SetDefaultLevelColors_BD();
// level name
- char *cave_name = getStringPrint("%s / %d", cave->name, bd_level_nr + 1);
+ char *cave_name_latin1 = getLatin1FromUTF8(cave->name);
+ char *cave_name_final = (gd_caveset_has_levels() ?
+ getStringPrint("%s / %d", cave_name_latin1, bd_level_nr + 1) :
+ getStringCopy(cave_name_latin1));
- strncpy(level->name, cave_name, MAX_LEVEL_NAME_LEN);
+ strncpy(level->name, cave_name_final, MAX_LEVEL_NAME_LEN);
level->name[MAX_LEVEL_NAME_LEN] = '\0';
// playfield elements
for (y = 0; y < level->fieldy; y++)
level->field[x][y] = CAVE_TO_LEVEL(cave->map[y][x]);
- checked_free(cave_name);
+ checked_free(cave_name_latin1);
+ checked_free(cave_name_final);
}
static void setTapeInfoToDefaults(void);
},
{
TYPE_SWITCH_3_STATES,
- &setup.bd_skip_falling_sounds, "bd_skip_falling_sounds"
+ &setup.bd_falling_sounds, "bd_falling_sounds"
},
{
TYPE_INTEGER,
TYPE_SWITCH,
&setup.editor.show_element_token, "editor.show_element_token"
},
+ {
+ TYPE_SWITCH,
+ &setup.editor.fast_game_start, "editor.fast_game_start"
+ },
{
TYPE_SWITCH,
&setup.editor.show_read_only_warning, "editor.show_read_only_warning"
si->bd_smooth_movements = STATE_TRUE;
si->bd_pushing_graphics = STATE_TRUE;
si->bd_up_down_graphics = STATE_TRUE;
- si->bd_skip_falling_sounds = STATE_TRUE;
+ si->bd_falling_sounds = STATE_AUTO;
si->bd_palette_c64 = GD_DEFAULT_PALETTE_C64;
si->bd_palette_c64dtv = GD_DEFAULT_PALETTE_C64DTV;
si->bd_palette_atari = GD_DEFAULT_PALETTE_ATARI;
si->editor.el_headlines = TRUE;
si->editor.show_element_token = FALSE;
+ si->editor.fast_game_start = FALSE;
si->editor.show_read_only_warning = TRUE;