TYPE_SWITCH,
&setup.bd_scroll_delay, "bd_scroll_delay"
},
+ {
+ TYPE_SWITCH,
+ &setup.bd_show_invisible_outbox, "bd_show_invisible_outbox"
+ },
{
TYPE_SWITCH3,
&setup.bd_smooth_movements, "bd_smooth_movements"
si->bd_skip_uncovering = FALSE;
si->bd_skip_hatching = FALSE;
si->bd_scroll_delay = TRUE;
+ si->bd_show_invisible_outbox = FALSE;
si->bd_smooth_movements = AUTO;
si->bd_pushing_graphics = TRUE;
si->bd_up_down_graphics = TRUE;
#include "main_bd.h"
-// universal settings
-static boolean gd_no_invisible_outbox = FALSE;
-
-
void gd_game_free(GdGame *game)
{
// stop sounds
// however it may do nothing if animcycle was not changed.
if (game->element_buffer && game->gfx_buffer)
gd_drawcave_game(game->cave, game->element_buffer, game->last_element_buffer, game->gfx_buffer,
- game->bonus_life_flash != 0, game->animcycle, gd_no_invisible_outbox);
+ game->bonus_life_flash != 0, game->animcycle, setup.bd_show_invisible_outbox);
game->state_counter = counter_next;
boolean bd_skip_uncovering;
boolean bd_skip_hatching;
boolean bd_scroll_delay;
+ boolean bd_show_invisible_outbox;
int bd_smooth_movements; // not boolean -- can also be "AUTO"
int bd_pushing_graphics; // not boolean -- can also be "AUTO"
int bd_up_down_graphics; // not boolean -- can also be "AUTO"
{ TYPE_YES_NO_AUTO, &setup.bd_pushing_graphics, "Use Player Pushing Graphics:" },
{ TYPE_YES_NO_AUTO, &setup.bd_up_down_graphics, "Use Player Up/Down Graphics:" },
{ TYPE_YES_NO_AUTO, &setup.bd_skip_falling_sounds, "Mute Double Falling Sounds:" },
+ { TYPE_SWITCH, &setup.bd_show_invisible_outbox,"Show invisible outbox:" },
{ TYPE_ENTER_LIST, &execSetupChoosePaletteC64, "Color Palette (C64):" },
{ TYPE_STRING, &bd_palette_c64_text, "" },
{ TYPE_ENTER_LIST, &execSetupChoosePaletteC64DTV, "Color Palette (C64DTV):" },