/* 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 ICB_GLOBAL_SWITCHES_H #define ICB_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 int32 actorShadows; // -1 = top down shadows only, 0 - no actors shadows int32 current_cd; int32 antialiasedActorLevel; // 0 = none, 1 = edges only, 2 = edge + actor blend int32 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 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 *g_px; } // End of namespace ICB #endif