/* 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/actor_clues.h" #include "bladerunner/actor.h" #include "bladerunner/script/ai_script.h" #include "bladerunner/bladerunner.h" #include "bladerunner/game_info.h" #include "bladerunner/crimes_database.h" #include "bladerunner/savefile.h" #include "common/debug.h" namespace BladeRunner { ActorClues::ActorClues(BladeRunnerEngine *vm, int cluesLimit) { _vm = vm; _count = 0; _maxCount = 0; switch (cluesLimit) { case 4: _maxCount = _vm->_gameInfo->getClueCount(); break; case 3: _maxCount = 100; break; case 2: _maxCount = 50; break; case 1: _maxCount = 25; break; case 0: _maxCount = 0; break; default: return; } if (_maxCount > 0) { _clues.resize(_maxCount); } removeAll(); } void ActorClues::acquire(int clueId, bool flag2, int fromActorId) { int clueIndex = findClueIndex(clueId); _clues[clueIndex].flags |= 0x01; _clues[clueIndex].flags = (_clues[clueIndex].flags & ~0x02) | ((flag2 << 1) & 0x02); _clues[clueIndex].fromActorId = fromActorId; debug("Actor acquired clue: \"%s\" from %d", _vm->_crimesDatabase->getClueText(clueId), fromActorId); } void ActorClues::lose(int clueId) { int clueIndex = findClueIndex(clueId); _clues[clueIndex].flags = 0; } bool ActorClues::isAcquired(int clueId) const { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return false; } // #if BLADERUNNER_DEBUG_GAME // return true; // #else return _clues[clueIndex].flags & 0x01; // #endif } int ActorClues::getWeight(int clueId) const { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return 0; } return _clues[clueIndex].weight; } int ActorClues::getModifier(int actorId, int otherActorId, int clueId) { Actor *actor = _vm->_actors[actorId]; int modifier1, modifier2, modifier3, modifier4; int friendliness = actor->getFriendlinessToOther(otherActorId); int clueWeight = actor->_clues->getWeight(clueId); if (actor->_clues->isFlag2(clueId)) { modifier1 = 100 - actor->getHonesty() - friendliness; } else { modifier1 = 0; } modifier2 = 0; modifier3 = _vm->_aiScripts->callGetFriendlinessModifierIfGetsClue(otherActorId, actorId, clueId); for (int i = 0; i < (int)_vm->_gameInfo->getActorCount(); i++) { if (i != actorId && i != otherActorId) { modifier2 += (friendliness - 50) * _vm->_aiScripts->callGetFriendlinessModifierIfGetsClue(i, otherActorId, clueId) / 100; } } modifier4 = _vm->_rnd.getRandomNumberRng(0, (100 - actor->getIntelligence()) / 10); if (_vm->_rnd.getRandomNumberRng(0, 1) == 1) { modifier4 = -modifier4; } return modifier1 + modifier2 + modifier3 + modifier4 + clueWeight; } static int cluesCompare(const void *p1, const void *p2) { const ActorClues::CluesUS *clue1 = (const ActorClues::CluesUS *)p1; const ActorClues::CluesUS *clue2 = (const ActorClues::CluesUS *)p2; if (clue1->modifier > clue2->modifier) return -1; return (clue1->modifier < clue2->modifier); } void ActorClues::acquireCluesByRelations(int actorId, int otherActorId) { CluesUS clues1[kClueCount], clues2[kClueCount]; int count1 = findAcquirableCluesFromActor(actorId, otherActorId, clues1, kClueCount); int count2 = findAcquirableCluesFromActor(otherActorId, actorId, clues2, kClueCount); if (count1 || count2) { for (int i = 0; i < count1; i++) { clues1[i].modifier = getModifier(actorId, otherActorId, clues1[i].clueId); } qsort(clues1, count1, sizeof(CluesUS), cluesCompare); for (int i = 0; i < count2; i++) { clues2[i].modifier = getModifier(otherActorId, actorId, clues2[i].clueId); } qsort(clues2, count2, sizeof(CluesUS), cluesCompare); Actor *actor = _vm->_actors[actorId]; Actor *otherActor = _vm->_actors[otherActorId]; uint avgParameters = (otherActor->getHonesty() + otherActor->getIntelligence() + actor->getFriendlinessToOther(otherActorId)) / 3; int clue1count = avgParameters * count1 / 100; if (avgParameters >= 50 && !clue1count && count1 == 1) { clue1count = 1; } avgParameters = (actor->getHonesty() + actor->getIntelligence() + otherActor->getFriendlinessToOther(actorId)) / 3; int clue2count = avgParameters * count2 / 100; if (avgParameters >= 50 && !clue2count && count2 == 1) { clue2count = 1; } for (int i = 0; i < clue2count; i++) { bool flag = false; if (otherActor->_clues->isFlag2(clues2[i].clueId)) { avgParameters = (2 * otherActor->getFriendlinessToOther(actorId) + otherActor->getHonesty()) / 3; if (avgParameters > 70) { avgParameters = 100; } else if (avgParameters < 30) { avgParameters = 0; } if (_vm->_rnd.getRandomNumberRng(1, 100) <= avgParameters) { flag = true; } } actor->_clues->acquire(clues2[i].clueId, flag, otherActorId); } for (int i = 0; i < clue1count; i++) { bool flag = false; if (actor->_clues->isFlag2(clues1[i].clueId)) { avgParameters = (2 * actor->getFriendlinessToOther(otherActorId) + actor->getHonesty()) / 3; if (avgParameters > 70) { avgParameters = 100; } else if (avgParameters < 30) { avgParameters = 0; } if (_vm->_rnd.getRandomNumberRng(1, 100) <= avgParameters) { flag = true; } } otherActor->_clues->acquire(clues1[i].clueId, flag, actorId); } } } int ActorClues::findAcquirableCluesFromActor(int actorId, int targetActorId, CluesUS *list, int size) { Actor *actor = _vm->_actors[actorId]; Actor *otherActor = _vm->_actors[targetActorId]; int count = 0; int cluesCount = actor->_clues->getCount(); for (int i = 0; i < cluesCount; i++) { int clueId = actor->_clues->getClueIdByIndex(i); if (actor->_clues->isAcquired(clueId) && otherActor->_clues->getWeight(clueId) > 0 && !otherActor->_clues->isAcquired(clueId)) { list[count].clueId = clueId; list[count].modifier = 0; count++; } } return count; } int ActorClues::getFromActorId(int clueId) const { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return -1; } return _clues[clueIndex].fromActorId; } bool ActorClues::isFlag2(int clueId) const { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return false; } return _clues[clueIndex].flags & 0x02; } bool ActorClues::isViewed(int clueId) const { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return false; } return _clues[clueIndex].flags & 0x04; } void ActorClues::setViewed(int clueId, bool viewed) { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return; } if (viewed) { _clues[clueIndex].flags |= 0x04; } else { _clues[clueIndex].flags &= ~0x04; } } bool ActorClues::isPrivate(int clueId) const { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return false; } return _clues[clueIndex].flags & 0x08; } void ActorClues::setPrivate(int clueId, bool value) { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return; } if (value) { _clues[clueIndex].flags |= 0x08; } else { _clues[clueIndex].flags &= ~0x08; } } int ActorClues::getField1(int clueId) const { if (!_count) { return 0; } int clueIndex = findClueIndex(clueId); if (clueIndex == -1) { return 0; } return _clues[clueIndex].weight; } int ActorClues::getCount() const { return _count; } int ActorClues::getClueIdByIndex(int index) const { return _clues[index].clueId; } void ActorClues::removeAll() { _count = 0; for (int i = 0; i < _maxCount; ++i) { remove(i); } } int ActorClues::findClueIndex(int clueId) const { for (int i = 0; i < _count; i++) { if (clueId == _clues[i].clueId) { return i; } } return -1; } void ActorClues::add(int actorId, int clueId, int weight, bool acquired, bool unknownFlag, int fromActorId) { assert(_count < _maxCount); //debug("Actor %d added clue: \"%s\" from %d", actorId, _vm->_crimesDatabase->getClueText(clueId), fromActorId); _clues[_count].clueId = clueId; _clues[_count].weight = weight; _clues[_count].flags = 0; _clues[_count].flags = (_clues[_count].flags & ~0x01) | (acquired & 0x01); _clues[_count].flags = (_clues[_count].flags & ~0x02) | ((unknownFlag << 1) & 0x02); _clues[_count].fromActorId = fromActorId; ++_count; } bool ActorClues::exists(int clueId) const { return findClueIndex(clueId) != -1; } void ActorClues::remove(int index) { if (_vm->_crimesDatabase) { debug("Actor removed clue: \"%s\"", _vm->_crimesDatabase->getClueText(_clues[index].clueId)); } _clues[index].clueId = -1; _clues[index].weight = 0; _clues[index].flags = 0; _clues[index].fromActorId = -1; _clues[index].field3 = -1; _clues[index].field4 = 0; _clues[index].field5 = -1; _clues[index].field6 = 0; _clues[index].field7 = -1; _clues[index].field8 = 0; } void ActorClues::save(SaveFileWriteStream &f) { f.writeInt(_count); f.writeInt(_maxCount); for (int i = 0; i < _maxCount; ++i) { Clue &c = _clues[i]; f.writeInt(c.clueId); f.writeInt(c.weight); f.writeInt(c.fromActorId); f.writeInt(c.field3); f.writeInt(c.field4); f.writeInt(c.field5); f.writeInt(c.field6); f.writeInt(c.field7); f.writeInt(c.field8); f.writeByte(c.flags); } } void ActorClues::load(SaveFileReadStream &f) { _count = f.readInt(); _maxCount = f.readInt(); _clues.clear(); _clues.resize(_maxCount); for (int i = 0; i < _maxCount; ++i) { Clue &c = _clues[i]; c.clueId = f.readInt(); c.weight = f.readInt(); c.fromActorId = f.readInt(); c.field3 = f.readInt(); c.field4 = f.readInt(); c.field5 = f.readInt(); c.field6 = f.readInt(); c.field7 = f.readInt(); c.field8 = f.readInt(); c.flags = f.readByte(); } } } // End of namespace BladeRunner