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/* 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
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