1 /* ResidualVM - A 3D game interpreter
2  *
3  * ResidualVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the AUTHORS
5  * file distributed with this source distribution.
6  *
7  * Additional copyright for this file:
8  * Copyright (C) 1999-2000 Revolution Software Ltd.
9  * This code is based on source code created by Revolution Software,
10  * used with permission.
11  *
12  * This program is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU General Public License
14  * as published by the Free Software Foundation; either version 2
15  * of the License, or (at your option) any later version.
16  *
17  * This program is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
20  * GNU General Public License for more details.
21  *
22  * You should have received a copy of the GNU General Public License
23  * along with this program; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25  *
26  */
27 
28 #ifndef ICB_GLOBAL_SWITCHES_H
29 #define ICB_GLOBAL_SWITCHES_H
30 
31 #include "engines/icb/common/px_common.h"
32 
33 namespace ICB {
34 
35 enum _display_mode {
36 	THREED,      // full stage draw with voxels
37 	NETHACK,     // top down plan view
38 	TEMP_NETHACK // net hack that swaps back to THREED when a set can be displayed - i.e. as soon as possible
39 };
40 
41 class c_global_switches {
42 public:
43 	c_global_switches();
44 
45 	uint32 px_fps; // 0  normal/default
46 	//! 0 24fps/alternate fps scheme
47 
48 	_display_mode display_mode; // nethack or full voxel
49 
50 	int32 actorShadows; // -1 = top down shadows only, 0 - no actors shadows
51 	int32 current_cd;
52 	int32 antialiasedActorLevel; // 0 = none, 1 = edges only, 2 = edge + actor blend
53 	int32 missionTimeout;        // how many game cycles to run a mission for ( <=0 - means forever)
54 
55 	bool8 nicos_displayed; // yes or no
56 	bool8 frag_help;       // display set fragments
57 	bool8 lighting;        // actor lighting manual overide
58 	bool8 cross_hair;      // development
59 
60 	bool8 los_enabled; // turn los on/off
61 	bool8 shadow_los;  // Line of sight- players in shadows
62 	bool8 debugging_and_console;
63 	bool8 recordingVideo; // true each frame is recorded, false no recording is done
64 
65 	bool8 on_screen_text; // text on screen or not
66 	bool8 mega_hilite;
67 	bool8 texturedActors;
68 	bool8 litActors;
69 	bool8 polyActors;
70 	bool8 wireframeActors;
71 
72 	bool8 speechLineNumbers;
73 	bool8 joystickVibration;
74 	bool8 socket_watch;
75 
76 	bool8 semitransparencies; // On or off
77 	bool8 mega_timer;
78 	bool8 logic_timing; // so we know when to exlude resman
79 	bool8 prop_hilite;
80 
81 	bool8 game_completed; // Set by gamescript marker - unlocks title screen bonuses
82 };
83 
84 extern c_global_switches *g_px;
85 
86 } // End of namespace ICB
87 
88 #endif
89