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74 lines
2.4 KiB
C++
74 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/icb.h"
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#include "engines/icb/global_switches.h"
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namespace ICB {
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// projects x's global flags
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c_global_switches *g_px;
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c_global_switches::c_global_switches() {
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px_fps = 1; // 12
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display_mode = THREED; // default display mode
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nicos_displayed = FALSE8; // 3d nico display
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frag_help = FALSE8; // set draw displays fragments
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lighting = TRUE8; // set lighting manual overide
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// have BASIC top-down shadows ON by default for the both platforms
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actorShadows = -1; // = -1 for automatic top-down shadow
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cross_hair = FALSE8;
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if (g_icb->getGameType() == GType_ICB) {
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prop_hilite = FALSE8;
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mega_hilite = FALSE8;
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} else {
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prop_hilite = TRUE8;
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mega_hilite = TRUE8;
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}
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game_completed = FALSE8;
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los_enabled = TRUE8;
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debugging_and_console = TRUE8; // head up switcher, headup info and console allowed - i.e. no in final game
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shadow_los = TRUE8; // actors can stand in shadows and LOS takes account
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recordingVideo = FALSE8; // true each frame is recorded, false no recording is done
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on_screen_text = TRUE8;
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texturedActors = TRUE8;
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litActors = TRUE8;
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polyActors = TRUE8;
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wireframeActors = FALSE8;
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speechLineNumbers = FALSE8;
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current_cd = 1; // cd 1, 2, 3
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missionTimeout = -1;
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joystickVibration = FALSE8;
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socket_watch = FALSE8;
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semitransparencies = TRUE8;
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mega_timer = FALSE8;
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antialiasedActorLevel = 0;
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logic_timing = 0;
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}
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} // End of namespace ICB
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