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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.
*
*/
#ifndef BLADERUNNER_SETTINGS_H
#define BLADERUNNER_SETTINGS_H
namespace BladeRunner {
class BladeRunnerEngine;
class SaveFileReadStream;
class SaveFileWriteStream;
enum PlayerAgenda {
kPlayerAgendaPolite = 0,
kPlayerAgendaNormal = 1,
kPlayerAgendaSurly = 2,
kPlayerAgendaErratic = 3,
kPlayerAgendaUserChoice = 4
};
class Settings {
BladeRunnerEngine *_vm;
int _chapter;
int _scene;
int _set;
int _unk0;
float _gamma;
bool _chapterChanged;
int _newChapter;
int _newScene;
int _newSet;
bool _startingGame;
bool _loadingGame;
// int _unk1;
int _fullHDFrames;
int _mst3k;
int _difficulty;
int _playerAgenda;
int _ammoType;
int _ammoAmounts[3];
bool _learyMode;
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() const {
return _newScene;
}
int getNewSet() const {
return _newSet;
}
int getScene() const {
return _scene;
}
int getSet() const {
return _set;
}
int getChapter() const {
return _chapter;
}
void setChapter(int newChapter) {
_chapterChanged = true;
_newChapter = newChapter;
}
void setLoadingGame(bool loadingGame) {
_loadingGame = loadingGame;
}
bool getLoadingGame() const {
return _loadingGame;
}
void setStartingGame(bool startingGame) {
_startingGame = startingGame;
}
bool openNewScene();
int getAmmoType() const;
void setAmmoType(int ammoType);
int getAmmo(int ammoType) const;
void addAmmo(int ammoType, int ammo);
void decreaseAmmo();
int getDifficulty() const;
int getPlayerAgenda() const;
void setPlayerAgenda(int agenda);
bool getLearyMode() const;
void setLearyMode(bool learyMode);
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
};
} // End of namespace BladeRunner
#endif
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