/* 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/actor.h" #include "bladerunner/ambient_sounds.h" #include "bladerunner/bladerunner.h" #include "bladerunner/chapters.h" #include "bladerunner/game_constants.h" #include "bladerunner/game_info.h" #include "bladerunner/music.h" #include "bladerunner/savefile.h" #include "bladerunner/scene.h" #include "common/debug.h" namespace BladeRunner { Settings::Settings(BladeRunnerEngine *vm) { _vm = vm; _difficulty = kGameDifficultyMedium; _playerAgenda = kPlayerAgendaNormal; _chapter = 1; _scene = -1; _set = -1; _unk0 = 0; _gamma = 1.0f; _ammoType = 0; _ammoAmounts[0] = 1; _ammoAmounts[1] = 0; _ammoAmounts[2] = 0; // The remaining fields are not reset in BLADE.EXE _chapterChanged = false; _newChapter = -1; _newScene = -1; _newSet = -1; _startingGame = false; _loadingGame = false; _fullHDFrames = true; _mst3k = false; #if BLADERUNNER_ORIGINAL_BUGS // Probably a bug. Assigning these here again, overrides the initialization above. // Also note: the reset() method assigns "_ammoAmounts[0] = 1" like above! _ammoType = 0; _ammoAmounts[0] = 0; _ammoAmounts[1] = 0; _ammoAmounts[2] = 0; #endif // BLADERUNNER_ORIGINAL_BUGS _learyMode = false; } void Settings::reset() { _ammoType = 0; _ammoAmounts[0] = 1; _ammoAmounts[1] = 0; _ammoAmounts[2] = 0; } bool Settings::openNewScene() { if (_newSet == -1) { assert(_newScene == -1); return true; } assert(_newScene != -1); if (_startingGame) { _vm->_ambientSounds->removeAllNonLoopingSounds(true); _vm->_ambientSounds->removeAllLoopingSounds(1u); _vm->_music->stop(2u); } 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; } _set = newSet; _scene = newScene; if (!_loadingGame && currentSet != newSet) { for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); ++i) { Actor *actor = _vm->_actors[i]; if (i != kActorMcCoy && actor->getSetId() == currentSet) { if (!actor->isRetired()) { actor->stopWalking(false); actor->movementTrackWaypointReached(); } if (actor->inCombat()) { actor->setSetId(kSetFreeSlotG); actor->combatModeOff(); } } } } _loadingGame = false; return true; } int Settings::getAmmoTypesCount() { return kAmmoTypesCount; } int Settings::getAmmoType() const { return _ammoType; } void Settings::setAmmoType(int ammoType) { if (_ammoAmounts[ammoType] > 0) { _ammoType = ammoType; } } int Settings::getAmmo(int ammoType) const { return _ammoAmounts[ammoType]; } void Settings::addAmmo(int ammoType, int ammo) { if (ammoType > _ammoType || _ammoAmounts[_ammoType] == 0) { _ammoType = ammoType; } _ammoAmounts[ammoType] += ammo; } void Settings::decreaseAmmo() { if (_difficulty == kGameDifficultyEasy || _ammoType == 0) { return; } if (_ammoAmounts[_ammoType] > 0) { --_ammoAmounts[_ammoType]; } if (_ammoAmounts[_ammoType] == 0) { for (int i = 2; i >= 0; --i) { if (_ammoAmounts[i] > 0) { _ammoType = i; return; } } } } int Settings::getDifficulty() const { return _difficulty; } void Settings::setDifficulty(int difficulty) { _difficulty = difficulty; } int Settings::getPlayerAgenda() const { return _playerAgenda; } void Settings::setPlayerAgenda(int agenda) { _playerAgenda = agenda; } bool Settings::getLearyMode() const { return _learyMode; } void Settings::setLearyMode(bool learyMode) { _learyMode = learyMode; } void Settings::save(SaveFileWriteStream &f) { f.writeInt(_scene); f.writeInt(_set); f.writeInt(_chapter); f.writeInt(_playerAgenda); f.writeInt(_unk0); f.writeInt(_difficulty); f.writeInt(_ammoType); for (int i = 0; i != kAmmoTypesCount; ++i) { f.writeInt(_ammoAmounts[i]); } } void Settings::load(SaveFileReadStream &f) { _scene = f.readInt(); _set = f.readInt(); _chapter = f.readInt(); _playerAgenda = f.readInt(); _unk0 = f.readInt(); _difficulty = f.readInt(); _ammoType = f.readInt(); for (int i = 0; i != kAmmoTypesCount; ++i) { _ammoAmounts[i] = f.readInt(); } } } // End of namespace BladeRunner