ScummVM API documentation
global_switches.h
1 /* ScummVM - Graphic Adventure Engine
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26 
27 #ifndef ICB_GLOBAL_SWITCHES_H
28 #define ICB_GLOBAL_SWITCHES_H
29 
30 #include "engines/icb/common/px_common.h"
31 
32 namespace ICB {
33 
34 enum _display_mode {
35  THREED, // full stage draw with voxels
36  NETHACK, // top down plan view
37  TEMP_NETHACK // net hack that swaps back to THREED when a set can be displayed - i.e. as soon as possible
38 };
39 
41 public:
43 
44  uint32 px_fps; // 0 normal/default
46 
47  _display_mode display_mode; // nethack or full voxel
48 
49  int32 actorShadows; // -1 = top down shadows only, 0 - no actors shadows
50  int32 current_cd;
51  int32 antialiasedActorLevel; // 0 = none, 1 = edges only, 2 = edge + actor blend
52  int32 missionTimeout; // how many game cycles to run a mission for ( <=0 - means forever)
53 
54  bool8 nicos_displayed; // yes or no
55  bool8 frag_help; // display set fragments
56  bool8 lighting; // actor lighting manual overide
57  bool8 cross_hair; // development
58 
59  bool8 los_enabled; // turn los on/off
60  bool8 shadow_los; // Line of sight- players in shadows
61  bool8 debugging_and_console;
62  bool8 recordingVideo; // true each frame is recorded, false no recording is done
63 
64  bool8 on_screen_text; // text on screen or not
65  bool8 mega_hilite;
66  bool8 texturedActors;
67  bool8 litActors;
68  bool8 polyActors;
69  bool8 wireframeActors;
70 
71  bool8 speechLineNumbers;
72  bool8 joystickVibration;
73  bool8 socket_watch;
74 
75  bool8 semitransparencies; // On or off
76  bool8 mega_timer;
77  bool8 logic_timing; // so we know when to exlude resman
78  bool8 prop_hilite;
79 
80  bool8 game_completed; // Set by gamescript marker - unlocks title screen bonuses
81 };
82 
83 extern c_global_switches *g_px;
84 
85 } // End of namespace ICB
86 
87 #endif
Definition: actor.h:32
_display_mode display_mode
0 24fps/alternate fps scheme
Definition: global_switches.h:47
Definition: global_switches.h:40