/* 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_BOUNTYHUNTER_H #define ALG_GAME_BOUNTYHUNTER_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 BHScriptFunctionScene; typedef Common::Functor1Mem BHScriptFunctionRect; typedef Common::Functor1Mem BHScriptFunctionPoint; typedef Common::HashMap BHScriptFunctionSceneMap; typedef Common::HashMap BHScriptFunctionRectMap; typedef Common::HashMap BHScriptFunctionPointMap; class GameBountyHunter : public Game { enum SceneFuncType { PREOP = 1, SHOWMSG = 2, INSOP = 3, WEPDWN = 4, SCNSCR = 5, NXTFRM = 6, NXTSCN = 7 }; public: GameBountyHunter(AlgEngine *vm, const AlgGameDescription *gd); ~GameBountyHunter() override; Common::Error run() override; void debugWarpTo(int val); private: void init() override; void registerScriptFunctions(); void verifyScriptFunctions(); BHScriptFunctionRect getScriptFunctionRectHit(Common::String name); BHScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name); void callScriptFunctionRectHit(Common::String name, Rect *rect); void callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene); BHScriptFunctionRectMap _rectHitFuncs; BHScriptFunctionSceneMap _scenePreOps; BHScriptFunctionSceneMap _sceneShowMsg; BHScriptFunctionSceneMap _sceneInsOps; BHScriptFunctionSceneMap _sceneWepDwn; BHScriptFunctionSceneMap _sceneScnScr; BHScriptFunctionSceneMap _sceneNxtFrm; BHScriptFunctionSceneMap _sceneNxtScn; // images Graphics::Surface *_shotIcon; Graphics::Surface *_emptyIcon; Graphics::Surface *_liveIcon; Graphics::Surface *_deadIcon; Graphics::Surface *_diffIcon; Graphics::Surface *_bulletholeIcon; Graphics::Surface *_playersIcon1; Graphics::Surface *_playersIcon2; Graphics::Surface *_textScoreIcon; Graphics::Surface *_textMenuIcon; Graphics::Surface *_textBlackBarIcon; Common::Array *_bagsIcons; Common::Array *_shotgun; // sounds Audio::SeekableAudioStream *_shotgunSound = nullptr; // constants uint16 _randomHarry1[7] = {0x01B9, 0x01B7, 0x01B5, 0x01B3, 0x01AF, 0x01AD, 0}; uint16 _randomHarry2[6] = {0x0194, 0x0190, 0x018E, 0x018C, 0}; uint16 _randomDan1[5] = {0x0173, 0x0171, 0x016F, 0x016D, 0}; uint16 _randomDan1TwoPlayer[6] = {0x0173, 0x0171, 0x016F, 0x016D, 0x016B, 0}; uint16 _randomDan2[7] = {0x0165, 0x0163, 0x0161, 0x015F, 0x015D, 0x015B, 0}; uint16 _randomLoco1[4] = {0xF7, 0xF5, 0xF3, 0}; uint16 _randomLoco2[3] = {0xED, 0xEB, 0}; uint16 _randomKid1[4] = {0xBA, 0xB7, 0xB5, 0}; uint16 _randomKid2[4] = {0xB1, 0xAE, 0xAC, 0}; uint16 *_randomScenes[8] = {_randomHarry1, _randomHarry2, _randomDan1, _randomDan2, _randomLoco1, _randomLoco2, _randomKid1, _randomKid2}; const uint8 _randomScenesPicks[8] = {6, 6, 4, 7, 3, 2, 5, 5}; const uint8 _subLevelOrder[96] = {0, 1, 2, 4, 0, 0, 0, 1, 3, 4, 0, 0, 0, 2, 3, 4, 0, 0, 0, 1, 2, 3, 4, 0, 0, 1, 2, 4, 0, 0, 0, 1, 3, 4, 0, 0, 0, 2, 3, 4, 0, 0, 0, 1, 2, 3, 4, 0, 0, 1, 3, 4, 0, 0, 0, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0, 0, 1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0, 0, 1, 2, 3, 4, 0}; const uint16 _subLevelSceneIds[20] = {0x01BE, 0x017A, 0x01A2, 0x0198, 0x0183, 0x0178, 0x0167, 0x0159, 0x014B, 0x0147, 0xF1, 0xE1, 0xFF, 0xD8, 0xD0, 0x9B, 0xA8, 0x86, 0xBF, 0x74}; const uint16 _clueLevels[4] = {0x017A, 0x013B, 0xC2, 0x68}; const uint8 _mainLevelMasks[5] = {2, 4, 8, 0x10, 0x80}; const uint8 _gunfightCountDown[15] = {5, 4, 3, 3, 3, 4, 3, 3, 2, 1, 3, 2, 2, 2, 1}; // const uint16 _firstSceneInScenario[4] = {4, 0x36, 0x36, 0x66}; const uint16 _moneyScenes[4] = {0x017D, 0x013C, 0xC3, 0x69}; const uint16 _gunfightScenarios[18] = {0x0116, 0x0118, 0x011B, 0x011D, 0x011F, 0x0121, 0x0123, 0x0125, 0x0127, 0x0129, 0x012B, 0x012D, 0x012F, 0x0131, 0x0133, 0x0135, 0x0137, 0x0139}; const uint16 _innocentScenarios[5] = {0x0110, 0x010F, 0x010C, 0x010B, 0}; const uint16 _deathScenarios[9] = {0x0100, 0x0101, 0x0102, 0x0103, 0x0104, 0x0105, 0x0106, 0x0107, 0}; const uint16 _onePlayerOfTwoDead[2] = {0x0109, 0x010A}; const uint16 _allPlayersDead = 0x108; // gamestate uint16 _restartScene = 0; uint8 _numPlayers = 1; uint8 _player = 0; uint8 _playerLives[2] = {0, 0}; uint8 _playerGun[2] = {1, 1}; uint8 _playerShots[2] = {0, 0}; uint32 _playerScore[2] = {0, 0}; uint8 _currentLevel = 0; uint16 _currentSubLevelSceneId = 0; uint8 _numLevelsDone = 0; uint8 _levelDoneMask = 0; uint8 _numSubLevelsDone = 0; // uint16 _usedScenes = 0; // int16 _lastPick = -1; // int16 _initted = 0; // int16 _sceneCount = 0; uint16 *_randomSceneList; uint8 _randomMax = 0; uint16 _randomMask = 0; int16 _randomPicked = 0; uint8 _randomSceneCount = 0; bool _gunfightInitialized = false; uint16 _gunfightMask = 0; int16 _gunfightPicked = 0; uint8 _gunfightSceneCount = 0; bool _innocentInitialized = false; uint16 _innocentMask = 0; int16 _innocentPicked = 0; uint8 _innocentSceneCount = 0; bool _deathInitialized = false; uint16 _deathMask = 0; int16 _deathPicked = 0; uint8 _deathSceneCount = 0; uint8 _continuesUsed = 0; bool _wounded = false; uint16 _mainWounds = 0; int8 _gunfightCount = 0; bool _given = false; uint32 _firstDrawFrame = 0; uint8 _count = 0; uint8 _unk_2ADA6 = 0; // base functions void newGame(); void doMenu(); void updateCursor(); void updateMouse(); void moveMouse(); void displayLivesLeft(uint8 player); void displayScores(uint8 player); void displayShotsLeft(uint8 player); bool weaponDown(); bool saveState(); bool loadState(); // misc game functions void setNextScene(uint16 sceneId); void displayShotFiredImage(Common::Point *point); void enableVideoFadeIn(); void iconShotgun(); void iconReset(); uint16 beginLevel(uint8 levelNumber); uint16 pickRandomScene(uint16 *sceneList, uint8 max); uint16 pickGunfightScene(); uint16 pickInnocentScene(); uint16 pickDeathScene(); uint16 timeForGunfight(); void waitingForShootout(uint32 drawFrame); void doShotgunSound(); // Script functions: RectHit void rectShotMenu(Rect *rect); void rectSave(Rect *rect); void rectLoad(Rect *rect); void rectContinue(Rect *rect); void rectStart(Rect *rect); void rectTogglePlayers(Rect *rect); void rectHitIconJug(Rect *rect); void rectHitIconLantern(Rect *rect); void rectHitIconSkull(Rect *rect); void rectHitIconWheel(Rect *rect); void rectHitSelectHarry(Rect *rect); void rectHitSelectDan(Rect *rect); void rectHitSelectLoco(Rect *rect); void rectHitSelectKid(Rect *rect); void rectHitKillMan(Rect *rect); void rectHitGiveShotgun(Rect *rect); void rectHitKill3(Rect *rect); void rectHitCheckShotgun(Rect *rect); void rectHitCheater(Rect *rect); // Script functions: Scene PreOps void scenePsoShootout(Scene *scene); void scenePsoWoundedMain(Scene *scene); void scenePsoGunfightSetup(Scene *scene); void scenePsoLoseALife(Scene *scene); void scenePsoSetupNdRandom1(Scene *scene); void scenePsoSetCurrentScene(Scene *scene); // Script functions: Scene InsOps void sceneIsoShootout(Scene *scene); void sceneIsoGivemoney(Scene *scene); // Script functions: Scene NxtScn void sceneNxtscnLoseALife(Scene *scene); void sceneNxtscnContinueGame(Scene *scene); void sceneNxtscnDidNotContinue(Scene *scene); void sceneNxtscnKillInnocentMan(Scene *scene); void sceneNxtscnKillInnocentWoman(Scene *scene); void sceneNxtscnAfterDie(Scene *scene); void sceneNxtscnGotoLevelSelect(Scene *scene); void sceneNxtscnContinueRandom(Scene *scene); void sceneNxtscnInitRandomHarry1(Scene *scene); void sceneNxtscnInitRandomHarry2(Scene *scene); void sceneNxtscnInitRandomDan1(Scene *scene); void sceneNxtscnInitRandomDan2(Scene *scene); void sceneNxtscnInitRandomLoco1(Scene *scene); void sceneNxtscnInitRandomLoco2(Scene *scene); void sceneNxtscnInitRandomKid1(Scene *scene); void sceneNxtscnInitRandomKid2(Scene *scene); void sceneNxtscnNextSubLevel(Scene *scene); void sceneNxtscnGotoBadGuy(Scene *scene); void sceneNxtscnAutoSelectLevel(Scene *scene); void sceneNxtscnSelectScenario(Scene *scene); void sceneNxtscnFinishScenario(Scene *scene); void sceneNxtscnGameWon(Scene *scene); void sceneNxtscnKilledMain(Scene *scene); void sceneNxtscnWoundedMain(Scene *scene); void sceneNxtscnEndLevel(Scene *scene); void sceneNxtscnEndGame(Scene *scene); void sceneNxtscnDoBreakoutMains(Scene *scene); void sceneNxtscnDiedRefed(Scene *scene); void sceneNxtscnGiveShotgun(Scene *scene); void sceneNxtscnCheck2Players(Scene *scene); // Script functions: Scene WepDwn void sceneDefaultWepdwn(Scene *scene); }; class DebuggerBountyHunter : public GUI::Debugger { public: DebuggerBountyHunter(GameBountyHunter *game); bool cmdWarpTo(int argc, const char **argv); bool cmdDumpLib(int argc, const char **argv); private: GameBountyHunter *_game; }; } // End of namespace Alg #endif