280 lines
11 KiB
C++
280 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ALG_GAME_CRIMEPATROL_H
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#define ALG_GAME_CRIMEPATROL_H
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#include "common/hashmap.h"
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#include "common/rect.h"
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#include "gui/debugger.h"
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#include "alg/game.h"
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#include "alg/scene.h"
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namespace Alg {
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typedef Common::Functor1Mem<Scene *, void, GameCrimePatrol> CPScriptFunctionScene;
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typedef Common::Functor1Mem<Rect *, void, GameCrimePatrol> CPScriptFunctionRect;
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typedef Common::HashMap<Common::String, CPScriptFunctionScene *> CPScriptFunctionSceneMap;
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typedef Common::HashMap<Common::String, CPScriptFunctionRect *> CPScriptFunctionRectMap;
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class GameCrimePatrol : public Game {
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enum SceneFuncType {
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PREOP = 1,
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SHOWMSG = 2,
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INSOP = 3,
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WEPDWN = 4,
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SCNSCR = 5,
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NXTFRM = 6,
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NXTSCN = 7
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};
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public:
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GameCrimePatrol(AlgEngine *vm, const AlgGameDescription *gd);
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~GameCrimePatrol() override;
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void init() override;
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void debugWarpTo(int val);
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private:
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Common::Error run() override;
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void registerScriptFunctions();
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void verifyScriptFunctions();
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CPScriptFunctionRect getScriptFunctionRectHit(Common::String name);
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CPScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name);
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void callScriptFunctionRectHit(Common::String name, Rect *rect);
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void callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene);
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CPScriptFunctionRectMap _rectHitFuncs;
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CPScriptFunctionSceneMap _scenePreOps;
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CPScriptFunctionSceneMap _sceneShowMsg;
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CPScriptFunctionSceneMap _sceneInsOps;
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CPScriptFunctionSceneMap _sceneWepDwn;
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CPScriptFunctionSceneMap _sceneScnScr;
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CPScriptFunctionSceneMap _sceneNxtFrm;
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CPScriptFunctionSceneMap _sceneNxtScn;
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// images
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Graphics::Surface *_shotIcon;
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Graphics::Surface *_emptyIcon;
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Graphics::Surface *_liveIcon;
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Graphics::Surface *_deadIcon;
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Graphics::Surface *_difficultyIcon;
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Graphics::Surface *_bulletholeIcon;
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// constants
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const int16 _scenesLevel0[2] = {0x0191, 0};
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const int16 _scenesLevel1[3] = {0x27, 0x01B7, 0};
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const int16 _scenesLevel2[4] = {0x33, 0x01C7, 0x01B8, 0};
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const int16 _scenesLevel3[3] = {0x48, 0x01C8, 0};
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const int16 _scenesLevel4[2] = {0x53, 0};
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const int16 _scenesLevel5[2] = {0x60, 0};
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const int16 _scenesLevel6[2] = {0x82, 0};
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const int16 _scenesLevel7[2] = {0x9B, 0};
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const int16 _scenesLevel8[2] = {0xC7, 0};
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const int16 _scenesLevel9[2] = {0xB6, 0};
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const int16 _scenesLevel10[6] = {0xE0, 0x01BF, 0x01C0, 0x01C1, 0x01C2, 0};
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const int16 _scenesLevel11[3] = {0x0136, 0x01C3, 0};
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const int16 _scenesLevel12[4] = {0x0119, 0x01C5, 0x0131, 0};
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const int16 _scenesLevel13[2] = {0x014C, 0};
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const int16 _scenesLevel14[13] = {0x01B1, 0x01B2, 0x01B3, 0x01B4, 0x01B5, 0x01B6, 0};
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const int16 _scenesLevel15[5] = {0x3B, 0x3C, 0x3F, 0x41, 0};
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const int16 _scenesLevel16[3] = {0x61, 0x65, 0};
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const int16 _scenesLevel17[7] = {0x68, 0x6A, 0x6C, 0x6E, 0x70, 0x72, 0};
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const int16 _scenesLevel18[8] = {0x83, 0x85, 0x87, 0x8A, 0x8C, 0x8F, 0x90, 0};
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const int16 _scenesLevel19[7] = {0x9C, 0x9E, 0xA0, 0xA2, 0xA4, 0xA6, 0};
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const int16 _scenesLevel20[5] = {0xC8, 0xCA, 0xCC, 0xCE, 0};
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const int16 _scenesLevel21[3] = {0xE8, 0xE9, 0};
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const int16 _scenesLevel22[11] = {0xF4, 0xF6, 0xF8, 0xFA, 0xFC, 0xFE, 0x0100, 0x0102, 0x0104, 0x0106, 0};
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const int16 _scenesLevel23[3] = {0x010E, 0x0113, 0};
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const int16 _scenesLevel24[8] = {0x011D, 0x011F, 0x0121, 0x0123, 0x0125, 0x0127, 0x0129, 0};
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const int16 _scenesLevel25[6] = {0x013D, 0x013F, 0x0141, 0x0143, 0x0145, 0};
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const int16 _scenesLevel26[10] = {0x0157, 0x0159, 0x015B, 0x015D, 0x015F, 0x0161, 0x0163, 0x0165, 0x0167, 0};
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const int16 *_levelScenes[27] = {_scenesLevel0, _scenesLevel1, _scenesLevel2, _scenesLevel3, _scenesLevel4, _scenesLevel5, _scenesLevel6,
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_scenesLevel7, _scenesLevel8, _scenesLevel9, _scenesLevel10, _scenesLevel11, _scenesLevel12, _scenesLevel13,
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_scenesLevel14, _scenesLevel15, _scenesLevel16, _scenesLevel17, _scenesLevel18, _scenesLevel19, _scenesLevel20,
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_scenesLevel21, _scenesLevel22, _scenesLevel23, _scenesLevel24, _scenesLevel25, _scenesLevel26};
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const int16 _diedScenesStage0[5] = {0x30, 0x31, 0x47, 0x51, 0};
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const int16 _diedScenesStage1[7] = {0x5E, 0x5F, 0x7E, 0x7F, 0x98, 0x99, 0};
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const int16 _diedScenesStage2[4] = {0xB2, 0xC5, 0xDB, 0};
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const int16 _diedScenesStage3[7] = {0x0115, 0x0116, 0x0135, 0x014A, 0x0175, 0x0190, 0};
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const int16 _diedScenesStage4[7] = {0x0115, 0x0116, 0x0135, 0x014A, 0x0175, 0x0190, 0};
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const int16 *_diedScenesByStage[5] = {_diedScenesStage0, _diedScenesStage1, _diedScenesStage2, _diedScenesStage3, _diedScenesStage4};
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const uint16 _deadScenes[5] = {0x32, 0x80, 0xDC, 0x018D, 0x018D};
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const uint16 _stageStartScenes[5] = {0x26, 0x52, 0x9A, 0xDF, 0x014C};
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const int16 _practiceTargetLeft[5] = {0xE1, 0x45, 0xA8, 0x73, 0xE1};
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const int16 _practiceTargetTop[5] = {0x0A, 0x3E, 0x41, 0x6E, 0x6E};
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const int16 _practiceTargetRight[5] = {0x0104, 0x6D, 0xCB, 0x95, 0x0104};
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const int16 _practiceTargetBottom[5] = {0x3D, 0x79, 0x7B, 0xA1, 0xA1};
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// gamestate
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uint16 _gotTo[15] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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int8 _stage = 0;
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int8 _oldStage = -1;
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uint8 _randomSceneCount = 0;
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uint8 _randomMax = 0;
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uint16 _randomMask = 0;
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uint16 _randomPicked = 0;
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uint16 _deathMask = 0;
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int16 _deathPicked = 0;
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uint8 _deathSceneCount = 0;
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uint8 _practiceMask = 0;
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uint16 _finalStageScene = _stageStartScenes[4];
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// base functions
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void newGame();
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void resetParams();
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void doMenu();
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void changeDifficulty(uint8 newDifficulty);
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void showDifficulty(uint8 newDifficulty, bool updateCursor);
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void updateCursor();
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void updateMouse();
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void moveMouse();
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void displayLivesLeft();
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void displayScores();
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void displayShotsLeft();
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bool weaponDown();
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bool saveState();
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bool loadState();
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// misc game functions
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void displayShotFiredImage(Common::Point *point);
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void enableVideoFadeIn();
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uint16 sceneToNumber(Scene *scene);
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uint16 pickRandomScene(uint8 index, uint8 max);
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uint16 pickDeathScene();
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void sceneNxtscnGeneric(uint8 index);
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void rectSelectGeneric(uint8 index);
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void sceneIsoGotToGeneric(uint8 index, uint16 sceneId);
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// Script functions: RectHit
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void rectShotMenu(Rect *rect);
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void rectSave(Rect *rect);
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void rectLoad(Rect *rect);
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void rectContinue(Rect *rect);
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void rectStart(Rect *rect);
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void rectTargetPractice(Rect *rect);
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void rectSelectTargetPractice(Rect *rect);
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void rectSelectGangFight(Rect *rect);
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void rectSelectWarehouse(Rect *rect);
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void rectSelectWestcoastSound(Rect *rect);
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void rectSelectDrugDeal(Rect *rect);
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void rectSelectCarRing(Rect *rect);
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void rectSelectBar(Rect *rect);
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void rectSelectBank(Rect *rect);
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void rectSelectCrackHouse(Rect *rect);
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void rectSelectMethLab(Rect *rect);
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void rectSelectAirplane(Rect *rect);
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void rectSelectNukeTransport(Rect *rect);
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void rectSelectAirport(Rect *rect);
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void rectKillInnocentMan(Rect *rect);
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// Script functions: Scene PreOps
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void scenePsoWarehouseGotTo(Scene *scene);
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void scenePsoGangFightGotTo(Scene *scene);
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void scenePsoWestcoastSoundGotTo(Scene *scene);
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void scenePsoDrugDealGotTo(Scene *scene);
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void scenePsoCarRingGotTo(Scene *scene);
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void scenePsoBankGotTo(Scene *scene);
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void scenePsoCrackHouseGotTo(Scene *scene);
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void scenePsoMethLabGotTo(Scene *scene);
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void scenePsoAirplaneGotTo(Scene *scene);
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void scenePsoAirportGotTo(Scene *scene);
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void scenePsoNukeTransportGotTo(Scene *scene);
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void scenePsoPowerPlantGotTo(Scene *scene);
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// Script functions: Scene NxtScn
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void sceneNxtscnGameWon(Scene *scene);
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void sceneNxtscnLoseALife(Scene *scene);
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void sceneNxtscnDidNotContinue(Scene *scene);
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void sceneNxtscnKillInnocentMan(Scene *scene);
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void sceneNxtscnKillInnocentWoman(Scene *scene);
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void sceneNxtscnAfterDie(Scene *scene);
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void sceneNxtscnSelectLanguage1(Scene *scene);
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void sceneNxtscnSelectLanguage2(Scene *scene);
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void sceneNxtscnSelectRookieScenario(Scene *scene);
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void sceneNxtscnSelectUndercoverScenario(Scene *scene);
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void sceneNxtscnSelectSwatScenario(Scene *scene);
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void sceneNxtscnSelectDeltaScenario(Scene *scene);
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void sceneNxtscnInitRandomTargetPractice(Scene *scene);
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void sceneNxtscnContinueTargetPractice(Scene *scene);
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void sceneNxtscnFinishGangFight(Scene *scene);
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void sceneNxtscnFinishWestcoastSound(Scene *scene);
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void sceneNxtscnFinishWarehouse(Scene *scene);
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void sceneNxtscnInitRandomWarehouse(Scene *scene);
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void sceneNxtscnContinueWarehouse(Scene *scene);
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void sceneNxtscnFinishDrugDeal(Scene *scene);
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void sceneNxtscnInitRandomCarRingLeader(Scene *scene);
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void sceneNxtscnContinueCarRingLeader1(Scene *scene);
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void sceneNxtscnContinueCarRingLeader2(Scene *scene);
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void sceneNxtscnInitRandomCarRing(Scene *scene);
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void sceneNxtscnContinueCarRing(Scene *scene);
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void sceneNxtscnFinishCarRing(Scene *scene);
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void sceneNxtscnFinishBar(Scene *scene);
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void sceneNxtscnFinishBank(Scene *scene);
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void sceneNxtscnFinishCrackHouse(Scene *scene);
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void sceneNxtscnFinishMethLab(Scene *scene);
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void sceneNxtscnFinishAirplane(Scene *scene);
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void sceneNxtscnFinishAirport(Scene *scene);
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void sceneNxtscnFinishNukeTransport(Scene *scene);
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void sceneNxtscnInitRandomBar(Scene *scene);
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void sceneNxtscnContinueBar(Scene *scene);
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void sceneNxtscnInitRandomBank(Scene *scene);
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void sceneNxtscnContinueBank(Scene *scene);
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void sceneNxtscnInitRandomMethLab(Scene *scene);
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void sceneNxtscnContinueMethLab(Scene *scene);
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void sceneNxtscnPickRandomRapeller(Scene *scene);
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void sceneNxtscnInitRandomAirplane(Scene *scene);
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void sceneNxtscnContinueAirplane(Scene *scene);
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void sceneNxtscnPickRandomAirplaneFront(Scene *scene);
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void sceneNxtscnInitRandomAirport(Scene *scene);
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void sceneNxtscnContinueAirport(Scene *scene);
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void sceneNxtscnInitRandomNukeTransport(Scene *scene);
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void sceneNxtscnContinueNukeTransport(Scene *scene);
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void sceneNxtscnInitRandomPowerplant(Scene *scene);
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void sceneNxtscnContinuePowerplant(Scene *scene);
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// Script functions: Scene WepDwn
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void sceneDefaultWepdwn(Scene *scene);
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void debugDrawPracticeRects();
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};
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class DebuggerCrimePatrol : public GUI::Debugger {
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public:
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DebuggerCrimePatrol(GameCrimePatrol *game);
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bool cmdWarpTo(int argc, const char **argv);
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bool cmdDumpLib(int argc, const char **argv);
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private:
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GameCrimePatrol *_game;
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};
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} // End of namespace Alg
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#endif
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