EX void applyBoxes() { applyBoxOrb(itOrbFreedom); applyBoxM(moRedFox); applyBoxBool(survivalist, "@survivalist"); + setprio(bpMode); if(loadingHi) applyBoxI(itLotus); else applyBoxNum(truelotus, "lotus/escape"); + setprio(bpMode); applyBoxEnum(variation, "variation"); applyBoxI(itRose); applyBoxOrb(itOrbBeauty); @@ -808,7 +849,9 @@ EX void applyBoxes() { applyBoxM(moFalsePrincess); applyBoxM(moRoseLady); applyBoxM(moRoseBeauty); + setprio(bpMode); applyBoxEnum(land_structure, "land structure"); + setprio(bpMode); applyBoxNum(multi::players, "shmup players"); if(multi::players < 1 || multi::players > MAXPLAYER) multi::players = 1; @@ -826,12 +869,16 @@ EX void applyBoxes() { applyBoxM(moTortoise); applyBoxOrb(itOrbShell); + setprio(bpMode); applyBoxNum(safetyseed, "@safetyseed"); // (+18) for(int i=0; i<6; i++) { + setprio(bpWeirdStat); applyBoxNum(multi::treasures[i], "@multi-treasures" + its(i)); + setprio(bpWeirdStat); applyBoxNum(multi::kills[i], "@multi-kills" + its(i)); + setprio(bpWeirdStat); applyBoxNum(multi::deaths[i], "@multi-deaths" + its(i)); } // (+8) @@ -847,7 +894,9 @@ EX void applyBoxes() { applyBoxOrb(itOrbStone); bool sph; + setprio(bpMode); sph = false; applyBoxBool(sph, "sphere"); if(sph) geometry = gSphere; + setprio(bpMode); sph = false; applyBoxBool(sph, "elliptic"); if(sph) geometry = gElliptic; applyBoxNum(princess::reviveAt, "@reviveAt"); @@ -877,6 +926,7 @@ EX void applyBoxes() { addinv(itGreenStone); list_invorb(); #if CAP_INV + setprio(bpMode); applyBoxBool(inv::on, "inventory"); // 306 applyBoxNum(inv::rseed, "@inv-rseed"); #else @@ -924,7 +974,7 @@ EX void applyBoxes() { applyBoxNum(gp::param.first, "@gp-first"); applyBoxNum(gp::param.second, "@gp-second"); - v2 = false; applyBoxBool(v2); if(loading && v2) variation = eVariation::irregular; + v2 = false; applyBoxBool(v2, "@irregular"); if(loading && v2) variation = eVariation::irregular; applyBoxNum(irr::cellcount, "@irr-cellcount"); list_invorb(); @@ -963,10 +1013,14 @@ EX void applyBoxes() { applyBoxM(moRusalka); list_invorb(); + setprio(bpTechnical); applyBoxNum(saved_modecode, "modecode"); + setprio(bpMode); applyBoxBool(ineligible_starting_land, "ineligible_starting_land"); + setprio(bpMain1); applyBoxNum(yasc_code, "YASC code"); + setprio(bpMode); applyBoxBool(casual, "casual mode"); applyBoxI(itCursed); @@ -984,23 +1038,28 @@ EX void applyBoxes() { applyBoxI(itCurseWater, true); list_invorb(); + setprio(bpMode); applyBoxEnum(bow::weapon, "weapon choice"); + setprio(bpMode); applyBoxEnum(bow::style, "crossbow style"); applyBoxOrb(itOrbFish); list_invorb(); - applyBoxNum(items[itCrossbow]); - applyBoxNum(items[itRevolver]); - applyBoxNum(items[itAsteroid]); + applyBoxI(itCrossbow, true); + applyBoxI(itRevolver, true); + applyBoxI(itAsteroid); applyBoxM(moAsteroid); - applyBoxNum(items[itTreat]); + applyBoxI(itTreat); applyBoxM(moVampire); - applyBoxNum(asteroids_generated); - applyBoxNum(asteroid_orbs_generated); + applyBoxNum(asteroids_generated, "@asteroids generated"); + applyBoxNum(asteroid_orbs_generated, "@orbs generated"); + setprio(bpWeirdStat); applyBoxNum(loadcount, "load count"); + setprio(bpWeirdStat); applyBoxNum(load_branching, "load branching"); + setprio(bpWeirdStat); applyBoxNum(current_loadcount, "current load count"); if(POSSCORE != boxid) printf("ERROR: %d boxes\n", boxid);