scummvm/engines/bladerunner/suspects_database.h
Peter Kohaut 824ecc0aad BLADERUNNER: Preliminary saving & loading support
Saving and loading is accessible via ScummVM dialogs.
No in-game UI support yet.

It is possible to load saves from original game via debugger console.
ScummVM saves have additional header and are incompatibile with original
game.
2018-11-24 08:39:03 +01:00

117 lines
3.1 KiB
C++

/* 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.
*
*/
#ifndef BLADERUNNER_SUSPECTS_DATABASE_H
#define BLADERUNNER_SUSPECTS_DATABASE_H
#include "common/array.h"
namespace BladeRunner {
class BladeRunnerEngine;
class TextResource;
class SuspectDatabaseEntry {
static const int kMOClueCount = 10;
static const int kWhereaboutsClueCount = 10;
static const int kReplicantClueCount = 20;
static const int kNonReplicantClueCount = 20;
static const int kOtherClueCount = 20;
static const int kIdentityClueCount = 10;
static const int kPhotoClueCount = 6;
struct Photo {
int clueId;
int shapeId;
int notUsed;
};
BladeRunnerEngine *_vm;
int _actorId;
int _sex;
int _moClues[kMOClueCount];
int _whereaboutsClues[kWhereaboutsClueCount];
int _replicantClues[kReplicantClueCount];
int _nonReplicantClues[kNonReplicantClueCount];
int _otherClues[kOtherClueCount];
int _identityClues[kIdentityClueCount];
Photo _photoClues[kPhotoClueCount];
int _moClueCount;
int _whereaboutsClueCount;
int _replicantClueCount;
int _nonReplicantClueCount;
int _otherClueCount;
int _identityClueCount;
int _photoClueCount;
public:
SuspectDatabaseEntry(BladeRunnerEngine *_vm);
~SuspectDatabaseEntry();
void setActor(int actorId);
void setSex(int sex);
bool addMOClue(int clueId);
bool addWhereaboutsClue(int clueId);
bool addReplicantClue(int clueId);
bool addNonReplicantClue(int clueId);
bool addOtherClue(int clueId);
bool addIdentityClue(int clueId);
bool addPhotoClue(int shapeId, int clueId);
const char *getName() const;
int getSex() const;
bool hasMOClue(int clueId) const;
bool hasWhereaboutsClue(int clueId) const;
bool hasReplicantClue(int clueId) const;
bool hasNonReplicantClue(int clueId) const;
bool hasOtherClue(int clueId) const;
bool hasIdentityClue(int clueId) const;
bool hasClue(int clueId) const;
int getPhotoCount() const;
int getPhotoClueId(int photoId) const;
int getPhotoShapeId(int photoId) const;
int getPhotoNotUsed(int photoId) const;
void reset();
};
class SuspectsDatabase {
BladeRunnerEngine *_vm;
Common::Array<SuspectDatabaseEntry *> _suspects;
public:
SuspectsDatabase(BladeRunnerEngine *_vm, int size);
~SuspectsDatabase();
SuspectDatabaseEntry *get(int suspectId);
};
} // End of namespace BladeRunner
#endif