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