/* 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