//===========================================================================// // Copyright (C) Microsoft Corporation. All rights reserved. // //===========================================================================// #ifndef PREFS_H #define PREFS_H #ifndef MCLIB_H #include "mclib.h" #endif class CPrefs { public: CPrefs(); int load( const char* pFileName = "options"); int save(); int applyPrefs(bool bApplyResolution = 1); void setNewName( const char* pNewName ); void setNewUnit( const char* pNewUnit ); void setNewIP( const char* pNewIP ); public: long DigitalMasterVolume; long MusicVolume; long sfxVolume; long RadioVolume; long BettyVolume; bool useShadows; bool useWaterInterestTexture; bool useHighObjectDetail; long GameDifficulty; bool useUnlimitedAmmo; long renderer; long resolution; bool fullScreen; long gammaLevel; bool useLeftRightMouseProfile; // if false, use old style commands long baseColor; long highlightColor; long faction; char insigniaFile[256]; char unitName[10][256]; char playerName[10][256]; char ipAddresses[10][24]; bool pilotVideos; bool useNonWeaponEffects; bool useLocalShadows; bool asyncMouse; long fogPos; char bitDepth; // 0 == 16, 1 == 32 bool saveTranscripts; bool tutorials; #if 0 long FilterState; long TERRAIN_TXM_SIZE; long ObjectTextureSize; bool useRealLOS; float doubleClickThreshold; long dragThreshold; DWORD BaseVertexColor; //This color is applied to all vertices in game as Brightness correction. #endif }; extern CPrefs prefs; #endif /*PREFS_H*/