scummvm/engines/icb/global_switches.h
2020-06-28 08:54:42 +02:00

90 lines
2.8 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GLOBAL_SWITCHES_H
#define GLOBAL_SWITCHES_H
#include "engines/icb/common/px_common.h"
namespace ICB {
enum _display_mode {
THREED, // full stage draw with voxels
NETHACK, // top down plan view
TEMP_NETHACK // net hack that swaps back to THREED when a set can be displayed - i.e. as soon as possible
};
class c_global_switches {
public:
c_global_switches();
uint32 px_fps; // 0 normal/default
//! 0 24fps/alternate fps scheme
_display_mode display_mode; // nethack or full voxel
int actorShadows; // -1 = top down shadows only, 0 - no actors shadows
int current_cd;
int antialiasedActorLevel; // 0 = none, 1 = edges only, 2 = edge + actor blend
int missionTimeout; // how many game cycles to run a mission for ( <=0 - means forever)
bool8 nicos_displayed; // yes or no
bool8 frag_help; // display set fragments
bool8 lighting; // actor lighting manual overide
bool8 cross_hair; // development
bool8 los_enabled; // turn los on/off
bool8 shadow_los; // Line of sight- players in shadows
bool8 debugging_and_console;
bool8 recordingVideo; // true each frame is recorded, false no recording is done
bool8 on_screen_text; // text on screen or not
bool8 mega_hilite;
bool8 texturedActors;
bool8 litActors;
bool8 polyActors;
bool8 wireframeActors;
bool8 speechLineNumbers;
bool8 pc_full_intall;
bool8 joystickVibration;
bool8 socket_watch;
bool8 semitransparencies; // On or off
bool8 mega_timer;
bool8 logic_timing; // so we know when to exlude resman
bool8 prop_hilite;
bool8 game_completed; // Set by gamescript marker - unlocks title screen bonuses
};
extern c_global_switches px;
} // End of namespace ICB
#endif