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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 3 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, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/globalsettings.h $*
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 11/27/01 10:56a $*
- * *
- * $Revision:: 33 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef GLOBALSETTINGS_H
- #define GLOBALSETTINGS_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef DEFINITION_H
- #include "definition.h"
- #endif
- #ifndef RECT_H
- #include "rect.h"
- #endif
- /*
- ** GlobalSettingsDef - Defintion class for a GlobalSettingsDef
- */
- class GlobalSettingsDef : public DefinitionClass
- {
- public:
- GlobalSettingsDef( void );
- ~GlobalSettingsDef( void );
- virtual uint32 Get_Class_ID( void ) const;
- virtual PersistClass * Create( void ) const ;
- virtual bool Save( ChunkSaveClass &csave );
- virtual bool Load( ChunkLoadClass &cload );
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- DECLARE_EDITABLE( GlobalSettingsDef, DefinitionClass );
- static GlobalSettingsDef * Get_Global_Settings (void) { return GlobalSettings; }
- int Get_Death_Sound_ID (void) const { return DeathSoundID; }
- int Get_EVA_Objectives_Sound_ID (void) const { return EVAObjectivesSoundID; }
- int Get_HUD_Help_Text_Sound_ID (void) const { return HUDHelpTextSoundID; }
-
- float Get_Conversation_Dist (void) const { return MaxConversationDist; }
- float Get_Combat_Conversation_Dist (void) const { return MaxCombatConversationDist; }
-
- float Get_Soldier_Walk_Speed(void) const { return SoldierWalkSpeed; }
- float Get_Soldier_Crouch_Speed(void) const { return SoldierCrouchSpeed; }
-
- float Get_Falling_Damage_Min_Distance(void) const { return FallingDamageMinDistance; }
- float Get_Falling_Damage_Max_Distance(void) const { return FallingDamageMaxDistance; }
- int Get_Falling_Damage_Warhead(void) const { return FallingDamageWarhead; }
-
- const char * Get_Purchase_GDI_Characters_Texture(void) const { return PurchaseGDICharactersTexture; }
- const char * Get_Purchase_GDI_Vehicles_Texture(void) const { return PurchaseGDIVehiclesTexture; }
- const char * Get_Purchase_GDI_Equipment_Texture(void) const { return PurchaseGDIEquipmentTexture; }
- const char * Get_Purchase_NOD_Characters_Texture(void) const { return PurchaseNODCharactersTexture; }
- const char * Get_Purchase_NOD_Vehicles_Texture(void) const { return PurchaseNODVehiclesTexture; }
- const char * Get_Purchase_NOD_Equipment_Texture(void) const { return PurchaseNODEquipmentTexture; }
- const char * Get_Purchase_NOD_MUT_Characters_Texture(void) const { return PurchaseNODMUTCharactersTexture; }
- const char * Get_Purchase_NOD_MUT_Vehicles_Texture(void) const { return PurchaseNODMUTVehiclesTexture; }
- const char * Get_Purchase_NOD_MUT_Equipment_Texture(void) const { return PurchaseNODMUTEquipmentTexture; }
- const char * Get_Purchase_GDI_MUT_Characters_Texture(void) const { return PurchaseGDIMUTCharactersTexture; }
- const char * Get_Purchase_GDI_MUT_Vehicles_Texture(void) const { return PurchaseGDIMUTVehiclesTexture; }
- const char * Get_Purchase_GDI_MUT_Equipment_Texture(void) const { return PurchaseGDIMUTEquipmentTexture; }
- int Get_Encyclopedia_Event_String_ID(void) const { return EncyclopediaEventStringID; }
- float Get_Stealth_Distance_Human(void) const { return StealthDistanceHuman; }
- float Get_Stealth_Distance_Vehicle(void) const { return StealthDistanceVehicle; }
- float Get_MP_Stealth_Distance_Human(void) const { return MPStealthDistanceHuman; }
- float Get_MP_Stealth_Distance_Vehicle(void) const { return MPStealthDistanceVehicle; }
- protected:
- int DeathSoundID;
- int EVAObjectivesSoundID;
- int HUDHelpTextSoundID;
- float MaxConversationDist;
- float MaxCombatConversationDist;
- float SoldierWalkSpeed;
- float SoldierCrouchSpeed;
- float FallingDamageMinDistance;
- float FallingDamageMaxDistance;
-
- StringClass PurchaseGDICharactersTexture;
- StringClass PurchaseGDIVehiclesTexture;
- StringClass PurchaseGDIEquipmentTexture;
- StringClass PurchaseNODCharactersTexture;
- StringClass PurchaseNODVehiclesTexture;
- StringClass PurchaseNODEquipmentTexture;
- StringClass PurchaseGDIMUTCharactersTexture;
- StringClass PurchaseGDIMUTVehiclesTexture;
- StringClass PurchaseGDIMUTEquipmentTexture;
- StringClass PurchaseNODMUTCharactersTexture;
- StringClass PurchaseNODMUTVehiclesTexture;
- StringClass PurchaseNODMUTEquipmentTexture;
- int EncyclopediaEventStringID;
- int FallingDamageWarhead;
- float StealthDistanceHuman;
- float StealthDistanceVehicle;
- float MPStealthDistanceHuman;
- float MPStealthDistanceVehicle;
- static GlobalSettingsDef * GlobalSettings;
- };
- /*
- ** HumanLoiterGlobalSettingsDef - Defintion class for a HumanLoiterGlobalSettingsDef
- */
- class HumanLoiterGlobalSettingsDef : public DefinitionClass
- {
- public:
- HumanLoiterGlobalSettingsDef( void );
- ~HumanLoiterGlobalSettingsDef( void );
- virtual uint32 Get_Class_ID( void ) const;
- virtual PersistClass * Create( void ) const ;
- virtual bool Save( ChunkSaveClass &csave );
- virtual bool Load( ChunkLoadClass &cload );
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- DECLARE_EDITABLE( HumanLoiterGlobalSettingsDef, DefinitionClass );
- float Get_Activation_Delay( void ) { return ActivationDelay; }
- const char * Pick_Animation( void );
- static HumanLoiterGlobalSettingsDef * Get_Default_Loiters( void );
- static HumanLoiterGlobalSettingsDef * Get_Weapon_Loiters( void );
- static HumanLoiterGlobalSettingsDef * Get_Weaponless_Loiters( void );
- protected:
- float ActivationDelay;
- float LoiterFrequency;
- DynamicVectorClass<StringClass> LoiterAnimList;
- static HumanLoiterGlobalSettingsDef * DefaultLoiters;
- static HumanLoiterGlobalSettingsDef * WeaponLoiters;
- static HumanLoiterGlobalSettingsDef * WeaponlessLoiters;
- };
- /*
- ** HUDGlobalSettingsDef - Defintion class for a HUDGlobalSettingsDef
- */
- class HUDGlobalSettingsDef : public DefinitionClass
- {
- public:
- HUDGlobalSettingsDef( void );
- virtual ~HUDGlobalSettingsDef( void );
- virtual uint32 Get_Class_ID( void ) const;
- virtual PersistClass * Create( void ) const ;
- virtual bool Save( ChunkSaveClass &csave );
- virtual bool Load( ChunkLoadClass &cload );
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- DECLARE_EDITABLE( HUDGlobalSettingsDef, DefinitionClass );
- static const HUDGlobalSettingsDef * Get_Instance( void ) { return Instance; }
- // Colors
- const Vector3 & Get_Nod_Color( void ) const { return NodColor; }
- const Vector3 & Get_GDI_Color( void ) const { return GDIColor; }
- const Vector3 & Get_Neutral_Color( void ) const { return NeutralColor; }
- const Vector3 & Get_Mutant_Color( void ) const { return MutantColor; }
- const Vector3 & Get_Renegade_Color( void ) const { return RenegadeColor; }
- const Vector3 & Get_Primary_Objective_Color( void ) const { return PrimaryObjectiveColor; }
- const Vector3 & Get_Secondary_Objective_Color( void ) const { return SecondaryObjectiveColor; }
- const Vector3 & Get_Tertiary_Objective_Color( void ) const { return TertiaryObjectiveColor; }
- const Vector3 & Get_Health_High_Color( void ) const { return HealthHighColor; }
- const Vector3 & Get_Health_Med_Color( void ) const { return HealthMedColor; }
- const Vector3 & Get_Health_Low_Color( void ) const { return HealthLowColor; }
- const Vector3 & Get_Enemy_Color( void ) const { return EnemyColor; }
- const Vector3 & Get_Friendly_Color( void ) const { return FriendlyColor; }
- const Vector3 & Get_No_Relation_Color( void ) const { return NoRelationColor; }
- public:
- Vector3 NodColor;
- Vector3 GDIColor;
- Vector3 NeutralColor;
- Vector3 MutantColor;
- Vector3 RenegadeColor;
- Vector3 PrimaryObjectiveColor;
- Vector3 SecondaryObjectiveColor;
- Vector3 TertiaryObjectiveColor;
- Vector3 HealthHighColor;
- Vector3 HealthMedColor;
- Vector3 HealthLowColor;
- Vector3 EnemyColor;
- Vector3 FriendlyColor;
- Vector3 NoRelationColor;
- // 2D interface settings
- float InfoTextureSize;
- Vector2 StarBracketSize;
- Vector2 StarBracketOffset;
- RectClass StarBracketUV;
- Vector2 StarBracketTopSize;
- Vector2 StarBracketTopOffset;
- RectClass StarBracketTopUV;
- Vector2 StarBracketTopArmedSize;
- Vector2 StarBracketTopArmedOffset;
- RectClass StarBracketTopArmedUV;
- Vector2 StarBarSize;
- Vector2 StarBarOffset;
- RectClass StarBarUV;
- Vector2 StarBarEndSize;
- Vector2 StarBarEndOffset;
- RectClass StarBarEndUV;
- Vector2 StarHealthSize;
- Vector2 StarHealthOffset;
- RectClass StarHealthUV;
- Vector2 StarShieldSize;
- Vector2 StarShieldOffset;
- RectClass StarShieldUV;
- Vector2 StarWeaponIconSize;
- Vector2 StarWeaponIconOffset;
- Vector2 TargetBracketSize;
- Vector2 TargetBracketOffset;
- RectClass TargetBracketUV;
- Vector2 TargetIconSize;
- Vector2 TargetIconOffset;
- Vector2 TargetNameBarSize;
- Vector2 TargetNameBarOffset;
- RectClass TargetNameBarUV;
- Vector2 TargetNameOffset;
- Vector2 TargetBarSize;
- Vector2 TargetBarOffset;
- RectClass TargetBarUV;
- Vector2 TargetBarEndSize;
- Vector2 TargetBarEndOffset;
- RectClass TargetBarEndUV;
- Vector2 TargetHealthSize;
- Vector2 TargetHealthOffset;
- RectClass TargetHealthUV;
- Vector2 TargetShieldSize;
- Vector2 TargetShieldOffset;
- RectClass TargetShieldUV;
- float RadarTextureSize;
- Vector2 RadarOffset;
- float RadarRadius;
- Vector2 RadarFrameSize;
- RectClass RadarFrameUV;
- Vector2 RadarCompassOffset;
- Vector2 RadarCompassSize;
- RectClass RadarCompassBaseUV;
- Vector2 RadarCompassUVOffset;
- RectClass RadarHumanBlipUV;
- RectClass RadarVehicleBlipUV;
- RectClass RadarStationaryBlipUV;
- RectClass RadarObjectiveBlipUV;
- RectClass RadarBlipBracketUV;
- RectClass RadarSweepUV;
- int RadarOnSoundID;
- int RadarOffSoundID;
- float SniperTextureSize;
- RectClass SniperView;
- RectClass SniperViewUV;
- RectClass SniperScanLineUV;
- RectClass SniperBlackCoverUV;
- RectClass SniperTiltBar;
- float SniperTiltBarRate;
- RectClass SniperTiltBarUV;
- RectClass SniperTurnBar;
- float SniperTurnBarRate;
- RectClass SniperTurnBarUV;
- RectClass SniperDistanceGraph;
- RectClass SniperDistanceGraphUV;
- float SniperDistanceGraphMax;
- RectClass SniperZoomGraph;
- RectClass SniperZoomGraphUV;
- RectClass DamageIndicatorUV;
- RectClass DamageDiagIndicatorUV;
- static HUDGlobalSettingsDef * Instance;
- };
- /*
- ** HumanAnimOverrides
- */
- class HumanAnimOverrideDef : public DefinitionClass {
- public:
- HumanAnimOverrideDef( void );
- virtual uint32 Get_Class_ID( void ) const;
- virtual PersistClass * Create( void ) const ;
- virtual bool Save( ChunkSaveClass &csave );
- virtual bool Load( ChunkLoadClass &cload );
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- DECLARE_EDITABLE( HumanAnimOverrideDef, DefinitionClass );
- StringClass RunEmptyHands;
- StringClass WalkEmptyHands;
- StringClass RunAtChest;
- StringClass WalkAtChest;
- StringClass RunAtHip;
- StringClass WalkAtHip;
- };
- #endif // GLOBALSETTINGS_H
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