mirror of
https://github.com/libretro/scummvm.git
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237 lines
5.6 KiB
C++
237 lines
5.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/suspects_database.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/text_resource.h"
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namespace BladeRunner {
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SuspectDatabaseEntry::SuspectDatabaseEntry(BladeRunnerEngine *vm) {
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_vm = vm;
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reset();
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}
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SuspectDatabaseEntry::~SuspectDatabaseEntry() {
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}
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void SuspectDatabaseEntry::setActor(int actorId) {
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_actorId = actorId;
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}
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void SuspectDatabaseEntry::setSex(int sex) {
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_sex = sex;
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}
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bool SuspectDatabaseEntry::addMOClue(int clueId) {
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if (_moCluesCount >= MO_CLUES_COUNT) {
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return false;
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}
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_moClues[_moCluesCount++] = clueId;
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return true;
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}
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bool SuspectDatabaseEntry::addWhereaboutsClue(int clueId) {
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if (_whereaboutsCluesCount >= WHEREABOUTS_CLUES_COUNT) {
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return false;
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}
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_whereaboutsClues[_whereaboutsCluesCount++] = clueId;
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return true;
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}
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bool SuspectDatabaseEntry::addReplicantClue(int clueId) {
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if (_replicantCluesCount >= REPLICANT_CLUES_COUNT) {
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return false;
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}
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_replicantClues[_replicantCluesCount++] = clueId;
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return true;
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}
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bool SuspectDatabaseEntry::addNonReplicantClue(int clueId) {
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if (_nonReplicantCluesCount >= NONREPLICANT_CLUES_COUNT) {
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return false;
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}
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_nonReplicantClues[_nonReplicantCluesCount++] = clueId;
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return true;
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}
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bool SuspectDatabaseEntry::addOtherClue(int clueId) {
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if (_otherCluesCount >= OTHER_CLUES_COUNT) {
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return false;
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}
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_otherClues[_otherCluesCount++] = clueId;
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return true;
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}
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bool SuspectDatabaseEntry::addIdentityClue(int clueId) {
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if (_identityCluesCount >= IDENTITY_CLUES_COUNT) {
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return false;
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}
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_identityClues[_identityCluesCount++] = clueId;
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return true;
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}
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bool SuspectDatabaseEntry::addPhotoClue(int a1, int a2) {
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if (_photoCluesCount >= PHOTO_CLUES_COUNT) {
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return false;
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}
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_photoClues[_photoCluesCount][0] = a2;
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_photoClues[_photoCluesCount][1] = a1;
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_photoClues[_photoCluesCount][2] = -1;
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_photoCluesCount++;
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return true;
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}
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const char *SuspectDatabaseEntry::getName() {
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return _vm->_textActorNames->getText(_actorId);
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}
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bool SuspectDatabaseEntry::hasMOClue(int clueId) {
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for (int i = 0; i < _moCluesCount; i++) {
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if (_moClues[i] == clueId) {
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return true;
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}
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}
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return false;
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}
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bool SuspectDatabaseEntry::hasWhereaboutsClue(int clueId) {
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for (int i = 0; i < _whereaboutsCluesCount; i++) {
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if (_whereaboutsClues[i] == clueId) {
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return true;
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}
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}
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return false;
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}
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bool SuspectDatabaseEntry::hasReplicantClue(int clueId) {
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for (int i = 0; i < _replicantCluesCount; i++) {
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if (_replicantClues[i] == clueId) {
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return true;
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}
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}
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return false;
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}
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bool SuspectDatabaseEntry::hasNonReplicantClue(int clueId) {
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for (int i = 0; i < _nonReplicantCluesCount; i++) {
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if (_nonReplicantClues[i] == clueId) {
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return true;
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}
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}
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return false;
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}
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bool SuspectDatabaseEntry::hasOtherClue(int clueId) {
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for (int i = 0; i < _otherCluesCount; i++) {
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if (_otherClues[i] == clueId) {
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return true;
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}
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}
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return false;
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}
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bool SuspectDatabaseEntry::hasIdentityClue(int clueId) {
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for (int i = 0; i < _identityCluesCount; i++) {
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if (_identityClues[i] == clueId) {
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return true;
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}
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}
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return false;
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}
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bool SuspectDatabaseEntry::hasClue(int clueId) {
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return hasMOClue(clueId)
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|| hasWhereaboutsClue(clueId)
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|| hasReplicantClue(clueId)
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|| hasNonReplicantClue(clueId)
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|| hasOtherClue(clueId);
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}
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int SuspectDatabaseEntry::getPhotoClue1(int photoId) {
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return _photoClues[photoId][0];
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}
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int SuspectDatabaseEntry::getPhotoClue2(int photoId) {
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return _photoClues[photoId][1];
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}
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int SuspectDatabaseEntry::getPhotoClue3(int photoId) {
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return _photoClues[photoId][2];
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}
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void SuspectDatabaseEntry::reset() {
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_actorId = -1;
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_sex = -1;
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for (int i = 0; i < MO_CLUES_COUNT; i++) {
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_moClues[i] = -1;
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}
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for (int i = 0; i < WHEREABOUTS_CLUES_COUNT; i++) {
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_whereaboutsClues[i] = -1;
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}
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for (int i = 0; i < IDENTITY_CLUES_COUNT; i++) {
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_identityClues[i] = -1;
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}
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for (int i = 0; i < REPLICANT_CLUES_COUNT; i++) {
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_replicantClues[i] = -1;
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}
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for (int i = 0; i < NONREPLICANT_CLUES_COUNT; i++) {
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_nonReplicantClues[i] = -1;
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}
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for (int i = 0; i < OTHER_CLUES_COUNT; i++) {
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_otherClues[i] = -1;
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}
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// photo clues are not reseted in original game
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_moCluesCount = 0;
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_whereaboutsCluesCount = 0;
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_replicantCluesCount = 0;
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_nonReplicantCluesCount = 0;
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_otherCluesCount = 0;
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_identityCluesCount = 0;
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_photoCluesCount = 0;
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}
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SuspectsDatabase::SuspectsDatabase(BladeRunnerEngine *vm, int size) {
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_vm = vm;
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for (int i = 0; i < size; i++) {
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_suspects.push_back(new SuspectDatabaseEntry(_vm));
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}
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}
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SuspectsDatabase::~SuspectsDatabase() {
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for (int i = _suspects.size() - 1; i >= 0; i--) {
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delete _suspects.remove_at(i);
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}
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_suspects.clear();
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}
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SuspectDatabaseEntry *SuspectsDatabase::get(int suspectId) {
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return _suspects[suspectId];
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}
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} // End of namespace BladeRunner
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