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/* 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.
*
*/
#include "bladerunner/settings.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/chapters.h"
#include "bladerunner/scene.h"
#include "common/debug.h"
namespace BladeRunner {
Settings::Settings(BladeRunnerEngine *vm) : _vm(vm) {
_chapter = 1;
_gamma = 1.0f;
_chapterChanged = false;
_newChapter = -1;
_newScene = -1;
_newSet = -1;
_startingGame = true;
_loadingGame = false;
_fullHDFrames = true;
_mst3k = false;
}
bool Settings::openNewScene() {
if (_newSet == -1) {
assert(_newScene == -1);
return true;
}
assert(_newScene != -1);
if (_startingGame) {
// Stop ambient audio and music
// ambient::removeAllNonLoopingSounds(Ambient, 1);
// ambient::removeAllLoopingSounds(Ambient, 1);
// music::stop(Music, 2);
}
int currentSet = _vm->_scene->getSetId();
int newSet = _newSet;
int newScene = _newScene;
_newSet = -1;
_newScene = -1;
if (currentSet != -1) {
_vm->_scene->close(!_loadingGame && !_startingGame);
}
if (_chapterChanged) {
if (_vm->_chapters->hasOpenResources())
_vm->_chapters->closeResources();
int newChapter = _newChapter;
_chapterChanged = false;
_newChapter = 0;
if (!_vm->_chapters->enterChapter(newChapter)) {
_vm->_gameIsRunning = false;
return false;
}
_chapter = newChapter;
if (_startingGame)
_startingGame = false;
}
if (!_vm->_scene->open(newSet, newScene, _loadingGame)) {
_vm->_gameIsRunning = false;
return false;
}
if (!_loadingGame && currentSet != newSet) {
// TODO: Reset actors for new set
}
_loadingGame = false;
return true;
}
int Settings::getAmmoType() {
return _ammoType;
}
int Settings::getAmmoAmount(int ammoType) {
return _ammoAmounts[ammoType];
}
void Settings::addAmmo(int ammoType, int ammo) {
if (ammoType > _ammoType || _ammoAmounts[_ammoType] == 0)
_ammoType = ammoType;
_ammoAmounts[ammoType] += ammo;
}
int Settings::getDifficulty() {
return _difficulty;
}
int Settings::getPlayerAgenda() {
return _playerAgenda;
}
void Settings::setPlayerAgenda(int agenda) {
_playerAgenda = agenda;
}
} // End of namespace BladeRunner
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