/* 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. * */ #include "engines/icb/global_objects_psx.h" #include "engines/icb/animation_mega_set.h" #include "engines/icb/common/px_clu_api.h" namespace ICB { // For reusing characters already loaded into VRAM // -32 because characters start from ' ' u_short cPos[N_FONT_CHARS]; uint8 cPWidth[N_FONT_CHARS]; uint8 cHeight[N_FONT_CHARS]; uint8 cWidth[N_FONT_CHARS]; u_short fontClutLoaded = 0; u_short fontFreePos = 0; uint8 fontNcolours = 0; // Global instances of common strings, as GCC seems to make // multiple copies wasting all of the rdata section ! const char *global_null_path = ""; // The different fonts we have available const char *fonts[MAX_FONTS] = {"font", "city", "futura", "futura_outline"}; int selFont = 2; const char *global_sys_font = fonts[selFont]; const char *global_set_path = "\\M\\%s.CAM;1"; const char *global_session_cluster_path = "\\M\\%s.SEX;1"; const char *global_session_test_path = "\\M\\%s\\%s.SEX;1"; const char *global_snddata_test_path = "\\M\\%s.SND;1"; const char *global_session_xa_path = "\\M\\%s.XA\\XA%04d.XA;1"; const char *global_global_xa_path = "\\G\\XA\\XA%04d.XA;1"; const char *global_chr_path = "\\C\\%s\\%s.OFT;1"; const char *global_fir_cluster_path = "\\G\\FIR.CLU;1"; const char *global_image_cluster_path = "\\G\\IMAGES.CLU;1"; const char *global_cluster_path = "\\G\\HAVENOTA.CLU;1"; const char *global_var_path = "globals"; const char *gamescript_path = "gamescript"; const char *global_votext_name = "remora.ctf"; const char *global_icon_labels_filename = "iconlabels.ctf"; const char *global_cover_page = "cover_page.bs"; const char *global_speech_cluster = "\\G\\SPEECH.CLU;1"; uint32 global_speech_cluster_hash = NULL_HASH; const char *global_music_cluster = "\\G\\MUSIC.CLU;1"; uint32 global_music_cluster_hash = NULL_HASH; const char *session_speech_cluster_path = "\\M\\%s.SPK;1"; // The texture manager for the actor textures TextureManager *tman; // This does nothing but makes PC & PSX code more compatible the surface manager // The 3 directional lights and the ambient light psxLight Lights[4]; // Colour of ambient to add when targetting a mega and you are armed int mega_select_armed_r = 60; int mega_select_armed_g = 10; int mega_select_armed_b = 10; // Colour of ambient to add when targetting a mega and you are unarmed int mega_select_unarmed_r = 50; int mega_select_unarmed_g = 50; int mega_select_unarmed_b = 50; #if CD_BUILD == 0 // Colour of the z-fragments outlines int zfragRed = 255; int zfragGreen = 0; int zfragBlue = 0; // Colour of the z-layers outlines int zoverRed = 255; int zoverGreen = 0; int zoverBlue = 255; #endif // #if CD_BUILD == 0 // Colour of the actors bounding box int bboxRed = 0; int bboxGreen = 255; int bboxBlue = 0; // Colour of the actors screen outline int slineRed = 0; int slineGreen = 0; int slineBlue = 255; // Colour of the wire-frame man int wfrmRed = 100; int wfrmGreen = 50; int wfrmBlue = 20; // Drawing options int _normalScale = 8; int _useWindingOrder = 1; int _removeBackface = 1; int _drawWfrm = 0; int _drawTxture = 1; int _drawLit = 1; int _drawGouraud = 1; int _drawPolys = 1; int _drawNormals = 0; int _drawActor = 1; int _drawSline = 0; int _drawShadowSline = 0; int _drawBbox = 0; int _drawShadowBbox = 0; int _drawSolidBbox = 0; int _drawZfragEdge = 0; int _drawZLayerEdge = 0; int _drawZfragImg = 1; int _drawText = 0; int _drawCompass = 0; int _drawBG = 1; int _drawProps = 1; int _drawSemiTrans = 1; int _drawDebugMesh = 0; } // End of namespace ICB