/* 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_DRUGWARS_H #define ALG_GAME_DRUGWARS_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 DWScriptFunctionScene; typedef Common::Functor1Mem DWScriptFunctionRect; typedef Common::HashMap DWScriptFunctionSceneMap; typedef Common::HashMap DWScriptFunctionRectMap; class GameDrugWars : public Game { enum SceneFuncType { PREOP = 1, SHOWMSG = 2, INSOP = 3, WEPDWN = 4, SCNSCR = 5, NXTFRM = 6, NXTSCN = 7 }; public: GameDrugWars(AlgEngine *vm, const AlgGameDescription *gd); ~GameDrugWars() override; Common::Error run() override; void debugWarpTo(int val); private: void init() override; void registerScriptFunctions(); void verifyScriptFunctions(); DWScriptFunctionRect getScriptFunctionRectHit(const Common::String &name); DWScriptFunctionScene getScriptFunctionScene(SceneFuncType type, const Common::String &name); void callScriptFunctionRectHit(const Common::String &name, Rect *rect); void callScriptFunctionScene(SceneFuncType type, const Common::String &name, Scene *scene); DWScriptFunctionRectMap _rectHitFuncs; DWScriptFunctionSceneMap _scenePreOps; DWScriptFunctionSceneMap _sceneShowMsg; DWScriptFunctionSceneMap _sceneInsOps; DWScriptFunctionSceneMap _sceneWepDwn; DWScriptFunctionSceneMap _sceneScnScr; DWScriptFunctionSceneMap _sceneNxtFrm; DWScriptFunctionSceneMap _sceneNxtScn; // images Graphics::Surface *_shotIcon; Graphics::Surface *_emptyIcon; Graphics::Surface *_liveIcon; Graphics::Surface *_deadIcon; Graphics::Surface *_difficultyIcon; Graphics::Surface *_bulletholeIcon; // constants const int16 _randomScenes0[7] = {0x29, 0x2B, 0x2D, 0x2F, 0x31, 0x33, 0}; const int16 _randomScenes1[6] = {0x37, 0x39, 0x3B, 0x3D, 0x3F, 0}; const int16 _randomScenes4[8] = {0xA8, 0xAA, 0xAC, 0xAE, 0xB0, 0xB2, 0xB4, 0}; const int16 _randomScenes8[8] = {0xC0, 0xC2, 0xC4, 0xC6, 0xC8, 0xCA, 0xCC, 0}; const int16 _randomScenes9[6] = {0xFE, 0x0100, 0x0102, 0x01A3, 0x0105, 0}; const int16 _randomScenes10[8] = {0x0161, 0x0163, 0x0165, 0x0167, 0x016A, 0x016C, 0x016E, 0}; const int16 _randomScenes11[9] = {0x010B, 0x010D, 0x010F, 0x0111, 0x0113, 0x0115, 0x0117, 0x0119, 0}; const int16 _randomScenes12[10] = {0x014C, 0x014E, 0x0150, 0x0152, 0x0154, 0x0156, 0x0158, 0x015A, 0x015C, 0}; const int16 *_randomScenes[14] = {_randomScenes0, _randomScenes1, nullptr, nullptr, _randomScenes4, nullptr, nullptr, nullptr, _randomScenes8, _randomScenes9, _randomScenes10, _randomScenes11, _randomScenes12, nullptr}; const uint8 _randomScenesDifficulty[14] = {6, 4, 0, 0, 6, 0, 0, 0, 5, 6, 7, 8, 8, 0}; const uint16 _randomScenesContinue[14] = {0x51, 0x41, 0, 0, 0x01B5, 0, 0, 0, 0xCE, 0x0107, 0x0170, 0x011B, 0x015E, 0}; const int16 _diedScenesStage0[4] = {0x52, 0x53, 0x54, 0}; const int16 _diedScenesStage1[5] = {0x85, 0x86, 0x88, 0x89, 0}; const int16 _diedScenesStage2[3] = {0xEF, 0xF0, 0}; const int16 _diedScenesStage3[3] = {0x0135, 0x0136, 0}; const int16 _diedScenesStage4[3] = {0x0135, 0x0136, 0}; const int16 *_diedScenesByStage[5] = {_diedScenesStage0, _diedScenesStage1, _diedScenesStage2, _diedScenesStage3, _diedScenesStage4}; uint16 _deadScenes[5] = {0x56, 0x8A, 0xF2, 0x0134, 0x0134}; const uint16 _stageStartScenes[5] = {0x51, 0x83, 0xEE, 0x0132, 0x017F}; const uint16 _scenarioStartScenes[14] = {0x27, 0x36, 0x4A, 0x57, 0x9D, 0x8B, 0x74, 0xD8, 0xBF, 0xB8, 0x0160, 0x010A, 0x0137, 0x017F}; // gamestate uint8 _continues = 0; uint16 _gotTo[14] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int8 _gotToIndex = 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; 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); // Script functions: RectHit void rectShotMenu(Rect *rect); void rectSave(Rect *rect); void rectLoad(Rect *rect); void rectContinue(Rect *rect); void rectStart(Rect *rect); void rectSelectTargetPractice(Rect *rect); void rectSelectBar(Rect *rect); void rectSelectCarChase(Rect *rect); void rectSelectDrugHouse(Rect *rect); void rectSelectOffice(Rect *rect); void rectSelectCourt(Rect *rect); void rectSelectBus(Rect *rect); void rectSelectDocks(Rect *rect); void rectSelectHouseBoat(Rect *rect); void rectSelectParty(Rect *rect); void rectSelectAirport(Rect *rect); void rectSelectMansion(Rect *rect); void rectSelectVillage(Rect *rect); // Script functions: Scene PreOps void scenePsoGotTo(Scene *scene); // Script functions: Scene NxtScn void sceneNxtscnGameWon(Scene *scene); 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 sceneNxtscnInitRandom(Scene *scene); void sceneNxtscnContinueRandom(Scene *scene); void sceneNxtscnSelectScenario(Scene *scene); void sceneNxtscnFinishScenario(Scene *scene); // Script functions: Scene WepDwn void sceneDefaultWepdwn(Scene *scene); }; class DebuggerDrugWars : public GUI::Debugger { public: DebuggerDrugWars(GameDrugWars *game); bool cmdWarpTo(int argc, const char **argv); bool cmdDumpLib(int argc, const char **argv); private: GameDrugWars *_game; }; } // End of namespace Alg #endif