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State.h
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/***************************************************************************
State.h - description
-------------------
begin : Mon Aug 12 2003
copyright : (C) 2003 by upi
email : upi@apocalypse.rulez.org
***************************************************************************/
#ifndef STATE_H
#define STATE_H
#include "SDL_mixer.h"
#include "SDL_keysym.h"
struct SState
{
enum TGameMode {
IN_DEMO,
IN_SINGLE,
IN_MULTI,
IN_NETWORK,
IN_CHAT,
} m_enGameMode;
bool m_bQuitFlag; // true if quit event came
const char* m_pcArgv0; // Set by main to argv[0]
// CONFIGURATION VARIABLES
int m_iGameTime; // Time of rounds in seconds.
int m_iHitPoints; // The initial number of hit points.
int m_iGameSpeed; // The speed of the game (fps = 1000/GameSpeed)
bool m_bFullscreen; // True in fullscreen mode.
int m_iChannels; // 1: mono, 2: stereo
int m_iMixingRate; // The mixing rate, in kHz
int m_iMixingBits; // 1: 8bit, 2: 16bit
int m_iMusicVolume; // Volume of music; 0: off, 100: max
int m_iSoundVolume; // Volume of sound effects; 0: off, 100: max
int m_aiPlayerKeys[2][9]; // Player keysyms
char m_acLanguage[10]; // Language ID (en,hu,fr,es,..)
int m_iLanguageCode; // Non-persistend language code (set by backend based on the language)
char m_acLatestServer[256]; // Last server
bool m_bServer; // We were server in the last network game
char m_acNick[128]; // The user name on the last server.
SState();
void Load();
void Save();
void ToggleFullscreen();
void SetLanguage( const char* a_pcLanguage );
void SetServer( const char* a_pcServer );
};
extern SState g_oState;
#endif

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