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engines/alg/logic/game_drugwars.h
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205
engines/alg/logic/game_drugwars.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ALG_GAME_DRUGWARS_H
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#define ALG_GAME_DRUGWARS_H
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#include "common/hashmap.h"
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#include "common/rect.h"
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#include "gui/debugger.h"
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#include "alg/game.h"
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#include "alg/scene.h"
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namespace Alg {
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typedef Common::Functor1Mem<Scene *, void, GameDrugWars> DWScriptFunctionScene;
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typedef Common::Functor1Mem<Rect *, void, GameDrugWars> DWScriptFunctionRect;
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typedef Common::HashMap<Common::String, DWScriptFunctionScene *> DWScriptFunctionSceneMap;
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typedef Common::HashMap<Common::String, DWScriptFunctionRect *> DWScriptFunctionRectMap;
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class GameDrugWars : public Game {
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enum SceneFuncType {
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PREOP = 1,
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SHOWMSG = 2,
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INSOP = 3,
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WEPDWN = 4,
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SCNSCR = 5,
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NXTFRM = 6,
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NXTSCN = 7
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};
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public:
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GameDrugWars(AlgEngine *vm, const AlgGameDescription *gd);
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~GameDrugWars() override;
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Common::Error run() override;
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void debugWarpTo(int val);
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private:
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void init() override;
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void registerScriptFunctions();
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void verifyScriptFunctions();
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DWScriptFunctionRect getScriptFunctionRectHit(const Common::String &name);
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DWScriptFunctionScene getScriptFunctionScene(SceneFuncType type, const Common::String &name);
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void callScriptFunctionRectHit(const Common::String &name, Rect *rect);
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void callScriptFunctionScene(SceneFuncType type, const Common::String &name, Scene *scene);
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DWScriptFunctionRectMap _rectHitFuncs;
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DWScriptFunctionSceneMap _scenePreOps;
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DWScriptFunctionSceneMap _sceneShowMsg;
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DWScriptFunctionSceneMap _sceneInsOps;
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DWScriptFunctionSceneMap _sceneWepDwn;
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DWScriptFunctionSceneMap _sceneScnScr;
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DWScriptFunctionSceneMap _sceneNxtFrm;
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DWScriptFunctionSceneMap _sceneNxtScn;
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// images
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Graphics::Surface *_shotIcon;
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Graphics::Surface *_emptyIcon;
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Graphics::Surface *_liveIcon;
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Graphics::Surface *_deadIcon;
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Graphics::Surface *_difficultyIcon;
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Graphics::Surface *_bulletholeIcon;
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// constants
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const int16 _randomScenes0[7] = {0x29, 0x2B, 0x2D, 0x2F, 0x31, 0x33, 0};
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const int16 _randomScenes1[6] = {0x37, 0x39, 0x3B, 0x3D, 0x3F, 0};
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const int16 _randomScenes4[8] = {0xA8, 0xAA, 0xAC, 0xAE, 0xB0, 0xB2, 0xB4, 0};
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const int16 _randomScenes8[8] = {0xC0, 0xC2, 0xC4, 0xC6, 0xC8, 0xCA, 0xCC, 0};
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const int16 _randomScenes9[6] = {0xFE, 0x0100, 0x0102, 0x01A3, 0x0105, 0};
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const int16 _randomScenes10[8] = {0x0161, 0x0163, 0x0165, 0x0167, 0x016A, 0x016C, 0x016E, 0};
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const int16 _randomScenes11[9] = {0x010B, 0x010D, 0x010F, 0x0111, 0x0113, 0x0115, 0x0117, 0x0119, 0};
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const int16 _randomScenes12[10] = {0x014C, 0x014E, 0x0150, 0x0152, 0x0154, 0x0156, 0x0158, 0x015A, 0x015C, 0};
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const int16 *_randomScenes[14] = {_randomScenes0, _randomScenes1, nullptr, nullptr, _randomScenes4, nullptr, nullptr, nullptr,
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_randomScenes8, _randomScenes9, _randomScenes10, _randomScenes11, _randomScenes12, nullptr};
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const uint8 _randomScenesDifficulty[14] = {6, 4, 0, 0, 6, 0, 0, 0, 5, 6, 7, 8, 8, 0};
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const uint16 _randomScenesContinue[14] = {0x51, 0x41, 0, 0, 0x01B5, 0, 0, 0, 0xCE, 0x0107, 0x0170, 0x011B, 0x015E, 0};
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const int16 _diedScenesStage0[4] = {0x52, 0x53, 0x54, 0};
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const int16 _diedScenesStage1[5] = {0x85, 0x86, 0x88, 0x89, 0};
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const int16 _diedScenesStage2[3] = {0xEF, 0xF0, 0};
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const int16 _diedScenesStage3[3] = {0x0135, 0x0136, 0};
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const int16 _diedScenesStage4[3] = {0x0135, 0x0136, 0};
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const int16 *_diedScenesByStage[5] = {_diedScenesStage0, _diedScenesStage1, _diedScenesStage2, _diedScenesStage3, _diedScenesStage4};
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uint16 _deadScenes[5] = {0x56, 0x8A, 0xF2, 0x0134, 0x0134};
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const uint16 _stageStartScenes[5] = {0x51, 0x83, 0xEE, 0x0132, 0x017F};
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const uint16 _scenarioStartScenes[14] = {0x27, 0x36, 0x4A, 0x57, 0x9D, 0x8B, 0x74, 0xD8, 0xBF, 0xB8, 0x0160, 0x010A, 0x0137, 0x017F};
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// gamestate
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uint8 _continues = 0;
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uint16 _gotTo[14] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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int8 _gotToIndex = 0;
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int8 _stage = 0;
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int8 _oldStage = -1;
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uint8 _randomSceneCount = 0;
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uint8 _randomMax = 0;
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uint16 _randomMask = 0;
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uint16 _randomPicked = 0;
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uint16 _deathMask = 0;
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int16 _deathPicked = 0;
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uint8 _deathSceneCount = 0;
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uint16 _finalStageScene = _stageStartScenes[4];
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// base functions
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void newGame();
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void resetParams();
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void doMenu();
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void changeDifficulty(uint8 newDifficulty);
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void showDifficulty(uint8 newDifficulty, bool updateCursor);
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void updateCursor();
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void updateMouse();
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void moveMouse();
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void displayLivesLeft();
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void displayScores();
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void displayShotsLeft();
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bool weaponDown();
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bool saveState();
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bool loadState();
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// misc game functions
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void displayShotFiredImage(Common::Point *point);
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void enableVideoFadeIn();
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uint16 sceneToNumber(Scene *scene);
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uint16 pickRandomScene(uint8 index, uint8 max);
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uint16 pickDeathScene();
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void sceneNxtscnGeneric(uint8 index);
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void rectSelectGeneric(uint8 index);
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// Script functions: RectHit
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void rectShotMenu(Rect *rect);
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void rectSave(Rect *rect);
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void rectLoad(Rect *rect);
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void rectContinue(Rect *rect);
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void rectStart(Rect *rect);
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void rectSelectTargetPractice(Rect *rect);
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void rectSelectBar(Rect *rect);
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void rectSelectCarChase(Rect *rect);
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void rectSelectDrugHouse(Rect *rect);
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void rectSelectOffice(Rect *rect);
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void rectSelectCourt(Rect *rect);
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void rectSelectBus(Rect *rect);
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void rectSelectDocks(Rect *rect);
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void rectSelectHouseBoat(Rect *rect);
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void rectSelectParty(Rect *rect);
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void rectSelectAirport(Rect *rect);
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void rectSelectMansion(Rect *rect);
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void rectSelectVillage(Rect *rect);
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// Script functions: Scene PreOps
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void scenePsoGotTo(Scene *scene);
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// Script functions: Scene NxtScn
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void sceneNxtscnGameWon(Scene *scene);
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void sceneNxtscnLoseALife(Scene *scene);
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void sceneNxtscnContinueGame(Scene *scene);
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void sceneNxtscnDidNotContinue(Scene *scene);
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void sceneNxtscnKillInnocentMan(Scene *scene);
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void sceneNxtscnKillInnocentWoman(Scene *scene);
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void sceneNxtscnAfterDie(Scene *scene);
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void sceneNxtscnInitRandom(Scene *scene);
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void sceneNxtscnContinueRandom(Scene *scene);
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void sceneNxtscnSelectScenario(Scene *scene);
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void sceneNxtscnFinishScenario(Scene *scene);
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// Script functions: Scene WepDwn
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void sceneDefaultWepdwn(Scene *scene);
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};
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class DebuggerDrugWars : public GUI::Debugger {
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public:
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DebuggerDrugWars(GameDrugWars *game);
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bool cmdWarpTo(int argc, const char **argv);
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bool cmdDumpLib(int argc, const char **argv);
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private:
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GameDrugWars *_game;
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};
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} // End of namespace Alg
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#endif
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