/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /***************************************************************************/ /* * warzoneConfig.c * * warzone Global configuration functions. * */ /***************************************************************************/ #include "lib/framework/frame.h" #include "warzoneconfig.h" #include "lib/ivis_common/piestate.h" #include "advvis.h" /***************************************************************************/ /* * Global Variables */ /***************************************************************************/ /***************************************************************************/ /* * Local Definitions */ /***************************************************************************/ typedef struct _warzoneGlobals { SEQ_MODE seqMode; BOOL bFog; BOOL bTranslucent; BOOL bAdditive; SWORD effectsLevel; BOOL allowSubtitles; BOOL playAudioCDs; BOOL Fullscreen; BOOL soundEnabled; } WARZONE_GLOBALS; /***************************************************************************/ /* * Local Variables */ /***************************************************************************/ static WARZONE_GLOBALS warGlobs;//STATIC use or write an access function if you need any of this /***************************************************************************/ /* * Local ProtoTypes */ /***************************************************************************/ /***************************************************************************/ /* * Source */ /***************************************************************************/ void war_SetDefaultStates(void)//Sets all states { //set those here and reset in clParse or loadConfig pie_SetFogCap(FOG_CAP_UNDEFINED); war_SetFog(FALSE); war_SetTranslucent(TRUE); // SHURCOOL: These two should be true (ie. enabled) by default; not false war_SetAdditive(TRUE); // SHURCOOL: It means that the renderer should be allowed to use translucency/additive rendering modes war_SetPlayAudioCDs(TRUE); war_setSoundEnabled( TRUE ); } void war_SetPlayAudioCDs(BOOL b) { warGlobs.playAudioCDs = b; } BOOL war_GetPlayAudioCDs(void) { return warGlobs.playAudioCDs; } void war_SetAllowSubtitles(BOOL b) { warGlobs.allowSubtitles = b; } BOOL war_GetAllowSubtitles(void) { return warGlobs.allowSubtitles; } void war_setFullscreen(BOOL b) { warGlobs.Fullscreen = b; } BOOL war_getFullscreen(void) { return warGlobs.Fullscreen; } /***************************************************************************/ /***************************************************************************/ void war_SetFog(BOOL val) { if (warGlobs.bFog != val) { warGlobs.bFog = val; } if (warGlobs.bFog == TRUE) { setRevealStatus(FALSE); } else { setRevealStatus(TRUE); pie_SetFogColour(0); } } BOOL war_GetFog(void) { return warGlobs.bFog; } /***************************************************************************/ /***************************************************************************/ void war_SetTranslucent(BOOL val) { pie_SetTranslucent(val); if (warGlobs.bTranslucent != val) { warGlobs.bTranslucent = val; } } BOOL war_GetTranslucent(void) { return warGlobs.bTranslucent; } /***************************************************************************/ /***************************************************************************/ void war_SetAdditive(BOOL val) { pie_SetAdditive(val); if (warGlobs.bAdditive != val) { warGlobs.bAdditive = val; } } BOOL war_GetAdditive(void) { return warGlobs.bAdditive; } /***************************************************************************/ /***************************************************************************/ void war_SetSeqMode(SEQ_MODE mode) { warGlobs.seqMode = mode; } SEQ_MODE war_GetSeqMode(void) { return warGlobs.seqMode; } void war_setSoundEnabled( BOOL soundEnabled ) { warGlobs.soundEnabled = soundEnabled; } BOOL war_getSoundEnabled( void ) { return warGlobs.soundEnabled; }