/* 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 3 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, see .
*
*/
#ifndef ALG_GAME_MADDOG_H
#define ALG_GAME_MADDOG_H
#include "common/hashmap.h"
#include "common/rect.h"
#include "gui/debugger.h"
#include "alg/game.h"
#include "alg/scene.h"
namespace Alg {
typedef Common::Functor1Mem MDScriptFunctionScene;
typedef Common::Functor1Mem MDScriptFunctionRect;
typedef Common::Functor1Mem MDScriptFunctionPoint;
typedef Common::HashMap MDScriptFunctionSceneMap;
typedef Common::HashMap MDScriptFunctionRectMap;
typedef Common::HashMap MDScriptFunctionPointMap;
class GameMaddog : public Game {
enum SceneFuncType {
PREOP = 1,
SHOWMSG = 2,
INSOP = 3,
WEPDWN = 4,
SCNSCR = 5,
NXTFRM = 6,
NXTSCN = 7
};
public:
GameMaddog(AlgEngine *vm, const AlgGameDescription *gd);
~GameMaddog() override;
Common::Error run() override;
void debugWarpTo(int val);
private:
void init() override;
void registerScriptFunctions();
void verifyScriptFunctions();
MDScriptFunctionPoint getScriptFunctionZonePtrFb(Common::String name);
MDScriptFunctionRect getScriptFunctionRectHit(Common::String name);
MDScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name);
void callScriptFunctionZonePtrFb(Common::String name, Common::Point *point);
void callScriptFunctionRectHit(Common::String name, Rect *rect);
void callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene);
MDScriptFunctionPointMap _zonePtrFb;
MDScriptFunctionRectMap _rectHitFuncs;
MDScriptFunctionSceneMap _scenePreOps;
MDScriptFunctionSceneMap _sceneShowMsg;
MDScriptFunctionSceneMap _sceneInsOps;
MDScriptFunctionSceneMap _sceneWepDwn;
MDScriptFunctionSceneMap _sceneScnScr;
MDScriptFunctionSceneMap _sceneNxtFrm;
MDScriptFunctionSceneMap _sceneNxtScn;
// images
Graphics::Surface *_shotIcon;
Graphics::Surface *_emptyIcon;
Graphics::Surface *_liveIcon;
Graphics::Surface *_deadIcon;
Graphics::Surface *_reloadIcon;
Graphics::Surface *_drawIcon;
Graphics::Surface *_knifeIcon;
Graphics::Surface *_bulletholeIcon;
// constants
const uint16 _fight[3] = {208, 228, 243};
const uint16 _ambush[3] = {192, 193, 192};
const uint16 _hotelScenes[10] = {77, 77, 87, 87, 89, 89, 97, 97, 105, 105};
const uint16 _bottleToss[14] = {171, 171, 174, 174, 175, 175, 178, 178, 179, 179, 182, 182, 183, 183};
const uint16 _diffPos[4][2] = {{0, 0}, {0x4D, 0x43}, {0x4E, 0x66}, {0x4F, 0x80}};
const uint16 _livePos[3][2] = {{0x03, 0x5E}, {0x03, 0x76}, {0x03, 0x8E}};
const uint16 _shotPos[12][2] = {{0x3, 0x5}, {0x0D, 0x5}, {0x17, 0x5}, {0x21, 0x5}, {0x3, 0x21}, {0x0D, 0x21}, {0x17, 0x21}, {0x21, 0x21}, {0x3, 0x3D}, {0x0D, 0x3D}, {0x17, 0x3D}, {0x21, 0x3D}};
// gamestate
uint8 _badMen = 0;
uint8 _badMenBits = 0;
bool _bartenderAlive = false;
uint16 _beenTo = 0;
uint8 _bottles = 0;
uint8 _bottlesMask = 0;
bool _gotClue = false;
uint16 _gotInto = 0;
uint8 _gunTime = 0;
bool _hadSkull = false;
bool _hadLantern = false;
bool _hideOutFront = false;
bool _inShootout = false;
int8 _map0 = 0;
int8 _map1 = 0;
int8 _map2 = 0;
uint8 _mapPos = 0;
uint8 _maxMapPos = 0;
uint8 _peopleKilled = 0;
uint8 _proClue = 0;
uint8 _sheriffCnt = 0; // unused
uint8 _shootOutCnt = 0;
// base functions
void newGame();
void resetParams();
void doMenu();
void updateStat();
void changeDifficulty(uint8 newDifficulty);
void showDifficulty(uint8 newDifficulty, bool updateCursor);
void updateCursor();
void updateMouse();
void moveMouse();
void displayScore();
bool weaponDown();
bool saveState();
bool loadState();
// misc game functions
void defaultBullethole(Common::Point *point);
void die();
uint8 pickRand(uint8 *bits, uint8 max);
uint8 pickBad(uint8 max);
Common::String pickTown();
Common::String pickMap();
Common::String pickSign();
Common::String mapRight();
Common::String mapLeft();
// Script functions: Zone
void zoneBullethole(Common::Point *point);
void zoneSkullhole(Common::Point *point);
// Script functions: RectHit
void rectShotMenu(Rect *rect);
void rectContinue(Rect *rect);
void rectSave(Rect *rect);
void rectLoad(Rect *rect);
void rectStart(Rect *rect);
void rectStartBottles(Rect *rect);
void rectHideFront(Rect *rect);
void rectHideRear(Rect *rect);
void rectMenuSelect(Rect *rect);
void rectSkull(Rect *rect);
void rectKillMan(Rect *rect);
void rectKillWoman(Rect *rect);
void rectProspSign(Rect *rect);
void rectMineSign(Rect *rect);
void rectMineItem1(Rect *rect);
void rectMineItem2(Rect *rect);
void rectMineItem3(Rect *rect);
void rectMineLantern(Rect *rect);
void rectShotHideout(Rect *rect);
void rectShotRight(Rect *rect);
void rectShotLeft(Rect *rect);
// Script functions: Scene PreOps
void scenePsoShootout(Scene *scene);
void scenePsoMDShootout(Scene *scene);
// Script functions: Scene InsOps
void sceneIsoShootPast(Scene *scene);
void sceneIsoShootPastPause(Scene *scene);
void sceneIsoSkipSaloon(Scene *scene);
void sceneIsoSkipSaloon2(Scene *scene);
void sceneIsoCheckSaloon(Scene *scene);
void sceneIsoIntoStable(Scene *scene);
void sceneIsoIntoOffice(Scene *scene);
void sceneIsoIntoBank(Scene *scene);
void sceneIsoCheckBartender(Scene *scene);
void sceneIsoDidHideout(Scene *scene);
void sceneIsoDidSignPost(Scene *scene);
void sceneIsoDoShootout(Scene *scene);
void sceneIsoMDShootout(Scene *scene);
void sceneIsoShotInto116(Scene *scene);
// Script functions: Scene NxtScn
void sceneDefaultNxtscn(Scene *scene);
void sceneNxtscnPickBottle(Scene *scene);
void sceneNxtscnDied(Scene *scene);
void sceneNxtscnAutoSelect(Scene *scene);
void sceneNxtscnFinishSaloon(Scene *scene);
void sceneNxtscnFinishOffice(Scene *scene);
void sceneNxtscnFinishStable(Scene *scene);
void sceneNxtscnFinishBank(Scene *scene);
void sceneNxtscnPicSaloon(Scene *scene);
void sceneNxtscnKillMan(Scene *scene);
void sceneNxtscnKillWoman(Scene *scene);
void sceneNxtscnBank(Scene *scene);
void sceneNxtscnStable(Scene *scene);
void sceneNxtscnSavProsp(Scene *scene);
void sceneNxtscnPickToss(Scene *scene);
void sceneNxtscnHitToss(Scene *scene);
void sceneNxtscnMissToss(Scene *scene);
void sceneNxtscnPickSign(Scene *scene);
void sceneNxtscnBRockMan(Scene *scene);
void sceneNxtscnLRockMan(Scene *scene);
void sceneNxtscnHotelMen(Scene *scene);
// Script functions: Scene WepDwn
void sceneDefaultWepdwn(Scene *scene);
};
class DebuggerMaddog : public GUI::Debugger {
public:
DebuggerMaddog(GameMaddog *game);
bool cmdWarpTo(int argc, const char **argv);
bool cmdDumpLib(int argc, const char **argv);
private:
GameMaddog *_game;
};
} // End of namespace Alg
#endif