/* 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_MADDOG2_H #define ALG_GAME_MADDOG2_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 MD2ScriptFunctionScene; typedef Common::Functor1Mem MD2ScriptFunctionRect; typedef Common::Functor1Mem MD2ScriptFunctionPoint; typedef Common::HashMap MD2ScriptFunctionSceneMap; typedef Common::HashMap MD2ScriptFunctionRectMap; typedef Common::HashMap MD2ScriptFunctionPointMap; class GameMaddog2 : public Game { enum SceneFuncType { PREOP = 1, SHOWMSG = 2, INSOP = 3, WEPDWN = 4, SCNSCR = 5, NXTFRM = 6, NXTSCN = 7 }; public: GameMaddog2(AlgEngine *vm, const AlgGameDescription *gd); ~GameMaddog2() override; Common::Error run() override; void debugWarpTo(int val); private: void init() override; void registerScriptFunctions(); void verifyScriptFunctions(); MD2ScriptFunctionPoint getScriptFunctionZonePtrFb(Common::String name); MD2ScriptFunctionRect getScriptFunctionRectHit(Common::String name); MD2ScriptFunctionScene 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); MD2ScriptFunctionPointMap _zonePtrFb; MD2ScriptFunctionRectMap _rectHitFuncs; MD2ScriptFunctionSceneMap _scenePreOps; MD2ScriptFunctionSceneMap _sceneShowMsg; MD2ScriptFunctionSceneMap _sceneInsOps; MD2ScriptFunctionSceneMap _sceneWepDwn; MD2ScriptFunctionSceneMap _sceneScnScr; MD2ScriptFunctionSceneMap _sceneNxtFrm; MD2ScriptFunctionSceneMap _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 int16 _sbClue[3] = {0x67, 0x68, 0x69}; const int16 _bbClue[3] = {0x47, 0x49, 0x48}; const int16 _tpClue[3] = {0x84, 0x85, 0x86}; const int16 _sbScenes[14] = {0x4A, 0x50, 0xB8, 0x55, 0x57, 0x66, 0xBE, 0x94, 0x87, 0x93, 0xCD, 0x95, 0xE3, -1}; const int16 _bbScenes[14] = {0x33, 0x39, 0xB4, 0x41, 0x43, 0x46, 0xA2, 0x8D, 0x87, 0x8F, 0xCD, 0x8E, 0xE3, -1}; const int16 _tpScenes[14] = {0x6A, 0xC3, 0x76, 0x81, 0xAD, 0x83, 0xDC, 0x92, 0x87, 0x90, 0xCD, 0x91, 0xE3, -1}; const int16 _villageScenes[6] = {0x58, 0x5A, 0x5C, 0x5E, 0x60, 0x62}; const int16 _cowboyScenes[7] = {0xCD, 0xCF, 0xD2, 0xD4, 0xD6, 0xD8, 0xDA}; const int16 _farmyardScenes[4] = {0xDC, 0xDE, 0x129, 0xE1}; const int16 _caveScenes[5] = {0xE4, 0xE6, 0xE8, 0xEA, 0xEC}; const int16 _ezShootOuts[5] = {0xAB, 0xBC, 0xC5, 0xC7, 0xCB}; const int16 _shootOuts[6] = {0xAB, 0xBC, 0xC5, 0xC7, 0xC9, 0xCB}; const int16 _ggScenes[3] = {0x87, 0x88, 0x89}; const int16 _dieScenes[6] = {0x96, 0x97, 0x98, 0x9B, 0x9F, 0xA1}; const uint16 _diffPos[3][2] = {{0x0FA, 0x6E}, {0xFA, 0x8E}, {0xFA, 0xAF}}; const uint16 _livePos[3][2] = {{0x81, 0xBE}, {0x70, 0xBE}, {0x5F, 0xBE}}; const uint16 _shotPos[12][2] = {{0x96, 0xBD}, {0x9A, 0xBD}, {0x9E, 0xBD}, {0x0A2, 0xBD}, {0x0A6, 0xBD}, {0x0AA, 0xBD}, {0x0AE, 0xBD}, {0x0B2, 0xBD}, {0x0B6, 0xBD}, {0x0BA, 0xBD}, {0x0BE, 0xBD}, {0x0C2, 0xBD}}; // gamestate uint16 _dieBits = 0; uint16 _gotTo = 0; uint16 _sbGotTo = 0; uint16 _bbGotTo = 0; uint16 _tpGotTo = 0; bool _hadSkull = false; int16 _thisGuide = 0; uint16 _doneGuide = 0; uint16 _shootOutBits = 0; int16 _lastShootOut = 0; uint16 _startLives = 3; bool _wasAShootout = false; bool _shootoutFromDie = false; uint16 _whichPadre = 0; uint16 _whichGatlingGun = 0; bool _inShootout = false; uint16 _pickMask = 0; uint16 _lastPick = 0; uint16 _placeBits = 0; uint16 _randomCount = 0; uint16 _shootOutCnt = 0; uint16 _totalDies = 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 Common::String numToScene(int n); uint16 sceneToNum(Common::String sceneName); void defaultBullethole(Common::Point *point); uint16 die(); uint16 pickBits(uint16 *bits, uint8 max); uint16 pickShootout(); void nextSB(); void nextBB(); void nextTP(); void ggPickMan(); void genericNext(); void playerWon(); // Script functions: Zone void zoneBullethole(Common::Point *point); void zoneSkullhole(Common::Point *point); // Script functions: RectHit void rectShotmenu(Rect *rect); void rectSave(Rect *rect); void rectLoad(Rect *rect); void rectContinue(Rect *rect); void rectStart(Rect *rect); void rectSkull(Rect *rect); void rectKillInnocentMan(Rect *rect); void rectKillInnocentWoman(Rect *rect); void rectSelectBeaver(Rect *rect); void rectSelectBonnie(Rect *rect); void rectSelectProfessor(Rect *rect); void rectShotAmmo(Rect *rect); void rectShotGin(Rect *rect); void rectShotLantern(Rect *rect); void rectShootSkull(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 sceneIsoStagecoach(Scene *scene); void sceneIsoDifferentPadres(Scene *scene); void sceneIsoDifferentPadresPause(Scene *scene); void sceneIsoDontPopNext(Scene *scene); void sceneIsoGetIntoRock(Scene *scene); void sceneIsoBenAtCave(Scene *scene); void sceneIsoSkullAtCave(Scene *scene); void sceneIsoStartOfTrain(Scene *scene); void sceneIsoMission(Scene *scene); void sceneIsoMDShootout(Scene *scene); void sceneIsoStartOfBoardinghouse(Scene *scene); void sceneIsoDontContinue(Scene *scene); void sceneIsoDoShootout(Scene *scene); // Script functions: Scene NxtScn void sceneDefaultNxtscn(Scene *scene); void sceneNxtscnDied(Scene *scene); void sceneNxtscnKillInnocentMan(Scene *scene); void sceneNxtscnKillInnocentWoman(Scene *scene); void sceneNxtscnKillGuide(Scene *scene); void sceneNxtscnShootSkull(Scene *scene); void sceneNxtscnCallAttract(Scene *scene); void sceneNxtscnPickUndertaker(Scene *scene); void sceneNxtscnChoosePadre(Scene *scene); void sceneNxtscnSelectGuide(Scene *scene); void sceneNxtscnSaveBonnie(Scene *scene); void sceneNxtscnFinishBonnie(Scene *scene); void sceneNxtscnShowGGClue(Scene *scene); void sceneNxtscnBBAfterClue(Scene *scene); void sceneNxtscnAsFarSheGoes(Scene *scene); void sceneNxtscnSaveBeaver(Scene *scene); void sceneNxtscnFinishBeaver(Scene *scene); void sceneNxtscnToGatlingGunSBClue(Scene *scene); void sceneNxtscnToGuideafterClue(Scene *scene); void sceneNxtscnToGuideCave(Scene *scene); void sceneNxtscnInitRandomVillage(Scene *scene); void sceneNxtscnPickVillageScenes(Scene *scene); void sceneNxtscnSaveProfessor(Scene *scene); void sceneNxtscnFinishProfessor(Scene *scene); void sceneNxtscnToGatlingGunTPClue(Scene *scene); void sceneNxtscnTPAfterClue(Scene *scene); void sceneNxtscnFinishGatlingGun1(Scene *scene); void sceneNxtscnFinishGuyAtGG(Scene *scene); void sceneNxtscnFinishGatlingGun2(Scene *scene); void sceneNxtscnHowWeDid(Scene *scene); void sceneNxtscnPlayerWon(Scene *scene); void sceneNxtscnBackToNextGuide(Scene *scene); void sceneNxtscnFinishGenericScene(Scene *scene); void sceneNxtscnInitRandomCowboys(Scene *scene); void sceneNxtscnToCowboyScenes(Scene *scene); void sceneNxtscnInitRandomFarmyard(Scene *scene); void sceneNxtscnToFarmyardScenes(Scene *scene); void sceneNxtscnInitRandomCave(Scene *scene); void sceneNxtscnToCaveScenes(Scene *scene); void sceneNxtscnPickSkullAtCave(Scene *scene); void sceneNxtscnDrawGun(Scene *scene); // Script functions: Scene WepDwn void sceneDefaultWepdwn(Scene *scene); }; class DebuggerMaddog2 : public GUI::Debugger { public: DebuggerMaddog2(GameMaddog2 *game); bool cmdWarpTo(int argc, const char **argv); bool cmdDumpLib(int argc, const char **argv); private: GameMaddog2 *_game; }; } // End of namespace Alg #endif