scummvm/engines/icb/global_switches.cpp
2022-08-05 01:09:32 +02:00

74 lines
2.4 KiB
C++

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