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path: root/engines/bladerunner/actor_clues.cpp
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#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