#include "bladerunner/actor_clues.h" #include "bladerunner/clues.h" #include "common/debug.h" namespace BladeRunner { ActorClues::ActorClues(BladeRunnerEngine *vm, int cluesType) { _vm = vm; _count = 0; _maxCount = 0; _clues = 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 = new ActorClue[_maxCount]; else _clues = NULL; if (_clues) removeAll(); else _maxCount = 0; } ActorClues::~ActorClues() { if (_clues) delete[] _clues; _maxCount = 0; _count = 0; } void ActorClues::acquire(int clueId, char flag2, int fromActorId) { int clueIndex = findClueIndex(clueId); _clues[clueIndex]._flags |= 0x01; _clues[_count]._flags = (_clues[_count]._flags & ~0x02) | ((flag2 << 1) & 0x02); _clues[clueIndex]._fromActorId = fromActorId; debug("Actor acquired clue: \"%s\" from %d", _vm->_clues->getClueText(clueId), fromActorId); } void ActorClues::lose(int clueId) { int clueIndex = findClueIndex(clueId); _clues[clueIndex]._flags = 0; } bool ActorClues::isAcquired(int clueId) { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) return 0; return _clues[clueIndex]._flags & 0x01; } int ActorClues::getFromActorId(int clueId) { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) return -1; return _clues[clueIndex]._fromActorId; } bool ActorClues::isFlag2(int clueId) { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) return 0; return (_clues[clueIndex]._flags & 0x02) >> 1; } bool ActorClues::isFlag3(int clueId) { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) return 0; return (_clues[clueIndex]._flags & 0x04) >> 2; } bool ActorClues::isFlag4(int clueId) { int clueIndex = findClueIndex(clueId); if (clueIndex == -1) return 0; return (_clues[clueIndex]._flags & 0x08) >> 3; } int ActorClues::getField1(int clueId) { if (!_count) return 0; int clueIndex = findClueIndex(clueId); if (clueIndex == -1) return 0; return _clues[clueIndex]._field1; } int ActorClues::getCount() { return _count; } void ActorClues::removeAll() { _count = 0; for (int i = 0; i < _maxCount; ++i) { remove(i); } } int ActorClues::findClueIndex(int clueId) { for (int i = 0; i < _count; i++) { if (clueId == _clues[i]._clueId) { return i; } } return -1; } void ActorClues::add(int actorId, int clueId, int unknown, bool acquired, bool unknownFlag, int fromActorId) { assert(_count < _maxCount); debug("Actor %d added clue: \"%s\" from %d", actorId, _vm->_clues->getClueText(clueId), fromActorId); _clues[_count]._clueId = clueId; _clues[_count]._field1 = unknown; _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->_clues) debug("Actor removed clue: \"%s\"", _vm->_clues->getClueText(_clues[index]._clueId)); _clues[index]._clueId = -1; _clues[index]._field1 = 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) { return findClueIndex(clueId) != -1; } } // End of namespace BladeRunner