Files
scummvm-cursorfix/engines/alg/logic/game_drugwars.h
2026-02-02 04:50:13 +01:00

206 lines
7.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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<Scene *, void, GameDrugWars> DWScriptFunctionScene;
typedef Common::Functor1Mem<Rect *, void, GameDrugWars> DWScriptFunctionRect;
typedef Common::HashMap<Common::String, DWScriptFunctionScene *> DWScriptFunctionSceneMap;
typedef Common::HashMap<Common::String, DWScriptFunctionRect *> 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