scummvm/engines/bladerunner/actor_clues.cpp
Peter Kohaut 1b40c5bf55 BLADERUNNER: fixed memory leaks & overflows
fixed few memory leaks
fixed overflows
prepared more logic for looping but its not yet working correctly - still figuring out original code for vqadecoder
2016-10-28 22:34:04 +02:00

206 lines
4.6 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/actor_clues.h"
#include "bladerunner/crimes_database.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 = nullptr;
}
if (_clues) {
removeAll();
} else {
_maxCount = 0;
}
}
ActorClues::~ActorClues() {
delete[] _clues;
_maxCount = 0;
_count = 0;
}
void ActorClues::acquire(int clueId, char 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) {
int clueIndex = findClueIndex(clueId);
if (clueIndex == -1) {
return false;
}
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 false;
}
return (_clues[clueIndex]._flags & 0x02) >> 1;
}
bool ActorClues::isFlag3(int clueId) {
int clueIndex = findClueIndex(clueId);
if (clueIndex == -1) {
return false;
}
return (_clues[clueIndex]._flags & 0x04) >> 2;
}
bool ActorClues::isFlag4(int clueId) {
int clueIndex = findClueIndex(clueId);
if (clueIndex == -1) {
return false;
}
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->_crimesDatabase->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->_crimesDatabase)
debug("Actor removed clue: \"%s\"", _vm->_crimesDatabase->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