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