1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259
|
/***************************************************************************
gameoptions.h - description
-------------------
begin : Thu Jun 29 2000
copyright : (C) 2000 by frank landgraf
email :
***************************************************************************/
/***************************************************************************
* *
* 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. *
* *
***************************************************************************/
#ifndef GAMEOPTIONS_H
#define GAMEOPTIONS_H
#include <string>
#include "password.h"
#include "textfileparser.h"
#include "textfile_evaluation.h"
class CGameOptions
{
public:
/** returns the only Instance */
static CGameOptions* Instance();
CGameOptions();
void setDefaults();
void setDefaultDirectories();
/* CGameOptions( const CGameOptions& cgo );
void copy ( const CGameOptions& cgo );
*/
void runTextIO ( PropertyContainer& pc );
bool isChanged();
void setChanged(bool flag = true);
void load( const ASCString& filename );
void save( const ASCString& filename );
int getSearchPathNum();
void setSearchPath ( int i, const ASCString& path );
void addSearchPath ( const ASCString& path );
ASCString getSearchPath( int i);
int version;
//! the number of steps to perform a move: 0 -> 3 step; != 0 -> 2 steps
bool fastmove;
//! 1/100 sec for a unit to move from one field to the next
int movespeed;
//! question "do you want to end your turn"
bool endturnquestion;
//! are units that cannot move but shoot displayed in gray ?
bool units_gray_after_move;
//! the zoom of the map display in ASC
int mapzoom;
//! the zoom of the map display in the map editor
int mapzoomeditor;
//! are fields marked that a unit could move to if there was no other unit standing
// int dontMarkFieldsNotAccessible_movement;
//! first delay of attack display
int attackspeed1;
//! speed of moving bars in attack display
int attackspeed2;
//! second delay in attack display
int attackspeed3;
//! force ASC to run in windowed mode (and not fullscreen, which is default)
bool forceWindowedMode;
//! use screen buffer on the graphics card instead of main memory
bool hardwareSurface;
//! hides the mouse cursor when screen updates are performed
bool hideMouseOnScreenUpdates;
//! enables the option to review your own replay to find replay bugs
bool debugReplay;
//! force the mapeditor to run in fullscreen mode (and not windowed, which is default)
bool mapeditWindowedMode;
//! the horizontal resolution ASC uses
int xresolution;
//! the vertical resolution ASC uses
int yresolution;
//! the horizontal resolution the mapeditor uses
int mapeditor_xresolution;
//! the vertical resolution the mapeditor uses
int mapeditor_yresolution;
bool maped_modalSelectionWindow;
//! are units automatically trained in training centers
bool automaticTraining;
//! the mouse configuration. Mouse button are: bit 0 = left button ; bit 1 = right button ; bit 2 = center button
struct Mouse
{
// int scrollbutton;
//! the button to select a field without opening the menu
int fieldmarkbutton;
//! the button to select a field and open the menu there
// int smallguibutton;
//! the button to use the big icons on the right side
// int largeguibutton;
/** specifies the occasions when the small icons are positioned directly under the mouse pointer (instead of some pixel upwards)
0 = never
1 = always
2 = only if there is a building or a unit on the field or if the field is a destination for the current unit action (default)
*/
// int smalliconundermouse;
//! the button to center the map around the selected field
int centerbutton;
//! used in the container dialog
int dragndropbutton;
//! the button to display the vehicle information
// int unitweaponinfo;
//! if != 0, a single click will mark a field AND open the small gui menu
// int singleClickAction;
int zoomoutbutton;
int zoominbutton;
//! marks a field and opens the small gui buttons with a single click (default: first click mark, second click: execute)
bool singleClickAction;
static ASCString getButtonName( int button );
}
mouse;
struct SoundSettings
{
//! muted soud can be reactivated during the game
bool muteEffects;
//! muted soud can be reactivated during the game
bool muteMusic;
//! if the sound is off, it can only be reactivated by restarting asc, but doesn't lock the sound device
bool off;
int soundVolume;
int musicVolume;
}
sound;
struct {
bool fillResources;
bool fillAmmo;
} unitProduction;
//! produce required ammo upon refuelling
bool autoproduceammunition;
// int onlinehelptime;
// int smallguiiconopenaftermove;
int replayspeed;
// int showUnitOwner;
int panelColumns;
bool cacheASCGUI;
bool replayMovieMode;
vector<ASCString> visibleMapLayer;
struct PanelData {
int x;
int y;
bool visible;
};
typedef map<ASCString, PanelData> PanelDataContainer;
PanelDataContainer panelData;
bool getPanelData( const ASCString& name, PanelData& data );
void updatePanelData( const ASCString& name, PanelData data );
ASCString BI3directory;
struct {
ASCString hostname;
int port;
ASCString username;
} pbemServer;
ASCString graphicsDriver;
ASCString startupMap;
ASCString defaultPassword;
ASCString defaultSuperVisorPassword;
Password getDefaultPassword ( );
Password getDefaultSupervisorPassword ( );
struct {
int framerate;
int quality;
} video;
static const int maxSearchPathNum;
int searchPathNum;
ASCString searchPath[30];
private:
bool _changed;
};
inline
bool CGameOptions::isChanged()
{
return _changed;
}
inline
void CGameOptions::setChanged(bool flag )
{
_changed = flag;
}
#endif //#ifndef GAMEOPTIONS_H
|