/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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. * * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BLADERUNNER_SETTINGS_H #define BLADERUNNER_SETTINGS_H namespace BladeRunner { class BladeRunnerEngine; class Settings { BladeRunnerEngine *_vm; int _chapter; float _gamma; bool _chapterChanged; int _newChapter; int _newScene; int _newSet; bool _startingGame; bool _loadingGame; int _fullHDFrames; int _mst3k; int _difficulty; int _playerAgenda; int _ammoType; int _ammoAmounts[3]; public: Settings(BladeRunnerEngine *vm); void setGamma(float gamma) { _gamma = gamma; } void setNewSetAndScene(int set, int scene) { _newSet = set; _newScene = scene; } void clearNewSetAndScene() { _newSet = -1; _newScene = -1; } int getNewScene() { return _newScene; } int getNewSet() { return _newSet; } void setChapter(int newChapter) { _chapterChanged = true; _newChapter = newChapter; } void setLoadingGame(bool loadingGame) { _loadingGame = loadingGame; } bool getLoadingGame() { return _loadingGame; } void setStartingGame(bool startingGame) { _startingGame = startingGame; } bool openNewScene(); int getAmmoType(); int getAmmoAmount(int ammoType); int getDifficulty(); int getPlayerAgenda(); void setPlayerAgenda(int agenda); void addAmmo(int ammoType, int ammo); }; } // End of namespace BladeRunner #endif