scummvm/engines/bladerunner/settings.cpp
2019-10-24 13:41:07 +03:00

250 lines
5.5 KiB
C++

/* 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(1);
_vm->_music->stop(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;
}
_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