/* 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 . * */ #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