scummvm/engines/bladerunner/suspects_database.cpp
2016-10-06 00:59:11 +02:00

237 lines
5.6 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.
*
*/
#include "bladerunner/suspects_database.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/text_resource.h"
namespace BladeRunner {
SuspectDatabaseEntry::SuspectDatabaseEntry(BladeRunnerEngine *vm) {
_vm = vm;
reset();
}
SuspectDatabaseEntry::~SuspectDatabaseEntry() {
}
void SuspectDatabaseEntry::setActor(int actorId) {
_actorId = actorId;
}
void SuspectDatabaseEntry::setSex(int sex) {
_sex = sex;
}
bool SuspectDatabaseEntry::addMOClue(int clueId) {
if (_moCluesCount >= MO_CLUES_COUNT) {
return false;
}
_moClues[_moCluesCount++] = clueId;
return true;
}
bool SuspectDatabaseEntry::addWhereaboutsClue(int clueId) {
if (_whereaboutsCluesCount >= WHEREABOUTS_CLUES_COUNT) {
return false;
}
_whereaboutsClues[_whereaboutsCluesCount++] = clueId;
return true;
}
bool SuspectDatabaseEntry::addReplicantClue(int clueId) {
if (_replicantCluesCount >= REPLICANT_CLUES_COUNT) {
return false;
}
_replicantClues[_replicantCluesCount++] = clueId;
return true;
}
bool SuspectDatabaseEntry::addNonReplicantClue(int clueId) {
if (_nonReplicantCluesCount >= NONREPLICANT_CLUES_COUNT) {
return false;
}
_nonReplicantClues[_nonReplicantCluesCount++] = clueId;
return true;
}
bool SuspectDatabaseEntry::addOtherClue(int clueId) {
if (_otherCluesCount >= OTHER_CLUES_COUNT) {
return false;
}
_otherClues[_otherCluesCount++] = clueId;
return true;
}
bool SuspectDatabaseEntry::addIdentityClue(int clueId) {
if (_identityCluesCount >= IDENTITY_CLUES_COUNT) {
return false;
}
_identityClues[_identityCluesCount++] = clueId;
return true;
}
bool SuspectDatabaseEntry::addPhotoClue(int a1, int a2) {
if (_photoCluesCount >= PHOTO_CLUES_COUNT) {
return false;
}
_photoClues[_photoCluesCount][0] = a2;
_photoClues[_photoCluesCount][1] = a1;
_photoClues[_photoCluesCount][2] = -1;
_photoCluesCount++;
return true;
}
const char *SuspectDatabaseEntry::getName() {
return _vm->_textActorNames->getText(_actorId);
}
bool SuspectDatabaseEntry::hasMOClue(int clueId) {
for (int i = 0; i < _moCluesCount; i++) {
if (_moClues[i] == clueId) {
return true;
}
}
return false;
}
bool SuspectDatabaseEntry::hasWhereaboutsClue(int clueId) {
for (int i = 0; i < _whereaboutsCluesCount; i++) {
if (_whereaboutsClues[i] == clueId) {
return true;
}
}
return false;
}
bool SuspectDatabaseEntry::hasReplicantClue(int clueId) {
for (int i = 0; i < _replicantCluesCount; i++) {
if (_replicantClues[i] == clueId) {
return true;
}
}
return false;
}
bool SuspectDatabaseEntry::hasNonReplicantClue(int clueId) {
for (int i = 0; i < _nonReplicantCluesCount; i++) {
if (_nonReplicantClues[i] == clueId) {
return true;
}
}
return false;
}
bool SuspectDatabaseEntry::hasOtherClue(int clueId) {
for (int i = 0; i < _otherCluesCount; i++) {
if (_otherClues[i] == clueId) {
return true;
}
}
return false;
}
bool SuspectDatabaseEntry::hasIdentityClue(int clueId) {
for (int i = 0; i < _identityCluesCount; i++) {
if (_identityClues[i] == clueId) {
return true;
}
}
return false;
}
bool SuspectDatabaseEntry::hasClue(int clueId) {
return hasMOClue(clueId)
|| hasWhereaboutsClue(clueId)
|| hasReplicantClue(clueId)
|| hasNonReplicantClue(clueId)
|| hasOtherClue(clueId);
}
int SuspectDatabaseEntry::getPhotoClue1(int photoId) {
return _photoClues[photoId][0];
}
int SuspectDatabaseEntry::getPhotoClue2(int photoId) {
return _photoClues[photoId][1];
}
int SuspectDatabaseEntry::getPhotoClue3(int photoId) {
return _photoClues[photoId][2];
}
void SuspectDatabaseEntry::reset() {
_actorId = -1;
_sex = -1;
for (int i = 0; i < MO_CLUES_COUNT; i++) {
_moClues[i] = -1;
}
for (int i = 0; i < WHEREABOUTS_CLUES_COUNT; i++) {
_whereaboutsClues[i] = -1;
}
for (int i = 0; i < IDENTITY_CLUES_COUNT; i++) {
_identityClues[i] = -1;
}
for (int i = 0; i < REPLICANT_CLUES_COUNT; i++) {
_replicantClues[i] = -1;
}
for (int i = 0; i < NONREPLICANT_CLUES_COUNT; i++) {
_nonReplicantClues[i] = -1;
}
for (int i = 0; i < OTHER_CLUES_COUNT; i++) {
_otherClues[i] = -1;
}
// photo clues are not reseted in original game
_moCluesCount = 0;
_whereaboutsCluesCount = 0;
_replicantCluesCount = 0;
_nonReplicantCluesCount = 0;
_otherCluesCount = 0;
_identityCluesCount = 0;
_photoCluesCount = 0;
}
SuspectsDatabase::SuspectsDatabase(BladeRunnerEngine *vm, int size) {
_vm = vm;
for (int i = 0; i < size; i++) {
_suspects.push_back(new SuspectDatabaseEntry(_vm));
}
}
SuspectsDatabase::~SuspectsDatabase() {
for (int i = _suspects.size() - 1; i >= 0; i--) {
delete _suspects.remove_at(i);
}
_suspects.clear();
}
SuspectDatabaseEntry *SuspectsDatabase::get(int suspectId) {
return _suspects[suspectId];
}
} // End of namespace BladeRunner