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143
engines/bladerunner/settings.h
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143
engines/bladerunner/settings.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_SETTINGS_H
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#define BLADERUNNER_SETTINGS_H
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namespace BladeRunner {
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class BladeRunnerEngine;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class Settings {
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static const int kAmmoTypesCount = 3;
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BladeRunnerEngine *_vm;
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int _chapter;
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int _scene;
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int _set;
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int _unk0;
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float _gamma;
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bool _chapterChanged;
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int _newChapter;
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int _newScene;
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int _newSet;
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bool _startingGame;
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bool _loadingGame;
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// int _unk1;
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int _fullHDFrames;
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int _mst3k;
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int _difficulty;
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int _playerAgenda;
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int _ammoType;
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int _ammoAmounts[kAmmoTypesCount];
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bool _learyMode;
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public:
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Settings(BladeRunnerEngine *vm);
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void reset();
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void setGamma(float gamma) {
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_gamma = gamma;
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}
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void setNewSetAndScene(int set, int scene) {
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_newSet = set;
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_newScene = scene;
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}
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void clearNewSetAndScene() {
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_newSet = -1;
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_newScene = -1;
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}
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int getNewScene() const {
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return _newScene;
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}
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int getNewSet() const {
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return _newSet;
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}
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int getScene() const {
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return _scene;
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}
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int getSet() const {
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return _set;
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}
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int getChapter() const {
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return _chapter;
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}
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void setChapter(int newChapter) {
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_chapterChanged = true;
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_newChapter = newChapter;
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}
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void setLoadingGame() {
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_loadingGame = true;
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}
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bool isLoadingGame() const {
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return _loadingGame;
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}
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void setStartingGame() {
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_startingGame = true;
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}
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bool openNewScene();
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static int getAmmoTypesCount();
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int getAmmoType() const;
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void setAmmoType(int ammoType);
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int getAmmo(int ammoType) const;
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void addAmmo(int ammoType, int ammo);
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void decreaseAmmo();
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int getDifficulty() const;
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void setDifficulty(int difficulty);
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int getPlayerAgenda() const;
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void setPlayerAgenda(int agenda);
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bool getLearyMode() const;
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void setLearyMode(bool learyMode);
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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};
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} // End of namespace BladeRunner
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#endif
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