/* 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_CRIMEPATROL_H #define ALG_GAME_CRIMEPATROL_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 CPScriptFunctionScene; typedef Common::Functor1Mem CPScriptFunctionRect; typedef Common::HashMap CPScriptFunctionSceneMap; typedef Common::HashMap CPScriptFunctionRectMap; class GameCrimePatrol : public Game { enum SceneFuncType { PREOP = 1, SHOWMSG = 2, INSOP = 3, WEPDWN = 4, SCNSCR = 5, NXTFRM = 6, NXTSCN = 7 }; public: GameCrimePatrol(AlgEngine *vm, const AlgGameDescription *gd); ~GameCrimePatrol() override; void init() override; void debugWarpTo(int val); private: Common::Error run() override; void registerScriptFunctions(); void verifyScriptFunctions(); CPScriptFunctionRect getScriptFunctionRectHit(Common::String name); CPScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name); void callScriptFunctionRectHit(Common::String name, Rect *rect); void callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene); CPScriptFunctionRectMap _rectHitFuncs; CPScriptFunctionSceneMap _scenePreOps; CPScriptFunctionSceneMap _sceneShowMsg; CPScriptFunctionSceneMap _sceneInsOps; CPScriptFunctionSceneMap _sceneWepDwn; CPScriptFunctionSceneMap _sceneScnScr; CPScriptFunctionSceneMap _sceneNxtFrm; CPScriptFunctionSceneMap _sceneNxtScn; // images Graphics::Surface *_shotIcon; Graphics::Surface *_emptyIcon; Graphics::Surface *_liveIcon; Graphics::Surface *_deadIcon; Graphics::Surface *_difficultyIcon; Graphics::Surface *_bulletholeIcon; // constants const int16 _scenesLevel0[2] = {0x0191, 0}; const int16 _scenesLevel1[3] = {0x27, 0x01B7, 0}; const int16 _scenesLevel2[4] = {0x33, 0x01C7, 0x01B8, 0}; const int16 _scenesLevel3[3] = {0x48, 0x01C8, 0}; const int16 _scenesLevel4[2] = {0x53, 0}; const int16 _scenesLevel5[2] = {0x60, 0}; const int16 _scenesLevel6[2] = {0x82, 0}; const int16 _scenesLevel7[2] = {0x9B, 0}; const int16 _scenesLevel8[2] = {0xC7, 0}; const int16 _scenesLevel9[2] = {0xB6, 0}; const int16 _scenesLevel10[6] = {0xE0, 0x01BF, 0x01C0, 0x01C1, 0x01C2, 0}; const int16 _scenesLevel11[3] = {0x0136, 0x01C3, 0}; const int16 _scenesLevel12[4] = {0x0119, 0x01C5, 0x0131, 0}; const int16 _scenesLevel13[2] = {0x014C, 0}; const int16 _scenesLevel14[13] = {0x01B1, 0x01B2, 0x01B3, 0x01B4, 0x01B5, 0x01B6, 0}; const int16 _scenesLevel15[5] = {0x3B, 0x3C, 0x3F, 0x41, 0}; const int16 _scenesLevel16[3] = {0x61, 0x65, 0}; const int16 _scenesLevel17[7] = {0x68, 0x6A, 0x6C, 0x6E, 0x70, 0x72, 0}; const int16 _scenesLevel18[8] = {0x83, 0x85, 0x87, 0x8A, 0x8C, 0x8F, 0x90, 0}; const int16 _scenesLevel19[7] = {0x9C, 0x9E, 0xA0, 0xA2, 0xA4, 0xA6, 0}; const int16 _scenesLevel20[5] = {0xC8, 0xCA, 0xCC, 0xCE, 0}; const int16 _scenesLevel21[3] = {0xE8, 0xE9, 0}; const int16 _scenesLevel22[11] = {0xF4, 0xF6, 0xF8, 0xFA, 0xFC, 0xFE, 0x0100, 0x0102, 0x0104, 0x0106, 0}; const int16 _scenesLevel23[3] = {0x010E, 0x0113, 0}; const int16 _scenesLevel24[8] = {0x011D, 0x011F, 0x0121, 0x0123, 0x0125, 0x0127, 0x0129, 0}; const int16 _scenesLevel25[6] = {0x013D, 0x013F, 0x0141, 0x0143, 0x0145, 0}; const int16 _scenesLevel26[10] = {0x0157, 0x0159, 0x015B, 0x015D, 0x015F, 0x0161, 0x0163, 0x0165, 0x0167, 0}; const int16 *_levelScenes[27] = {_scenesLevel0, _scenesLevel1, _scenesLevel2, _scenesLevel3, _scenesLevel4, _scenesLevel5, _scenesLevel6, _scenesLevel7, _scenesLevel8, _scenesLevel9, _scenesLevel10, _scenesLevel11, _scenesLevel12, _scenesLevel13, _scenesLevel14, _scenesLevel15, _scenesLevel16, _scenesLevel17, _scenesLevel18, _scenesLevel19, _scenesLevel20, _scenesLevel21, _scenesLevel22, _scenesLevel23, _scenesLevel24, _scenesLevel25, _scenesLevel26}; const int16 _diedScenesStage0[5] = {0x30, 0x31, 0x47, 0x51, 0}; const int16 _diedScenesStage1[7] = {0x5E, 0x5F, 0x7E, 0x7F, 0x98, 0x99, 0}; const int16 _diedScenesStage2[4] = {0xB2, 0xC5, 0xDB, 0}; const int16 _diedScenesStage3[7] = {0x0115, 0x0116, 0x0135, 0x014A, 0x0175, 0x0190, 0}; const int16 _diedScenesStage4[7] = {0x0115, 0x0116, 0x0135, 0x014A, 0x0175, 0x0190, 0}; const int16 *_diedScenesByStage[5] = {_diedScenesStage0, _diedScenesStage1, _diedScenesStage2, _diedScenesStage3, _diedScenesStage4}; const uint16 _deadScenes[5] = {0x32, 0x80, 0xDC, 0x018D, 0x018D}; const uint16 _stageStartScenes[5] = {0x26, 0x52, 0x9A, 0xDF, 0x014C}; const int16 _practiceTargetLeft[5] = {0xE1, 0x45, 0xA8, 0x73, 0xE1}; const int16 _practiceTargetTop[5] = {0x0A, 0x3E, 0x41, 0x6E, 0x6E}; const int16 _practiceTargetRight[5] = {0x0104, 0x6D, 0xCB, 0x95, 0x0104}; const int16 _practiceTargetBottom[5] = {0x3D, 0x79, 0x7B, 0xA1, 0xA1}; // gamestate uint16 _gotTo[15] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int8 _stage = 0; int8 _oldStage = -1; uint8 _randomSceneCount = 0; uint8 _randomMax = 0; uint16 _randomMask = 0; uint16 _randomPicked = 0; uint16 _deathMask = 0; int16 _deathPicked = 0; uint8 _deathSceneCount = 0; uint8 _practiceMask = 0; uint16 _finalStageScene = _stageStartScenes[4]; // base functions void newGame(); void resetParams(); void doMenu(); void changeDifficulty(uint8 newDifficulty); void showDifficulty(uint8 newDifficulty, bool updateCursor); void updateCursor(); void updateMouse(); void moveMouse(); void displayLivesLeft(); void displayScores(); void displayShotsLeft(); bool weaponDown(); bool saveState(); bool loadState(); // misc game functions void displayShotFiredImage(Common::Point *point); void enableVideoFadeIn(); uint16 sceneToNumber(Scene *scene); uint16 pickRandomScene(uint8 index, uint8 max); uint16 pickDeathScene(); void sceneNxtscnGeneric(uint8 index); void rectSelectGeneric(uint8 index); void sceneIsoGotToGeneric(uint8 index, uint16 sceneId); // Script functions: RectHit void rectShotMenu(Rect *rect); void rectSave(Rect *rect); void rectLoad(Rect *rect); void rectContinue(Rect *rect); void rectStart(Rect *rect); void rectTargetPractice(Rect *rect); void rectSelectTargetPractice(Rect *rect); void rectSelectGangFight(Rect *rect); void rectSelectWarehouse(Rect *rect); void rectSelectWestcoastSound(Rect *rect); void rectSelectDrugDeal(Rect *rect); void rectSelectCarRing(Rect *rect); void rectSelectBar(Rect *rect); void rectSelectBank(Rect *rect); void rectSelectCrackHouse(Rect *rect); void rectSelectMethLab(Rect *rect); void rectSelectAirplane(Rect *rect); void rectSelectNukeTransport(Rect *rect); void rectSelectAirport(Rect *rect); void rectKillInnocentMan(Rect *rect); // Script functions: Scene PreOps void scenePsoWarehouseGotTo(Scene *scene); void scenePsoGangFightGotTo(Scene *scene); void scenePsoWestcoastSoundGotTo(Scene *scene); void scenePsoDrugDealGotTo(Scene *scene); void scenePsoCarRingGotTo(Scene *scene); void scenePsoBankGotTo(Scene *scene); void scenePsoCrackHouseGotTo(Scene *scene); void scenePsoMethLabGotTo(Scene *scene); void scenePsoAirplaneGotTo(Scene *scene); void scenePsoAirportGotTo(Scene *scene); void scenePsoNukeTransportGotTo(Scene *scene); void scenePsoPowerPlantGotTo(Scene *scene); // Script functions: Scene NxtScn void sceneNxtscnGameWon(Scene *scene); void sceneNxtscnLoseALife(Scene *scene); void sceneNxtscnDidNotContinue(Scene *scene); void sceneNxtscnKillInnocentMan(Scene *scene); void sceneNxtscnKillInnocentWoman(Scene *scene); void sceneNxtscnAfterDie(Scene *scene); void sceneNxtscnSelectLanguage1(Scene *scene); void sceneNxtscnSelectLanguage2(Scene *scene); void sceneNxtscnSelectRookieScenario(Scene *scene); void sceneNxtscnSelectUndercoverScenario(Scene *scene); void sceneNxtscnSelectSwatScenario(Scene *scene); void sceneNxtscnSelectDeltaScenario(Scene *scene); void sceneNxtscnInitRandomTargetPractice(Scene *scene); void sceneNxtscnContinueTargetPractice(Scene *scene); void sceneNxtscnFinishGangFight(Scene *scene); void sceneNxtscnFinishWestcoastSound(Scene *scene); void sceneNxtscnFinishWarehouse(Scene *scene); void sceneNxtscnInitRandomWarehouse(Scene *scene); void sceneNxtscnContinueWarehouse(Scene *scene); void sceneNxtscnFinishDrugDeal(Scene *scene); void sceneNxtscnInitRandomCarRingLeader(Scene *scene); void sceneNxtscnContinueCarRingLeader1(Scene *scene); void sceneNxtscnContinueCarRingLeader2(Scene *scene); void sceneNxtscnInitRandomCarRing(Scene *scene); void sceneNxtscnContinueCarRing(Scene *scene); void sceneNxtscnFinishCarRing(Scene *scene); void sceneNxtscnFinishBar(Scene *scene); void sceneNxtscnFinishBank(Scene *scene); void sceneNxtscnFinishCrackHouse(Scene *scene); void sceneNxtscnFinishMethLab(Scene *scene); void sceneNxtscnFinishAirplane(Scene *scene); void sceneNxtscnFinishAirport(Scene *scene); void sceneNxtscnFinishNukeTransport(Scene *scene); void sceneNxtscnInitRandomBar(Scene *scene); void sceneNxtscnContinueBar(Scene *scene); void sceneNxtscnInitRandomBank(Scene *scene); void sceneNxtscnContinueBank(Scene *scene); void sceneNxtscnInitRandomMethLab(Scene *scene); void sceneNxtscnContinueMethLab(Scene *scene); void sceneNxtscnPickRandomRapeller(Scene *scene); void sceneNxtscnInitRandomAirplane(Scene *scene); void sceneNxtscnContinueAirplane(Scene *scene); void sceneNxtscnPickRandomAirplaneFront(Scene *scene); void sceneNxtscnInitRandomAirport(Scene *scene); void sceneNxtscnContinueAirport(Scene *scene); void sceneNxtscnInitRandomNukeTransport(Scene *scene); void sceneNxtscnContinueNukeTransport(Scene *scene); void sceneNxtscnInitRandomPowerplant(Scene *scene); void sceneNxtscnContinuePowerplant(Scene *scene); // Script functions: Scene WepDwn void sceneDefaultWepdwn(Scene *scene); void debugDrawPracticeRects(); }; class DebuggerCrimePatrol : public GUI::Debugger { public: DebuggerCrimePatrol(GameCrimePatrol *game); bool cmdWarpTo(int argc, const char **argv); bool cmdDumpLib(int argc, const char **argv); private: GameCrimePatrol *_game; }; } // End of namespace Alg #endif