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153 lines
4.5 KiB
C++
153 lines
4.5 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/icb/global_objects_psx.h"
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#include "engines/icb/animation_mega_set.h"
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#include "engines/icb/common/px_clu_api.h"
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namespace ICB {
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// For reusing characters already loaded into VRAM
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// -32 because characters start from ' '
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u_short cPos[N_FONT_CHARS];
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uint8 cPWidth[N_FONT_CHARS];
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uint8 cHeight[N_FONT_CHARS];
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uint8 cWidth[N_FONT_CHARS];
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u_short fontClutLoaded = 0;
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u_short fontFreePos = 0;
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uint8 fontNcolours = 0;
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// Global instances of common strings, as GCC seems to make
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// multiple copies wasting all of the rdata section !
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const char *global_null_path = "";
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// The different fonts we have available
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const char *fonts[MAX_FONTS] = {"font", "city", "futura", "futura_outline"};
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int selFont = 2;
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const char *global_sys_font = fonts[selFont];
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const char *global_set_path = "\\M\\%s.CAM;1";
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const char *global_session_cluster_path = "\\M\\%s.SEX;1";
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const char *global_session_test_path = "\\M\\%s\\%s.SEX;1";
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const char *global_snddata_test_path = "\\M\\%s.SND;1";
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const char *global_session_xa_path = "\\M\\%s.XA\\XA%04d.XA;1";
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const char *global_global_xa_path = "\\G\\XA\\XA%04d.XA;1";
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const char *global_chr_path = "\\C\\%s\\%s.OFT;1";
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const char *global_fir_cluster_path = "\\G\\FIR.CLU;1";
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const char *global_image_cluster_path = "\\G\\IMAGES.CLU;1";
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const char *global_cluster_path = "\\G\\HAVENOTA.CLU;1";
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const char *global_var_path = "globals";
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const char *gamescript_path = "gamescript";
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const char *global_votext_name = "remora.ctf";
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const char *global_icon_labels_filename = "iconlabels.ctf";
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const char *global_cover_page = "cover_page.bs";
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const char *global_speech_cluster = "\\G\\SPEECH.CLU;1";
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uint32 global_speech_cluster_hash = NULL_HASH;
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const char *global_music_cluster = "\\G\\MUSIC.CLU;1";
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uint32 global_music_cluster_hash = NULL_HASH;
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const char *session_speech_cluster_path = "\\M\\%s.SPK;1";
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// The texture manager for the actor textures
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TextureManager *tman;
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// This does nothing but makes PC & PSX code more compatible the surface manager
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// The 3 directional lights and the ambient light
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psxLight Lights[4];
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// Colour of ambient to add when targetting a mega and you are armed
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int mega_select_armed_r = 60;
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int mega_select_armed_g = 10;
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int mega_select_armed_b = 10;
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// Colour of ambient to add when targetting a mega and you are unarmed
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int mega_select_unarmed_r = 50;
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int mega_select_unarmed_g = 50;
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int mega_select_unarmed_b = 50;
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#if CD_BUILD == 0
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// Colour of the z-fragments outlines
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int zfragRed = 255;
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int zfragGreen = 0;
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int zfragBlue = 0;
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// Colour of the z-layers outlines
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int zoverRed = 255;
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int zoverGreen = 0;
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int zoverBlue = 255;
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#endif // #if CD_BUILD == 0
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// Colour of the actors bounding box
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int bboxRed = 0;
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int bboxGreen = 255;
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int bboxBlue = 0;
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// Colour of the actors screen outline
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int slineRed = 0;
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int slineGreen = 0;
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int slineBlue = 255;
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// Colour of the wire-frame man
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int wfrmRed = 100;
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int wfrmGreen = 50;
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int wfrmBlue = 20;
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// Drawing options
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int _normalScale = 8;
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int _useWindingOrder = 1;
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int _removeBackface = 1;
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int _drawWfrm = 0;
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int _drawTxture = 1;
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int _drawLit = 1;
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int _drawGouraud = 1;
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int _drawPolys = 1;
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int _drawNormals = 0;
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int _drawActor = 1;
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int _drawSline = 0;
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int _drawShadowSline = 0;
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int _drawBbox = 0;
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int _drawShadowBbox = 0;
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int _drawSolidBbox = 0;
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int _drawZfragEdge = 0;
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int _drawZLayerEdge = 0;
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int _drawZfragImg = 1;
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int _drawText = 0;
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int _drawCompass = 0;
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int _drawBG = 1;
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int _drawProps = 1;
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int _drawSemiTrans = 1;
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int _drawDebugMesh = 0;
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} // End of namespace ICB
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