/* 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/bladerunner.h" #include "bladerunner/game_info.h" #include "bladerunner/crimes_database.h" #include "common/debug.h" namespace BladeRunner { ActorClues::ActorClues(BladeRunnerEngine *vm, int cluesType) { _vm = vm; _count = 0; _maxCount = 0; switch (cluesType) { 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::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; } 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; } 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; } bool ActorClues::exists(int clueId) const { return findClueIndex(clueId) != -1; } } // End of namespace BladeRunner