mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-09 11:20:56 +00:00
1740c490d7
path finding is still missing video player has audio preloading small fixes
128 lines
3.0 KiB
C++
128 lines
3.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/settings.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/chapters.h"
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#include "bladerunner/scene.h"
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#include "common/debug.h"
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namespace BladeRunner {
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Settings::Settings(BladeRunnerEngine *vm) : _vm(vm) {
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_chapter = 1;
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_gamma = 1.0f;
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_chapterChanged = false;
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_newChapter = -1;
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_newScene = -1;
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_newSet = -1;
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_startingGame = true;
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_loadingGame = false;
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_fullHDFrames = true;
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_mst3k = false;
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}
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bool Settings::openNewScene() {
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if (_newSet == -1) {
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assert(_newScene == -1);
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return true;
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}
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assert(_newScene != -1);
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if (_startingGame) {
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// Stop ambient audio and music
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// ambient::removeAllNonLoopingSounds(Ambient, 1);
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// ambient::removeAllLoopingSounds(Ambient, 1);
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// music::stop(Music, 2);
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}
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int currentSet = _vm->_scene->getSetId();
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int newSet = _newSet;
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int newScene = _newScene;
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_newSet = -1;
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_newScene = -1;
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if (currentSet != -1) {
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_vm->_scene->close(!_loadingGame && !_startingGame);
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}
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if (_chapterChanged) {
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if (_vm->_chapters->hasOpenResources())
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_vm->_chapters->closeResources();
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int newChapter = _newChapter;
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_chapterChanged = false;
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_newChapter = 0;
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if (!_vm->_chapters->enterChapter(newChapter)) {
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_vm->_gameIsRunning = false;
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return false;
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}
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_chapter = newChapter;
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if (_startingGame)
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_startingGame = false;
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}
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if (!_vm->_scene->open(newSet, newScene, _loadingGame)) {
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_vm->_gameIsRunning = false;
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return false;
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}
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if (!_loadingGame && currentSet != newSet) {
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// TODO: Reset actors for new set
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}
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_loadingGame = false;
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return true;
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}
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int Settings::getAmmoType() {
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return _ammoType;
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}
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int Settings::getAmmoAmount(int ammoType) {
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return _ammoAmounts[ammoType];
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}
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void Settings::addAmmo(int ammoType, int ammo) {
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if (ammoType > _ammoType || _ammoAmounts[_ammoType] == 0)
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_ammoType = ammoType;
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_ammoAmounts[ammoType] += ammo;
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}
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int Settings::getDifficulty() {
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return _difficulty;
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}
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int Settings::getPlayerAgenda() {
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return _playerAgenda;
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}
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void Settings::setPlayerAgenda(int agenda) {
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_playerAgenda = agenda;
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}
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} // End of namespace BladeRunner
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