Files
scummvm-cursorfix/engines/alg/logic/game_maddog2.cpp
2026-02-02 04:50:13 +01:00

1712 lines
44 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/>.
*
*/
#include "common/debug.h"
#include "common/rect.h"
#include "common/savefile.h"
#include "common/system.h"
#include "graphics/cursorman.h"
#include "alg/graphics.h"
#include "alg/logic/game_maddog2.h"
#include "alg/scene.h"
namespace Alg {
GameMaddog2::GameMaddog2(AlgEngine *vm, const AlgGameDescription *gd) : Game(vm) {
}
GameMaddog2::~GameMaddog2() {
if (_shotIcon) {
_shotIcon->free();
delete _shotIcon;
}
if (_emptyIcon) {
_emptyIcon->free();
delete _emptyIcon;
}
if (_liveIcon) {
_liveIcon->free();
delete _liveIcon;
}
if (_deadIcon) {
_deadIcon->free();
delete _deadIcon;
}
if (_reloadIcon) {
_reloadIcon->free();
delete _reloadIcon;
}
if (_drawIcon) {
_drawIcon->free();
delete _drawIcon;
}
if (_knifeIcon) {
_knifeIcon->free();
delete _knifeIcon;
}
if (_bulletholeIcon) {
_bulletholeIcon->free();
delete _bulletholeIcon;
}
}
void GameMaddog2::init() {
Game::init();
_videoPosX = 11;
_videoPosY = 2;
setupCursorTimer();
if(_vm->useSingleSpeedVideos()) {
loadLibArchive("maddog2.lib");
} else {
loadLibArchive("maddog2d.lib");
}
_sceneInfo->loadScnFile("maddog2.scn");
_startScene = _sceneInfo->getStartScene();
registerScriptFunctions();
verifyScriptFunctions();
_menuzone = new Zone("MainMenu", "GLOBALHIT");
_menuzone->addRect(0x0C, 0xAA, 0x38, 0xC7, nullptr, 0, "SHOTMENU", "0");
_menuzone->addRect(0x08, 0xA9, 0x013C, 0xC7, nullptr, 0, "DEFAULT", "0"); // _mm_bott
_submenzone = new Zone("SubMenu", "GLOBALHIT");
_submenzone->addRect(0x2F, 0x16, 0x64, 0x2B, nullptr, 0, "STARTMENU", "0");
_submenzone->addRect(0x2F, 0xA0, 0x8D, 0xC7, nullptr, 0, "CONTMENU", "0");
_submenzone->addRect(0x2F, 0x40, 0x64, 0x54, nullptr, 0, "RECTSAVE", "0");
_submenzone->addRect(0x2F, 0x6E, 0x7B, 0x86, nullptr, 0, "RECTLOAD", "0");
_submenzone->addRect(0xEC, 0x15, 0x0122, 0x2C, nullptr, 0, "EXITMENU", "0");
_submenzone->addRect(0xAD, 0x58, 0xF2, 0x70, nullptr, 0, "RECTEASY", "0");
_submenzone->addRect(0xBC, 0x78, 0xF2, 0x93, nullptr, 0, "RECTAVG", "0");
_submenzone->addRect(0xB8, 0x9D, 0xF2, 0xC7, nullptr, 0, "RECTHARD", "0");
_shotSound = loadSoundFile("blow.8b");
_emptySound = loadSoundFile("empty.8b");
_saveSound = loadSoundFile("saved.8b");
_loadSound = loadSoundFile("loaded.8b");
_skullSound = loadSoundFile("skull.8b");
_gun = AlgGraphics::loadScreenCoordAniImage("gun.ani", _palette);
_numbers = AlgGraphics::loadAniImage("numbers.ani", _palette);
auto bullet = AlgGraphics::loadAniImage("bullet.ani", _palette);
_shotIcon = (*bullet)[0];
_emptyIcon = (*bullet)[1];
auto hat = AlgGraphics::loadAniImage("hat.ani", _palette);
_liveIcon = (*hat)[0];
_deadIcon = (*hat)[1];
auto shootout = AlgGraphics::loadAniImage("shootout.ani", _palette);
_reloadIcon = (*shootout)[0];
_drawIcon = (*shootout)[1];
auto knife = AlgGraphics::loadScreenCoordAniImage("knife.ani", _palette);
_knifeIcon = (*knife)[0];
auto hole = AlgGraphics::loadAniImage("hole.ani", _palette);
_bulletholeIcon = (*hole)[0];
_background = AlgGraphics::loadVgaBackground("backgrnd.vga", _palette);
_screen->copyRectToSurface(_background->getPixels(), _background->pitch, 0, 0, _background->w, _background->h);
moveMouse();
}
void GameMaddog2::registerScriptFunctions() {
#define ZONE_PTRFB_FUNCTION(name, func) _zonePtrFb[name] = new MD2ScriptFunctionPoint(this, &GameMaddog2::func);
ZONE_PTRFB_FUNCTION("DEFAULT", zoneBullethole);
ZONE_PTRFB_FUNCTION("BULLETHOLE", zoneBullethole);
ZONE_PTRFB_FUNCTION("SKULL", zoneSkullhole);
#undef ZONE_PTRFB_FUNCTION
#define RECT_HIT_FUNCTION(name, func) _rectHitFuncs[name] = new MD2ScriptFunctionRect(this, &GameMaddog2::func);
RECT_HIT_FUNCTION("DEFAULT", rectNewScene);
RECT_HIT_FUNCTION("NEWSCENE", rectNewScene);
RECT_HIT_FUNCTION("EXITMENU", rectExit);
RECT_HIT_FUNCTION("CONTMENU", rectContinue);
RECT_HIT_FUNCTION("STARTMENU", rectStart);
RECT_HIT_FUNCTION("SHOTMENU", rectShotmenu);
RECT_HIT_FUNCTION("RECTSAVE", rectSave);
RECT_HIT_FUNCTION("RECTLOAD", rectLoad);
RECT_HIT_FUNCTION("RECTEASY", rectEasy);
RECT_HIT_FUNCTION("RECTAVG", rectAverage);
RECT_HIT_FUNCTION("RECTHARD", rectHard);
RECT_HIT_FUNCTION("SKULL", rectSkull);
RECT_HIT_FUNCTION("KILLINNOCENTMAN", rectKillInnocentMan);
RECT_HIT_FUNCTION("KILLINNOCENTWOMAN", rectKillInnocentWoman);
RECT_HIT_FUNCTION("SELECTBEAVER", rectSelectBeaver);
RECT_HIT_FUNCTION("SELECTBONNIE", rectSelectBonnie);
RECT_HIT_FUNCTION("SELECTPROFESSOR", rectSelectProfessor);
RECT_HIT_FUNCTION("SHOTAMMO", rectShotAmmo);
RECT_HIT_FUNCTION("SHOTGIN", rectShotGin);
RECT_HIT_FUNCTION("SHOTLANTERN", rectShotLantern);
RECT_HIT_FUNCTION("SHOOTSKULL", rectShootSkull);
#undef RECT_HIT_FUNCTION
#define PRE_OPS_FUNCTION(name, func) _scenePreOps[name] = new MD2ScriptFunctionScene(this, &GameMaddog2::func);
PRE_OPS_FUNCTION("DRAWRCT", scenePsoDrawRct);
PRE_OPS_FUNCTION("PAUSE", scenePsoPause);
PRE_OPS_FUNCTION("FADEIN", scenePsoFadeIn);
PRE_OPS_FUNCTION("PAUSFI", scenePsoPauseFadeIn);
PRE_OPS_FUNCTION("PREREAD", scenePsoPreRead);
PRE_OPS_FUNCTION("PAUSPR", scenePsoPausePreRead);
PRE_OPS_FUNCTION("DEFAULT", scenePsoDrawRct);
PRE_OPS_FUNCTION("DRAWRCTFDI", scenePsoDrawRctFadeIn);
PRE_OPS_FUNCTION("PRESHOOTOUT", scenePsoShootout);
PRE_OPS_FUNCTION("PREMDSHOOTOUT", scenePsoMDShootout);
#undef PRE_OPS_FUNCTION
#define INS_OPS_FUNCTION(name, func) _sceneInsOps[name] = new MD2ScriptFunctionScene(this, &GameMaddog2::func);
INS_OPS_FUNCTION("DEFAULT", sceneIsoDoNothing);
INS_OPS_FUNCTION("PAUSE", sceneIsoPause);
INS_OPS_FUNCTION("SPAUSE", sceneIsoShootpastPause);
INS_OPS_FUNCTION("STARTGAME", sceneIsoStartGame);
INS_OPS_FUNCTION("SHOOTPAST", sceneIsoShootpast);
INS_OPS_FUNCTION("STAGECOACH", sceneIsoStagecoach);
INS_OPS_FUNCTION("DIFFERENTPADRES", sceneIsoDifferentPadres);
INS_OPS_FUNCTION("DIFFERENTPADRESPAS", sceneIsoDifferentPadresPause);
INS_OPS_FUNCTION("DONTPOPNEXT", sceneIsoDontPopNext);
INS_OPS_FUNCTION("GETINTOROCK", sceneIsoGetIntoRock);
INS_OPS_FUNCTION("BENATCAVE", sceneIsoBenAtCave);
INS_OPS_FUNCTION("SKULLATCAVE", sceneIsoSkullAtCave);
INS_OPS_FUNCTION("STARTOFTRAIN", sceneIsoStartOfTrain);
INS_OPS_FUNCTION("MISSION", sceneIsoMission);
INS_OPS_FUNCTION("MDSHOOTOUT", sceneIsoMDShootout);
INS_OPS_FUNCTION("STARTOFBOARDINGHOUSE", sceneIsoStartOfBoardinghouse);
INS_OPS_FUNCTION("DONTCONTINUE", sceneIsoDontContinue);
INS_OPS_FUNCTION("DOSHOOTOUT", sceneIsoDoShootout);
#undef INS_OPS_FUNCTION
#define NXT_SCN_FUNCTION(name, func) _sceneNxtScn[name] = new MD2ScriptFunctionScene(this, &GameMaddog2::func);
NXT_SCN_FUNCTION("DEFAULT", sceneDefaultNxtscn);
NXT_SCN_FUNCTION("DIED", sceneNxtscnDied);
NXT_SCN_FUNCTION("KILLINNOCENTMAN", sceneNxtscnKillInnocentMan);
NXT_SCN_FUNCTION("KILLINNOCENTWOMAN", sceneNxtscnKillInnocentWoman);
NXT_SCN_FUNCTION("KILLGUIDE", sceneNxtscnKillGuide);
NXT_SCN_FUNCTION("SCN_SHOOTSKULL", sceneNxtscnShootSkull);
NXT_SCN_FUNCTION("CALLATTRACT", sceneNxtscnCallAttract);
NXT_SCN_FUNCTION("PICKUNDERTAKER", sceneNxtscnPickUndertaker);
NXT_SCN_FUNCTION("CHOOSEPADRE", sceneNxtscnChoosePadre);
NXT_SCN_FUNCTION("SELECTGUIDE", sceneNxtscnSelectGuide);
NXT_SCN_FUNCTION("SAVEBONNIE", sceneNxtscnSaveBonnie);
NXT_SCN_FUNCTION("FINISHBONNIE", sceneNxtscnFinishBonnie);
NXT_SCN_FUNCTION("SHOWGGCLUE", sceneNxtscnShowGGClue);
NXT_SCN_FUNCTION("BBAFTERCLUE", sceneNxtscnBBAfterClue);
NXT_SCN_FUNCTION("ASFARSHEGOES", sceneNxtscnAsFarSheGoes);
NXT_SCN_FUNCTION("SAVEBEAVER", sceneNxtscnSaveBeaver);
NXT_SCN_FUNCTION("FINISHBEAVER", sceneNxtscnFinishBeaver);
NXT_SCN_FUNCTION("TOGATLINGUNSBCLUE", sceneNxtscnToGatlingGunSBClue);
NXT_SCN_FUNCTION("TOGUIDEAFTERCLUE", sceneNxtscnToGuideafterClue);
NXT_SCN_FUNCTION("TOGUIDECAVE", sceneNxtscnToGuideCave);
NXT_SCN_FUNCTION("INITRANDOMVILLAGE", sceneNxtscnInitRandomVillage);
NXT_SCN_FUNCTION("PICKVILLAGESCENES", sceneNxtscnPickVillageScenes);
NXT_SCN_FUNCTION("SAVEPROFESSOR", sceneNxtscnSaveProfessor);
NXT_SCN_FUNCTION("FINISHPROFESSOR", sceneNxtscnFinishProfessor);
NXT_SCN_FUNCTION("TOGATLINGUNTPCLUE", sceneNxtscnToGatlingGunTPClue);
NXT_SCN_FUNCTION("TPAFTERCLUE", sceneNxtscnTPAfterClue);
NXT_SCN_FUNCTION("FINISHGATLINGUN1", sceneNxtscnFinishGatlingGun1);
NXT_SCN_FUNCTION("FINISHGUYATGG", sceneNxtscnFinishGuyAtGG);
NXT_SCN_FUNCTION("FINISHGATLINGUN2", sceneNxtscnFinishGatlingGun2);
NXT_SCN_FUNCTION("HOWWEDID", sceneNxtscnHowWeDid);
NXT_SCN_FUNCTION("PLAYERWON", sceneNxtscnPlayerWon);
NXT_SCN_FUNCTION("BACKTONXTGUIDE", sceneNxtscnBackToNextGuide);
NXT_SCN_FUNCTION("FINISHGENERICSCENE", sceneNxtscnFinishGenericScene);
NXT_SCN_FUNCTION("INITRANDOMCOWBOYS", sceneNxtscnInitRandomCowboys);
NXT_SCN_FUNCTION("TOCOWBOYSCENES", sceneNxtscnToCowboyScenes);
NXT_SCN_FUNCTION("INITRANDOMFARMYARD", sceneNxtscnInitRandomFarmyard);
NXT_SCN_FUNCTION("TOFARMYARDSCENES", sceneNxtscnToFarmyardScenes);
NXT_SCN_FUNCTION("INITRANDOMCAVE", sceneNxtscnInitRandomCave);
NXT_SCN_FUNCTION("TOCAVESCENES", sceneNxtscnToCaveScenes);
NXT_SCN_FUNCTION("PICKSKULLATCAVE", sceneNxtscnPickSkullAtCave);
NXT_SCN_FUNCTION("DRAWGUN", sceneNxtscnDrawGun);
#undef NXT_SCN_FUNCTION
_sceneShowMsg["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneSmDonothing);
_sceneWepDwn["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneDefaultWepdwn);
_sceneScnScr["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneDefaultScore);
_sceneNxtFrm["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneNxtfrm);
}
void GameMaddog2::verifyScriptFunctions() {
auto scenes = _sceneInfo->getScenes();
for (auto scene : *scenes) {
getScriptFunctionScene(PREOP, scene->_preop);
getScriptFunctionScene(SHOWMSG, scene->_scnmsg);
getScriptFunctionScene(INSOP, scene->_insop);
getScriptFunctionScene(WEPDWN, scene->_wepdwn);
getScriptFunctionScene(SCNSCR, scene->_scnscr);
getScriptFunctionScene(NXTFRM, scene->_nxtfrm);
getScriptFunctionScene(NXTSCN, scene->_nxtscn);
for (auto zone : scene->_zones) {
for (auto rect : zone->_rects) {
getScriptFunctionRectHit(rect->_rectHit);
}
}
}
}
MD2ScriptFunctionPoint GameMaddog2::getScriptFunctionZonePtrFb(Common::String name) {
auto it = _zonePtrFb.find(name);
if (it != _zonePtrFb.end()) {
return *it->_value;
} else {
error("GameMaddog2::getScriptFunctionZonePtrFb(): Could not find zonePtrFb function: %s", name.c_str());
}
}
MD2ScriptFunctionRect GameMaddog2::getScriptFunctionRectHit(Common::String name) {
auto it = _rectHitFuncs.find(name);
if (it != _rectHitFuncs.end()) {
return *it->_value;
} else {
error("GameMaddog2::getScriptFunctionRectHit(): Could not find rectHit function: %s", name.c_str());
}
}
MD2ScriptFunctionScene GameMaddog2::getScriptFunctionScene(SceneFuncType type, Common::String name) {
MD2ScriptFunctionSceneMap *functionMap;
switch (type) {
case PREOP:
functionMap = &_scenePreOps;
break;
case SHOWMSG:
functionMap = &_sceneShowMsg;
break;
case INSOP:
functionMap = &_sceneInsOps;
break;
case WEPDWN:
functionMap = &_sceneWepDwn;
break;
case SCNSCR:
functionMap = &_sceneScnScr;
break;
case NXTFRM:
functionMap = &_sceneNxtFrm;
break;
case NXTSCN:
functionMap = &_sceneNxtScn;
break;
default:
error("GameMaddog2::getScriptFunctionScene(): Unkown scene script type: %u", type);
break;
}
MD2ScriptFunctionSceneMap::iterator it;
it = functionMap->find(name);
if (it != functionMap->end()) {
return *it->_value;
} else {
error("GameMaddog2::getScriptFunctionScene(): Could not find scene type %u function: %s", type, name.c_str());
}
}
void GameMaddog2::callScriptFunctionZonePtrFb(Common::String name, Common::Point *point) {
MD2ScriptFunctionPoint function = getScriptFunctionZonePtrFb(name);
function(point);
}
void GameMaddog2::callScriptFunctionRectHit(Common::String name, Rect *rect) {
MD2ScriptFunctionRect function = getScriptFunctionRectHit(name);
function(rect);
}
void GameMaddog2::callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene) {
MD2ScriptFunctionScene function = getScriptFunctionScene(type, name);
function(scene);
}
Common::Error GameMaddog2::run() {
init();
newGame();
_curScene = _startScene;
Common::String oldscene;
while (!_vm->shouldQuit()) {
oldscene = _curScene;
_fired = false;
Scene *scene = _sceneInfo->findScene(_curScene);
if (!loadScene(scene)) {
error("GameMaddog2::run(): Cannot find scene %s in libfile", scene->_name.c_str());
}
_paletteDirty = true;
_nextFrameTime = getMsTime() + 100;
callScriptFunctionScene(PREOP, scene->_preop, scene);
_currentFrame = getFrame(scene);
while (_currentFrame <= scene->_endFrame && _curScene == oldscene && !_vm->shouldQuit()) {
updateMouse();
// TODO: call scene->messageFunc
callScriptFunctionScene(INSOP, scene->_insop, scene);
_holster = weaponDown();
if (_holster) {
callScriptFunctionScene(WEPDWN, scene->_wepdwn, scene);
}
Common::Point firedCoords;
if (fired(&firedCoords)) {
if (!_holster) {
Rect *hitGlobalRect = checkZone(_menuzone, &firedCoords);
if (hitGlobalRect != nullptr) {
callScriptFunctionRectHit(hitGlobalRect->_rectHit, hitGlobalRect);
} else if (_shots > 0) {
if (!_debug_unlimitedAmmo) {
_shots--;
}
updateStat();
Rect *hitRect = nullptr;
Zone *hitSceneZone = checkZonesV1(scene, hitRect, &firedCoords);
if (hitSceneZone != nullptr) {
callScriptFunctionZonePtrFb(hitSceneZone->_ptrfb, &firedCoords);
callScriptFunctionRectHit(hitRect->_rectHit, hitRect);
} else {
defaultBullethole(&firedCoords);
}
} else {
playSound(_emptySound);
_emptyCount = 3;
_whichGun = 9;
}
}
}
if (_curScene == oldscene) {
callScriptFunctionScene(NXTFRM, scene->_nxtfrm, scene);
}
displayScore();
moveMouse();
if (_pauseTime > 0) {
_videoDecoder->pauseAudio(true);
} else {
_videoDecoder->pauseAudio(false);
}
if (_videoDecoder->getCurrentFrame() == 0) {
_videoDecoder->getNextFrame();
}
updateScreen();
int32 remainingMillis = _nextFrameTime - getMsTime();
if (remainingMillis < 10) {
if (_videoDecoder->getCurrentFrame() > 0) {
_videoDecoder->getNextFrame();
}
remainingMillis = _nextFrameTime - getMsTime();
_nextFrameTime = getMsTime() + (remainingMillis > 0 ? remainingMillis : 0) + 100;
}
if (remainingMillis > 0) {
if (remainingMillis > 15) {
remainingMillis = 15;
}
g_system->delayMillis(remainingMillis);
}
_currentFrame = getFrame(scene);
}
// frame limit reached or scene changed, prepare for next scene
_hadPause = false;
_pauseTime = 0;
if (_retScene != "") {
_curScene = _retScene;
_retScene = "";
}
if (_subScene != "") {
_retScene = _subScene;
_subScene = "";
}
if (_curScene == oldscene) {
callScriptFunctionScene(NXTSCN, scene->_nxtscn, scene);
}
if (_curScene == "") {
shutdown();
}
}
removeCursorTimer();
return Common::kNoError;
}
void GameMaddog2::newGame() {
_shots = 6;
_lives = 3;
_score = 0;
_holster = false;
updateStat();
_subScene = "";
}
void GameMaddog2::resetParams() {
_retScene = "";
_subScene = "";
_lastScene = "";
_lives = 3;
_shots = 6;
_score = 0;
_whichPadre = 0;
_whichGatlingGun = _rnd->getRandomNumber(2);
_gotTo = 0x22;
_lastShootOut = -1;
_sbGotTo = 0;
_bbGotTo = 0;
_tpGotTo = 0;
_shootoutFromDie = false;
_wasAShootout = false;
_shootOutCnt = 0;
_thisGuide = -1;
_doneGuide = 0;
_totalDies = 0;
_hadSkull = false;
_inShootout = false;
updateStat();
}
void GameMaddog2::doMenu() {
uint32 startTime = getMsTime();
updateCursor();
_inMenu = true;
moveMouse();
_videoDecoder->pauseAudio(true);
_screen->copyRectToSurface(_background->getBasePtr(_videoPosX, _videoPosY), _background->pitch, _videoPosX, _videoPosY, _videoDecoder->getWidth(), _videoDecoder->getHeight());
showDifficulty(_difficulty, false);
while (_inMenu && !_vm->shouldQuit()) {
Common::Point firedCoords;
if (fired(&firedCoords)) {
Rect *hitMenuRect = checkZone(_submenzone, &firedCoords);
if (hitMenuRect != nullptr) {
callScriptFunctionRectHit(hitMenuRect->_rectHit, hitMenuRect);
}
}
if (_difficulty != _oldDifficulty) {
changeDifficulty(_difficulty);
}
updateScreen();
g_system->delayMillis(15);
}
updateCursor();
_videoDecoder->pauseAudio(false);
if (_hadPause) {
uint32 endTime = getMsTime();
uint32 timeDiff = endTime - startTime;
_pauseTime += timeDiff;
_nextFrameTime += timeDiff;
}
}
void GameMaddog2::updateStat() {
if (_lives != _oldLives) {
if (_lives > _oldLives) {
for (uint8 i = _oldLives; i < _lives; i++) {
AlgGraphics::drawImage(_screen, _liveIcon, _livePos[i][0], _livePos[i][1]);
}
} else {
for (uint8 i = _lives; i < _oldLives; i++) {
AlgGraphics::drawImage(_screen, _deadIcon, _livePos[i][0], _livePos[i][1]);
}
}
_oldLives = _lives;
}
if (_shots != _oldShots) {
if (_shots > _oldShots) {
for (uint8 i = _oldShots; i < _shots; i++) {
AlgGraphics::drawImage(_screen, _shotIcon, _shotPos[i][0], _shotPos[i][1]);
}
} else {
for (uint8 i = _shots; i < _oldShots; i++) {
AlgGraphics::drawImage(_screen, _emptyIcon, _shotPos[i][0], _shotPos[i][1]);
}
}
_oldShots = _shots;
}
}
void GameMaddog2::changeDifficulty(uint8 newDifficulty) {
if (newDifficulty == _oldDifficulty) {
return;
}
showDifficulty(newDifficulty, true);
Game::adjustDifficulty(newDifficulty, _oldDifficulty);
_oldDifficulty = newDifficulty;
_difficulty = newDifficulty;
}
void GameMaddog2::showDifficulty(uint8 newDifficulty, bool cursor) {
// reset menu screen
_screen->copyRectToSurface(_background->getBasePtr(_videoPosX, _videoPosY), _background->pitch, _videoPosX, _videoPosY, _videoDecoder->getWidth(), _videoDecoder->getHeight());
AlgGraphics::drawImageCentered(_screen, _knifeIcon, _diffPos[newDifficulty - 1][0], _diffPos[newDifficulty - 1][1]);
if (cursor) {
updateCursor();
}
}
void GameMaddog2::updateCursor() {
updateMouse();
}
void GameMaddog2::updateMouse() {
if (_oldWhichGun != _whichGun) {
Graphics::Surface *cursor = (*_gun)[_whichGun];
uint16 hotspotX = (cursor->w / 2);
uint16 hotspotY = (cursor->h / 2);
if (debugChannelSet(1, Alg::kAlgDebugGraphics)) {
cursor->drawLine(0, hotspotY, cursor->w, hotspotY, 1);
cursor->drawLine(hotspotX, 0, hotspotX, cursor->h, 1);
}
CursorMan.replaceCursor(cursor->getPixels(), cursor->w, cursor->h, hotspotX, hotspotY, 0);
CursorMan.showMouse(true);
_oldWhichGun = _whichGun;
}
}
void GameMaddog2::moveMouse() {
if (_inMenu) {
_whichGun = 8;
} else {
if (_mousePos.y >= 0xAA) {
if (_mousePos.x >= 0x113) {
if (_inHolster == 0) {
_whichGun = 6;
} else {
_whichGun = 7;
}
} else if (_mousePos.x <= 0x37) {
_whichGun = 0xA;
} else {
_whichGun = 0;
}
} else if (_whichGun > 5) {
_whichGun = 0;
}
}
updateMouse();
}
void GameMaddog2::displayScore() {
if (_score == _oldScore) {
return;
}
_oldScore = _score;
Common::String scoreString = Common::String::format("%05d", _score);
int posX = 0xE6;
for (int i = 0; i < 5; i++) {
uint8 digit = scoreString[i] - '0';
AlgGraphics::drawImage(_screen, (*_numbers)[digit], posX, 0xBE);
posX += 7;
}
}
bool GameMaddog2::weaponDown() {
if (_rightDown && _mousePos.y >= 0xAA && _mousePos.x >= 0x113) {
return true;
}
return false;
}
bool GameMaddog2::saveState() {
Common::OutSaveFile *outSaveFile;
Common::String saveFileName = _vm->getSaveStateName(0);
if (!(outSaveFile = g_system->getSavefileManager()->openForSaving(saveFileName))) {
warning("GameMaddog2::saveState(): Can't create file '%s', game not saved", saveFileName.c_str());
return false;
}
outSaveFile->writeUint32BE(MKTAG('A', 'L', 'G', 'S')); // header
outSaveFile->writeByte(0); // version, unused for now
outSaveFile->writeUint16LE(_totalDies);
outSaveFile->writeUint16LE(_gotTo);
outSaveFile->writeUint16LE(_sbGotTo);
outSaveFile->writeUint16LE(_bbGotTo);
outSaveFile->writeUint16LE(_tpGotTo);
outSaveFile->writeSint16LE(_thisGuide);
outSaveFile->writeUint16LE(_doneGuide);
outSaveFile->writeUint16LE(_hadSkull);
outSaveFile->writeUint16LE(_shootOutCnt);
outSaveFile->writeUint16LE(_shootOutBits);
outSaveFile->writeSint16LE(_lastShootOut);
outSaveFile->writeUint16LE(_startLives);
outSaveFile->writeByte(_wasAShootout);
outSaveFile->writeByte(_shootoutFromDie);
outSaveFile->writeUint16LE(_whichPadre);
outSaveFile->writeUint16LE(_whichGatlingGun);
outSaveFile->writeUint16LE(_lives);
outSaveFile->writeUint16LE(_score);
outSaveFile->writeUint16LE(_holster);
outSaveFile->writeUint16LE(_inShootout);
outSaveFile->writeUint16LE(_difficulty);
outSaveFile->writeString(_lastScene);
outSaveFile->writeByte(0);
outSaveFile->writeString(_curScene);
outSaveFile->writeByte(0);
outSaveFile->writeString(_subScene);
outSaveFile->writeByte(0);
outSaveFile->writeString(_retScene);
outSaveFile->writeByte(0);
outSaveFile->finalize();
delete outSaveFile;
return true;
}
bool GameMaddog2::loadState() {
Common::InSaveFile *inSaveFile;
Common::String saveFileName = _vm->getSaveStateName(0);
if (!(inSaveFile = g_system->getSavefileManager()->openForLoading(saveFileName))) {
debug("GameMaddog2::loadState(): Can't load file '%s', game not loaded", saveFileName.c_str());
return false;
}
uint32 header = inSaveFile->readUint32BE();
if (header != MKTAG('A', 'L', 'G', 'S')) {
warning("GameMaddog2::loadState(): Unkown save file, header: %s", tag2str(header));
return false;
}
inSaveFile->skip(1); // version, unused for now
_totalDies = inSaveFile->readUint16LE();
_gotTo = inSaveFile->readUint16LE();
_sbGotTo = inSaveFile->readUint16LE();
_bbGotTo = inSaveFile->readUint16LE();
_tpGotTo = inSaveFile->readUint16LE();
_thisGuide = inSaveFile->readSint16LE();
_doneGuide = inSaveFile->readUint16LE();
_hadSkull = inSaveFile->readUint16LE();
_shootOutCnt = inSaveFile->readUint16LE();
_shootOutBits = inSaveFile->readUint16LE();
_lastShootOut = inSaveFile->readSint16LE();
_startLives = inSaveFile->readUint16LE();
_wasAShootout = inSaveFile->readByte();
_shootoutFromDie = inSaveFile->readByte();
_whichPadre = inSaveFile->readUint16LE();
_whichGatlingGun = inSaveFile->readUint16LE();
_lives = inSaveFile->readUint16LE();
_score = inSaveFile->readUint16LE();
_holster = inSaveFile->readUint16LE();
_inShootout = inSaveFile->readUint16LE();
_difficulty = inSaveFile->readUint16LE();
_lastScene = inSaveFile->readString();
_curScene = inSaveFile->readString();
_subScene = inSaveFile->readString();
_retScene = inSaveFile->readString();
delete inSaveFile;
changeDifficulty(_difficulty);
return true;
}
// misc game functions
Common::String GameMaddog2::numToScene(int n) {
switch (n) {
case 1:
case 31:
case 34:
case 41:
case 42:
case 67:
case 85:
case 106:
case 118:
case 171:
case 180:
case 181:
case 182:
case 197:
case 199:
case 201:
case 203:
case 227:
case 244:
case 253:
case 287:
case 288:
case 295:
case 296:
return Common::String::format("scen%da", n);
default:
return Common::String::format("scene%d", n);
}
}
uint16 GameMaddog2::sceneToNum(Common::String sceneName) {
Common::String temp;
uint16 index = 4;
if (sceneName[index] == 'e') {
index++;
}
while (sceneName[index] != 'a' && sceneName[index] != 'b' && sceneName[index] != 'c' && sceneName[index] != '\0') {
temp += sceneName[index];
index++;
if (index >= sceneName.size()) {
break;
}
}
return atoi(temp.c_str());
}
void GameMaddog2::defaultBullethole(Common::Point *point) {
if (point->x >= 14 && point->x <= 306 && point->y >= 5 && point->y <= 169) {
uint16 targetX = point->x - _videoPosX;
uint16 targetY = point->y - _videoPosY;
AlgGraphics::drawImageCentered(_videoDecoder->getVideoFrame(), _bulletholeIcon, targetX, targetY);
updateCursor();
_shotFired = true;
doShot();
}
}
uint16 GameMaddog2::die() {
updateStat();
uint8 randomNum = _rnd->getRandomNumber(9);
if (randomNum >= 4 && _lives >= 3) {
uint16 picked = pickBits(&_dieBits, 6);
return _dieScenes[picked];
}
if (_lives == 2) {
return 0x9D;
} else if (_lives == 1) {
return 0x9E;
}
return 0x9A;
}
uint16 GameMaddog2::pickBits(uint16 *bits, uint8 max) {
// reset mask if full
uint16 fullMask = 0xFFFF >> (16 - max);
if (fullMask == _pickMask) {
_pickMask = 0;
}
*bits |= _pickMask;
if (fullMask == *bits) {
*bits = _pickMask;
if (fullMask == *bits) {
_pickMask = 0;
*bits = 0;
}
}
uint16 randomNum = _rnd->getRandomNumber(max - 1);
// find an unused bit
while (true) {
uint16 bitMask = 1 << randomNum;
// if bit is already used or matches _lastPick, try next position
if ((*bits & bitMask) || randomNum == _lastPick) {
randomNum++;
if (randomNum >= max) {
randomNum = 0;
_lastPick = 0xFFFF;
}
continue;
}
// found an unused bit
break;
}
*bits |= (1 << randomNum);
_lastPick = randomNum;
_pickMask = 0;
return randomNum;
}
uint16 GameMaddog2::pickShootout() {
_shootOutCnt = 0;
_wasAShootout = true;
_lastPick = _lastShootOut;
if (_difficulty == 1) {
_lastShootOut = pickBits(&_shootOutBits, 5);
return _ezShootOuts[_lastShootOut];
} else {
_lastShootOut = pickBits(&_shootOutBits, 6);
return _shootOuts[_lastShootOut];
}
}
void GameMaddog2::nextSB() {
_shootoutFromDie = false;
_hadSkull = false;
_randomCount = 0;
if (_wasAShootout) {
_wasAShootout = false;
} else {
_sbGotTo++;
}
if (_sbScenes[_sbGotTo] == 0x87) {
_placeBits = 0;
_pickMask = 0;
ggPickMan();
// _scene_pso_fadein(cur_scene);
} else {
if (_sbGotTo == 7 || _sbGotTo == 9) {
_curScene = numToScene(_sbScenes[_sbGotTo]);
} else {
_shootOutCnt++;
if (_shootOutCnt <= 3) {
_curScene = numToScene(_sbScenes[_sbGotTo]);
// _scene_pso_fadein(cur_scene);
} else {
_shootoutFromDie = false;
_curScene = numToScene(pickShootout());
}
}
}
}
void GameMaddog2::nextBB() {
_shootoutFromDie = false;
_hadSkull = false;
_randomCount = 0;
if (_wasAShootout) {
_wasAShootout = false;
} else {
_bbGotTo++;
}
if (_bbScenes[_bbGotTo] == 0x87) {
_placeBits = 0;
_pickMask = 0;
ggPickMan();
// _scene_pso_fadein(cur_scene);
} else {
if (_bbGotTo == 7 || _bbGotTo == 9) {
_curScene = numToScene(_bbScenes[_bbGotTo]);
} else {
_shootOutCnt++;
if (_shootOutCnt <= 3) {
_curScene = numToScene(_bbScenes[_bbGotTo]);
// _scene_pso_fadein(cur_scene);
} else {
_shootoutFromDie = false;
_curScene = numToScene(pickShootout());
}
}
}
}
void GameMaddog2::nextTP() {
_shootoutFromDie = false;
_hadSkull = false;
_randomCount = 0;
if (_wasAShootout) {
_wasAShootout = false;
} else {
_tpGotTo++;
}
if (_tpScenes[_tpGotTo] == 0xDC) {
_placeBits = 0;
_pickMask = 0;
}
if (_tpScenes[_tpGotTo] == 0x87) {
_placeBits = 0;
_pickMask = 0;
ggPickMan();
// _scene_pso_fadein(cur_scene);
} else {
if (_tpGotTo == 7 || _tpGotTo == 9) {
_curScene = numToScene(_tpScenes[_tpGotTo]);
} else {
_shootOutCnt++;
if (_shootOutCnt <= 3) {
_curScene = numToScene(_tpScenes[_tpGotTo]);
// _scene_pso_fadein(cur_scene);
} else {
_shootoutFromDie = false;
_curScene = numToScene(pickShootout());
}
}
}
}
void GameMaddog2::ggPickMan() {
_randomCount++;
uint8 totalRandom = ((_difficulty - 1) * 2) + 3;
if (_randomCount < totalRandom) {
uint16 index = pickBits(&_placeBits, 3);
_curScene = numToScene(_ggScenes[index]);
} else {
_curScene = "scene139";
}
}
void GameMaddog2::genericNext() {
if (_shootoutFromDie && _gotTo == 0x32) {
_shootoutFromDie = false;
_curScene = "scene50";
return;
}
_hadSkull = false;
_shootoutFromDie = false;
switch (_gotTo) {
case 227:
_curScene = "scen227a";
break;
case 238:
_curScene = "scene238";
break;
case 244:
_curScene = "scen244a";
break;
case 254:
_curScene = "scene254";
break;
case 287:
_curScene = "scen287a";
break;
default:
if (_thisGuide == 0) {
nextSB();
return;
} else if (_thisGuide == 1) {
nextBB();
return;
} else if (_thisGuide == 2) {
nextTP();
return;
}
}
}
void GameMaddog2::playerWon() {
_doneGuide |= (1 << _thisGuide);
if (_totalDies < _startLives || _doneGuide != 7) {
_curScene = "scene290";
} else {
_curScene = "scene291";
}
}
// Script functions: Zone
void GameMaddog2::zoneBullethole(Common::Point *point) {
defaultBullethole(point);
}
void GameMaddog2::zoneSkullhole(Common::Point *point) {
if (point->x >= 14 && point->x <= 306 && point->y >= 5 && point->y <= 169) {
uint16 targetX = point->x - _videoPosX;
uint16 targetY = point->y - _videoPosY;
AlgGraphics::drawImageCentered(_videoDecoder->getVideoFrame(), _bulletholeIcon, targetX, targetY);
updateCursor();
_shotFired = true;
if (_hadSkull) {
doShot();
} else {
doSkullSound();
}
}
}
// Script functions: RectHit
void GameMaddog2::rectSkull(Rect *rect) {
if (_hadSkull) {
return;
}
_hadSkull = true;
_shots = 12;
_score += 1000;
updateStat();
}
void GameMaddog2::rectKillInnocentMan(Rect *rect) {
_totalDies++;
_wasAShootout = false;
if (!_debug_godMode) {
_lives--;
}
if (_lives <= 0) {
_shootOutCnt++;
}
updateStat();
_curScene = "scene153";
}
void GameMaddog2::rectKillInnocentWoman(Rect *rect) {
_totalDies++;
_wasAShootout = false;
if (!_debug_godMode) {
_lives--;
}
if (_lives <= 0) {
_shootOutCnt++;
}
updateStat();
_curScene = "scene156";
}
void GameMaddog2::rectSelectBeaver(Rect *rect) {
if (_doneGuide & 1) {
return;
}
_wasAShootout = false;
_thisGuide = 0;
_randomCount = 0;
_placeBits = 0;
if (_sbScenes[_sbGotTo] == 0x87) {
_pickMask = 0;
ggPickMan();
// scene_pso_fadein(cur_scene);
} else {
_curScene = numToScene(_sbScenes[_sbGotTo]);
// scene_pso_fadein(cur_scene);
}
}
void GameMaddog2::rectSelectBonnie(Rect *rect) {
if (_doneGuide & 2) {
return;
}
_wasAShootout = false;
_thisGuide = 1;
_randomCount = 0;
_placeBits = 0;
if (_bbScenes[_bbGotTo] == 0x87) {
_pickMask = 0;
ggPickMan();
// scene_pso_fadein(cur_scene);
} else {
_curScene = numToScene(_bbScenes[_bbGotTo]);
// scene_pso_fadein(cur_scene);
}
}
void GameMaddog2::rectSelectProfessor(Rect *rect) {
if (_doneGuide & 4) {
return;
}
_wasAShootout = false;
_thisGuide = 2;
_randomCount = 0;
_placeBits = 0;
if (_tpScenes[_tpGotTo] == 0x87) {
_pickMask = 0;
ggPickMan();
// scene_pso_fadein(cur_scene);
} else {
_curScene = numToScene(_tpScenes[_tpGotTo]);
// scene_pso_fadein(cur_scene);
}
}
void GameMaddog2::rectShotAmmo(Rect *rect) {
if (_whichGatlingGun == 0) {
_curScene = "scene140";
} else {
switch (_thisGuide) {
case 0:
_sbGotTo = 5;
break;
case 1:
_bbGotTo = 5;
break;
case 2:
_tpGotTo = 5;
break;
}
_curScene = "scene299";
}
}
void GameMaddog2::rectShotGin(Rect *rect) {
if (_whichGatlingGun == 1) {
_curScene = "scene140";
} else {
switch (_thisGuide) {
case 0:
_sbGotTo = 5;
break;
case 1:
_bbGotTo = 5;
break;
case 2:
_tpGotTo = 5;
break;
}
_curScene = "scene299";
}
}
void GameMaddog2::rectShotLantern(Rect *rect) {
if (_whichGatlingGun == 2) {
_curScene = "scene140";
} else {
switch (_thisGuide) {
case 0:
_sbGotTo = 5;
break;
case 1:
_bbGotTo = 5;
break;
case 2:
_tpGotTo = 5;
break;
}
_curScene = "scene299";
}
}
void GameMaddog2::rectShootSkull(Rect *rect) {
sceneNxtscnShootSkull(nullptr);
}
void GameMaddog2::rectShotmenu(Rect *rect) {
doMenu();
}
void GameMaddog2::rectSave(Rect *rect) {
if (saveState()) {
doSaveSound();
}
}
void GameMaddog2::rectLoad(Rect *rect) {
if (loadState()) {
doLoadSound();
}
}
void GameMaddog2::rectContinue(Rect *rect) {
_inMenu = false;
_fired = false;
if (_lives <= 0) {
_curScene = _lastScene;
_subScene = "";
_retScene = "";
newGame();
_hadSkull = false;
_shootoutFromDie = false;
_wasAShootout = false;
} else {
updateStat();
}
}
void GameMaddog2::rectStart(Rect *rect) {
_inMenu = false;
_fired = false;
Scene *scene = _sceneInfo->findScene(_startScene);
if (scene->_nxtscn == "DRAWGUN") {
callScriptFunctionScene(NXTSCN, "DRAWGUN", scene);
}
_curScene = _startScene;
resetParams();
newGame();
updateStat();
}
// Script functions: Scene PreOps
void GameMaddog2::scenePsoShootout(Scene *scene) {
sscanf(scene->_preopParam.c_str(), "#%ldto%ld", &_minF, &_maxF);
if (!_debug_unlimitedAmmo) {
_shots = 0;
}
_inShootout = true;
updateStat();
AlgGraphics::drawImage(_screen, _reloadIcon, 0x37, 0xBE);
updateCursor();
}
void GameMaddog2::scenePsoMDShootout(Scene *scene) {
sscanf(scene->_preopParam.c_str(), "#%ldto%ld", &_minF, &_maxF);
if (!_debug_unlimitedAmmo) {
_shots = 0;
}
_inShootout = true;
updateStat();
AlgGraphics::drawImage(_screen, _reloadIcon, 0x37, 0xBE);
updateCursor();
}
// Script functions: Scene Scene InsOps
void GameMaddog2::sceneIsoShootpast(Scene *scene) {
if (_lives <= 0) {
return;
}
if (_fired) {
if (_retScene != "") {
_curScene = _retScene;
_retScene = "";
} else if (_subScene != "") {
_curScene = _subScene;
_subScene = "";
} else {
callScriptFunctionScene(NXTSCN, scene->_nxtscn, scene);
}
}
}
void GameMaddog2::sceneIsoShootpastPause(Scene *scene) {
sceneIsoShootpast(scene);
sceneIsoPause(scene);
}
void GameMaddog2::sceneIsoStagecoach(Scene *scene) {
_hadSkull = false;
_lastScene = "scen34a";
sceneIsoPause(scene);
}
void GameMaddog2::sceneIsoDifferentPadres(Scene *scene) {
_gotTo = 0x32;
_lastScene = "scene50";
}
void GameMaddog2::sceneIsoDifferentPadresPause(Scene *scene) {
_gotTo = 0x32;
_lastScene = "scene50";
sceneIsoPause(scene);
}
void GameMaddog2::sceneIsoDontPopNext(Scene *scene) {
_lastPick = 0;
_lastScene = "scene135";
}
void GameMaddog2::sceneIsoGetIntoRock(Scene *scene) {
_lastScene = "scene50";
}
void GameMaddog2::sceneIsoBenAtCave(Scene *scene) {
_gotTo = sceneToNum(_curScene);
_lastScene = "scen227a";
sceneIsoShootpast(scene);
}
void GameMaddog2::sceneIsoSkullAtCave(Scene *scene) {
_gotTo = sceneToNum(_curScene);
_lastScene = "scene238";
}
void GameMaddog2::sceneIsoStartOfTrain(Scene *scene) {
_gotTo = sceneToNum(_curScene);
_lastScene = "scen244a";
}
void GameMaddog2::sceneIsoMission(Scene *scene) {
_gotTo = sceneToNum(_curScene);
_lastScene = "scene254";
}
void GameMaddog2::sceneIsoStartOfBoardinghouse(Scene *scene) {
_gotTo = sceneToNum(_curScene);
_lastScene = "scen295a";
}
void GameMaddog2::sceneIsoDontContinue(Scene *scene) {
sceneNxtscnCallAttract(scene);
}
void GameMaddog2::sceneIsoMDShootout(Scene *scene) {
_gotTo = sceneToNum(_curScene);
_lastScene = "scen287a";
sceneIsoDoShootout(scene);
}
void GameMaddog2::sceneIsoDoShootout(Scene *scene) {
if (_currentFrame < (uint32)_minF) {
if (!_debug_unlimitedAmmo) {
_shots = 0;
}
return;
}
if (_inShootout) {
AlgGraphics::drawImage(_screen, _drawIcon, 0x37, 0xBE);
updateCursor();
}
_inShootout = false;
if (_shots > 0) {
if (_currentFrame < (uint32)_maxF) {
callScriptFunctionScene(NXTSCN, scene->_nxtscn, scene);
}
}
}
// Script functions: Scene NxtScn
void GameMaddog2::sceneDefaultNxtscn(Scene *scene) {
// wipe background drawing from shootout
_screen->copyRectToSurface(_background->getBasePtr(0x37, 0xBE), _background->pitch, 0x37, 0xBE, _reloadIcon->w, _reloadIcon->h);
Game::sceneDefaultNxtscn(scene);
}
void GameMaddog2::sceneNxtscnDrawGun(Scene *scene) {
updateCursor();
sceneDefaultNxtscn(scene);
}
void GameMaddog2::sceneNxtscnDied(Scene *scene) {
_totalDies++;
_shootoutFromDie = false;
_wasAShootout = false;
if (!_debug_godMode) {
_lives--;
}
updateStat();
_curScene = numToScene(die());
}
void GameMaddog2::sceneNxtscnKillInnocentMan(Scene *scene) {
_totalDies++;
_wasAShootout = false;
if (!_debug_godMode) {
_lives--;
}
_shootOutCnt++;
updateStat();
_curScene = "scene153";
}
void GameMaddog2::sceneNxtscnKillInnocentWoman(Scene *scene) {
_totalDies++;
_wasAShootout = false;
if (!_debug_godMode) {
_lives--;
}
_shootOutCnt++;
updateStat();
_curScene = "scene156";
}
void GameMaddog2::sceneNxtscnKillGuide(Scene *scene) {
if (!_debug_godMode) {
_lives--;
}
updateStat();
_curScene = "scene160";
}
void GameMaddog2::sceneNxtscnShootSkull(Scene *scene) {
if (_hadSkull) {
return;
}
_hadSkull = true;
doSkullSound();
_shots = 12;
_score += 1000;
updateStat();
_curScene = "scene293";
}
void GameMaddog2::sceneNxtscnCallAttract(Scene *scene) {
resetParams();
_curScene = "scene1aa";
}
void GameMaddog2::sceneNxtscnPickUndertaker(Scene *scene) {
if (_lives <= 0) {
_curScene = "scene311";
return;
}
if (_gotTo == 0x127 || _gotTo == 0x22) {
_curScene = numToScene(_gotTo);
} else {
if (_whichPadre == 0) {
_whichPadre = 2;
_gotTo = 0x32;
if (_rnd->getRandomBit()) {
_curScene = "scene49";
} else {
_curScene = "scene47";
}
} else {
_shootOutCnt++;
if (_shootOutCnt > 3) {
_shootoutFromDie = true;
_curScene = numToScene(pickShootout());
} else {
_curScene = numToScene(_gotTo);
}
}
}
}
void GameMaddog2::sceneNxtscnChoosePadre(Scene *scene) {
_hadSkull = false;
if (_whichPadre == 0) {
_gotTo = 0x32;
_whichPadre = 1;
_curScene = "scene45";
} else if (_whichPadre == 1) {
_gotTo = 0x32;
_whichPadre = 2;
if (_rnd->getRandomBit()) {
_curScene = "scene49";
} else {
_curScene = "scene47";
}
} else {
_gotTo = 0x32;
_curScene = numToScene(0x32);
}
}
void GameMaddog2::sceneNxtscnSelectGuide(Scene *scene) {
_wasAShootout = false;
if (_thisGuide < 0) {
_thisGuide = _rnd->getRandomNumber(2);
}
_randomCount = 0;
_placeBits = 0;
if (_doneGuide & (1 << _thisGuide)) {
_thisGuide = 0;
while (_thisGuide < 3) {
if (!(_doneGuide & (1 << _thisGuide))) {
break;
}
_thisGuide++;
}
}
switch (_thisGuide) {
case 0:
_curScene = numToScene(_sbScenes[_sbGotTo]);
break;
case 1:
_curScene = numToScene(_bbScenes[_bbGotTo]);
break;
case 2:
_curScene = numToScene(_tpScenes[_tpGotTo]);
break;
}
}
void GameMaddog2::sceneNxtscnSaveBonnie(Scene *scene) {
nextBB();
}
void GameMaddog2::sceneNxtscnFinishBonnie(Scene *scene) {
nextBB();
}
void GameMaddog2::sceneNxtscnShowGGClue(Scene *scene) {
_shootoutFromDie = false;
_curScene = numToScene(_bbClue[_whichGatlingGun]);
}
void GameMaddog2::sceneNxtscnBBAfterClue(Scene *scene) {
_shootoutFromDie = false;
_randomCount = 0;
_bbGotTo = 6;
_curScene = numToScene(_bbScenes[_bbGotTo]);
}
void GameMaddog2::sceneNxtscnAsFarSheGoes(Scene *scene) {
_shootoutFromDie = false;
_randomCount = 0;
_gotTo = 12;
_curScene = numToScene(_bbScenes[_gotTo]);
}
void GameMaddog2::sceneNxtscnSaveBeaver(Scene *scene) {
nextSB();
}
void GameMaddog2::sceneNxtscnFinishBeaver(Scene *scene) {
nextSB();
}
void GameMaddog2::sceneNxtscnToGatlingGunSBClue(Scene *scene) {
_shootoutFromDie = false;
_curScene = numToScene(_sbClue[_whichGatlingGun]);
}
void GameMaddog2::sceneNxtscnToGuideafterClue(Scene *scene) {
_shootoutFromDie = false;
_randomCount = 0;
_sbGotTo = 6;
_curScene = numToScene(_sbScenes[_sbGotTo]);
}
void GameMaddog2::sceneNxtscnToGuideCave(Scene *scene) {
_shootoutFromDie = false;
_randomCount = 0;
_sbGotTo = 12;
_gotTo = _sbScenes[_sbGotTo];
_curScene = numToScene(_gotTo);
}
void GameMaddog2::sceneNxtscnInitRandomVillage(Scene *scene) {
_shootoutFromDie = false;
_placeBits = 0;
_randomCount = 0;
int index = pickBits(&_placeBits, 6);
_curScene = numToScene(_villageScenes[index]);
}
void GameMaddog2::sceneNxtscnPickVillageScenes(Scene *scene) {
_randomCount++;
uint8 totalRandom = ((_difficulty - 1) * 2) + 5;
if (_randomCount < totalRandom) {
int index = pickBits(&_placeBits, 6);
_curScene = numToScene(_villageScenes[index]);
} else {
_curScene = "scene100";
}
}
void GameMaddog2::sceneNxtscnSaveProfessor(Scene *scene) {
nextTP();
}
void GameMaddog2::sceneNxtscnFinishProfessor(Scene *scene) {
nextTP();
}
void GameMaddog2::sceneNxtscnToGatlingGunTPClue(Scene *scene) {
_shootoutFromDie = false;
_curScene = numToScene(_tpClue[_whichGatlingGun]);
}
void GameMaddog2::sceneNxtscnTPAfterClue(Scene *scene) {
_shootoutFromDie = false;
_randomCount = 0;
_tpGotTo = 6;
_curScene = numToScene(_tpScenes[_tpGotTo]);
}
void GameMaddog2::sceneNxtscnFinishGatlingGun1(Scene *scene) {
_shootoutFromDie = false;
_randomCount = 0;
_tpGotTo = 12;
_gotTo = _tpScenes[_tpGotTo];
_curScene = numToScene(_gotTo);
}
void GameMaddog2::sceneNxtscnFinishGuyAtGG(Scene *scene) {
ggPickMan();
}
void GameMaddog2::sceneNxtscnFinishGatlingGun2(Scene *scene) {
_shootoutFromDie = false;
sceneNxtscnFinishGenericScene(scene);
}
void GameMaddog2::sceneNxtscnHowWeDid(Scene *scene) {
playerWon();
}
void GameMaddog2::sceneNxtscnPlayerWon(Scene *scene) {
_curScene = "scene1aa";
}
void GameMaddog2::sceneNxtscnBackToNextGuide(Scene *scene) {
_doneGuide |= (1 << _thisGuide);
_gotTo = 0x32;
_curScene = numToScene(_gotTo);
}
void GameMaddog2::sceneNxtscnFinishGenericScene(Scene *scene) {
genericNext();
}
void GameMaddog2::sceneNxtscnInitRandomCowboys(Scene *scene) {
_placeBits = 0;
_randomCount = 0;
uint16 picked = pickBits(&_placeBits, 7);
_curScene = numToScene(_cowboyScenes[picked]);
}
void GameMaddog2::sceneNxtscnToCowboyScenes(Scene *scene) {
_randomCount++;
uint8 totalRandom = ((_difficulty - 1) * 2) + 7;
if (_randomCount < totalRandom) {
uint16 picked = pickBits(&_placeBits, 7);
_curScene = numToScene(_cowboyScenes[picked]);
} else {
genericNext();
}
}
void GameMaddog2::sceneNxtscnInitRandomFarmyard(Scene *scene) {
_placeBits = 0;
_randomCount = 0;
uint16 picked = pickBits(&_placeBits, 4);
_curScene = numToScene(_farmyardScenes[picked]);
}
void GameMaddog2::sceneNxtscnToFarmyardScenes(Scene *scene) {
_randomCount++;
uint8 totalRandom = ((_difficulty - 1) * 2) + 5;
if (_randomCount < totalRandom) {
uint16 picked = pickBits(&_placeBits, 4);
_curScene = numToScene(_farmyardScenes[picked]);
} else {
genericNext();
}
}
void GameMaddog2::sceneNxtscnInitRandomCave(Scene *scene) {
_placeBits = 0;
_randomCount = 0;
uint16 picked = pickBits(&_placeBits, 5);
_curScene = numToScene(_caveScenes[picked]);
}
void GameMaddog2::sceneNxtscnToCaveScenes(Scene *scene) {
_randomCount++;
uint8 totalRandom = ((_difficulty - 1) * 2) + 8;
if (_randomCount < totalRandom) {
uint16 picked = pickBits(&_placeBits, 5);
_curScene = numToScene(_caveScenes[picked]);
} else {
_gotTo = 0xEE;
_curScene = numToScene(_gotTo);
}
}
void GameMaddog2::sceneNxtscnPickSkullAtCave(Scene *scene) {
switch (_rnd->getRandomNumber(2)) {
case 0:
_curScene = "scene239";
break;
case 1:
_curScene = "scene240";
break;
case 2:
_curScene = "scene242";
break;
}
}
// Script functions: WepDwn
void GameMaddog2::sceneDefaultWepdwn(Scene *scene) {
_inHolster = 9;
_whichGun = 7;
updateMouse();
if (!_inShootout) {
if (_shots < 6) {
_shots = 6;
}
updateStat();
}
}
// Debug methods
void GameMaddog2::debugWarpTo(int val) {
// TODO implement
}
// Debugger methods
DebuggerMaddog2::DebuggerMaddog2(GameMaddog2 *game) {
_game = game;
registerVar("drawRects", &game->_debug_drawRects);
registerVar("godMode", &game->_debug_godMode);
registerVar("unlimitedAmmo", &game->_debug_unlimitedAmmo);
registerCmd("warpTo", WRAP_METHOD(DebuggerMaddog2, cmdWarpTo));
registerCmd("dumpLib", WRAP_METHOD(DebuggerMaddog2, cmdDumpLib));
}
bool DebuggerMaddog2::cmdWarpTo(int argc, const char **argv) {
if (argc != 2) {
debugPrintf("Usage: warp <int>");
return true;
} else {
int val = atoi(argv[1]);
_game->debugWarpTo(val);
return false;
}
}
bool DebuggerMaddog2::cmdDumpLib(int argc, const char **argv) {
return _game->debug_dumpLibFile();
}
} // End of namespace Alg