|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
|
|
#include <cstdint>
|
|
|
|
|
|
|
|
|
|
#include <SDL_version.h>
|
|
|
|
|
|
|
|
|
|
#include "pack.h"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
|
|
|
|
|
struct DiabloOptions {
|
|
|
|
|
/** @brief Play game intro video on startup. */
|
|
|
|
|
bool bIntro;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct HellfireOptions {
|
|
|
|
|
/** @brief Play game intro video on startup. */
|
|
|
|
|
bool bIntro;
|
|
|
|
|
/** @brief Cornerstone of the world item. */
|
|
|
|
|
char szItem[sizeof(ItemPack) * 2 + 1];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct AudioOptions {
|
|
|
|
|
/** @brief Movie and SFX volume. */
|
|
|
|
|
int nSoundVolume;
|
|
|
|
|
/** @brief Music volume. */
|
|
|
|
|
int nMusicVolume;
|
|
|
|
|
/** @brief Player emits sound when walking. */
|
|
|
|
|
bool bWalkingSound;
|
|
|
|
|
/** @brief Automatically equipping items on pickup emits the equipment sound. */
|
|
|
|
|
bool bAutoEquipSound;
|
|
|
|
|
|
|
|
|
|
/** @brief Output sample rate (Hz) */
|
|
|
|
|
std::uint32_t nSampleRate;
|
|
|
|
|
/** @brief The number of output channels (1 or 2) */
|
|
|
|
|
std::uint8_t nChannels;
|
|
|
|
|
/** @brief Buffer size (number of frames per channel) */
|
|
|
|
|
std::uint32_t nBufferSize;
|
|
|
|
|
/** @brief Quality of the resampler, from 0 (lowest) to 10 (highest) */
|
|
|
|
|
std::uint8_t nResamplingQuality;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct GraphicsOptions {
|
|
|
|
|
/** @brief Render width. */
|
|
|
|
|
int nWidth;
|
|
|
|
|
/** @brief Render height. */
|
|
|
|
|
int nHeight;
|
|
|
|
|
/** @brief Run in fullscreen or windowed mode. */
|
|
|
|
|
bool bFullscreen;
|
|
|
|
|
/** @brief Scale the image after rendering. */
|
|
|
|
|
bool bUpscale;
|
|
|
|
|
/** @brief Expand the aspect ratio to match the screen. */
|
|
|
|
|
bool bFitToScreen;
|
|
|
|
|
/** @brief See SDL_HINT_RENDER_SCALE_QUALITY. */
|
|
|
|
|
char szScaleQuality[2];
|
|
|
|
|
/** @brief Only scale by values divisible by the width and height. */
|
|
|
|
|
bool bIntegerScaling;
|
|
|
|
|
/** @brief Enable vsync on the output. */
|
|
|
|
|
bool bVSync;
|
|
|
|
|
/** @brief Use blended transparency rather than stippled. */
|
|
|
|
|
bool bBlendedTransparancy;
|
|
|
|
|
/** @brief Gamma correction level. */
|
|
|
|
|
int nGammaCorrection;
|
|
|
|
|
/** @brief Enable color cycling animations. */
|
|
|
|
|
bool bColorCycling;
|
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
|
|
|
/** @brief Use a hardware cursor (SDL2 only). */
|
|
|
|
|
bool bHardwareCursor;
|
|
|
|
|
/** @brief Use a hardware cursor for items. */
|
|
|
|
|
bool bHardwareCursorForItems;
|
|
|
|
|
/** @brief Maximum width / height for the hardware cursor. Larger cursors fall back to software. */
|
|
|
|
|
int nHardwareCursorMaxSize;
|
|
|
|
|
#endif
|
|
|
|
|
/** @brief Enable FPS Limit. */
|
|
|
|
|
bool bFPSLimit;
|
|
|
|
|
/** @brief Show FPS, even without the -f command line flag. */
|
|
|
|
|
bool bShowFPS;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct GameplayOptions {
|
|
|
|
|
/** @brief Gameplay ticks per second. */
|
|
|
|
|
int nTickRate;
|
|
|
|
|
/** @brief Enable double walk speed when in town. */
|
|
|
|
|
bool bRunInTown;
|
|
|
|
|
/** @brief Do not let the mouse leave the application window. */
|
|
|
|
|
bool bGrabInput;
|
|
|
|
|
/** @brief Enable the Theo quest. */
|
|
|
|
|
bool bTheoQuest;
|
|
|
|
|
/** @brief Enable the cow quest. */
|
|
|
|
|
bool bCowQuest;
|
|
|
|
|
/** @brief Will players still damage other players in non-PvP mode. */
|
|
|
|
|
bool bFriendlyFire;
|
|
|
|
|
/** @brief Enable the bard hero class. */
|
|
|
|
|
bool bTestBard;
|
|
|
|
|
/** @brief Enable the babarian hero class. */
|
|
|
|
|
bool bTestBarbarian;
|
|
|
|
|
/** @brief Show the current level progress. */
|
|
|
|
|
bool bExperienceBar;
|
|
|
|
|
/** @brief Show enemy health at the top of the screen. */
|
|
|
|
|
bool bEnemyHealthBar;
|
|
|
|
|
/** @brief Automatically pick up gold when walking over it. */
|
|
|
|
|
bool bAutoGoldPickup;
|
|
|
|
|
/** @brief Recover mana when talking to Adria. */
|
|
|
|
|
bool bAdriaRefillsMana;
|
|
|
|
|
/** @brief Automatically attempt to equip weapon-type items when picking them up. */
|
|
|
|
|
bool bAutoEquipWeapons;
|
|
|
|
|
/** @brief Automatically attempt to equip armor-type items when picking them up. */
|
|
|
|
|
bool bAutoEquipArmor;
|
|
|
|
|
/** @brief Automatically attempt to equip helm-type items when picking them up. */
|
|
|
|
|
bool bAutoEquipHelms;
|
|
|
|
|
/** @brief Automatically attempt to equip shield-type items when picking them up. */
|
|
|
|
|
bool bAutoEquipShields;
|
|
|
|
|
/** @brief Automatically attempt to equip jewelry-type items when picking them up. */
|
|
|
|
|
bool bAutoEquipJewelry;
|
|
|
|
|
/** @brief Only enable 2/3 quests in each game session */
|
|
|
|
|
bool bRandomizeQuests;
|
|
|
|
|
/** @brief Indicates whether or not monster type (Animal, Demon, Undead) is shown along with other monster information. */
|
|
|
|
|
bool bShowMonsterType;
|
|
|
|
|
/** @brief Locally disable clicking on shrines which permanently cripple character. */
|
|
|
|
|
bool bDisableCripplingShrines;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct ControllerOptions {
|
|
|
|
|
/** @brief SDL Controller mapping, see SDL_GameControllerDB. */
|
|
|
|
|
char szMapping[1024];
|
|
|
|
|
/** @brief Use dpad for spell hotkeys without holding "start" */
|
|
|
|
|
bool bDpadHotkeys;
|
|
|
|
|
/** @brief Shoulder gamepad shoulder buttons act as potions by default */
|
|
|
|
|
bool bSwapShoulderButtonMode;
|
|
|
|
|
/** @brief Configure gamepad joysticks deadzone */
|
|
|
|
|
float fDeadzone;
|
|
|
|
|
#ifdef __vita__
|
|
|
|
|
/** @brief Enable input via rear touchpad */
|
|
|
|
|
bool bRearTouch;
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct NetworkOptions {
|
|
|
|
|
/** @brief Optionally bind to a specific network interface. */
|
|
|
|
|
char szBindAddress[129];
|
|
|
|
|
/** @brief Most recently entered Hostname in join dialog. */
|
|
|
|
|
char szPreviousHost[129];
|
|
|
|
|
/** @brief What network port to use. */
|
|
|
|
|
uint16_t nPort;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct ChatOptions {
|
|
|
|
|
/** @brief Quick chat messages. */
|
|
|
|
|
char szHotKeyMsgs[QUICK_MESSAGE_OPTIONS][MAX_SEND_STR_LEN];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct LanguageOptions {
|
|
|
|
|
/** @brief Language code (IETF) for text. */
|
|
|
|
|
char szCode[5];
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct Options {
|
|
|
|
|
DiabloOptions Diablo;
|
|
|
|
|
HellfireOptions Hellfire;
|
|
|
|
|
AudioOptions Audio;
|
|
|
|
|
GameplayOptions Gameplay;
|
|
|
|
|
GraphicsOptions Graphics;
|
|
|
|
|
ControllerOptions Controller;
|
|
|
|
|
NetworkOptions Network;
|
|
|
|
|
ChatOptions Chat;
|
|
|
|
|
LanguageOptions Language;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
bool GetIniValue(const char *sectionName, const char *keyName, char *string, int stringSize, const char *defaultString = "");
|
|
|
|
|
void SetIniValue(const char *sectionName, const char *keyName, const char *value, int len = 0);
|
|
|
|
|
|
|
|
|
|
extern Options sgOptions;
|
|
|
|
|
extern bool sbWasOptionsLoaded;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Save game configurations to ini file
|
|
|
|
|
*/
|
|
|
|
|
void SaveOptions();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Load game configurations from ini file
|
|
|
|
|
*/
|
|
|
|
|
void LoadOptions();
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|