1712 lines
44 KiB
C++
1712 lines
44 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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#include "common/debug.h"
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#include "common/rect.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "graphics/cursorman.h"
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#include "alg/graphics.h"
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#include "alg/logic/game_maddog2.h"
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#include "alg/scene.h"
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namespace Alg {
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GameMaddog2::GameMaddog2(AlgEngine *vm, const AlgGameDescription *gd) : Game(vm) {
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}
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GameMaddog2::~GameMaddog2() {
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if (_shotIcon) {
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_shotIcon->free();
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delete _shotIcon;
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}
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if (_emptyIcon) {
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_emptyIcon->free();
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delete _emptyIcon;
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}
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if (_liveIcon) {
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_liveIcon->free();
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delete _liveIcon;
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}
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if (_deadIcon) {
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_deadIcon->free();
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delete _deadIcon;
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}
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if (_reloadIcon) {
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_reloadIcon->free();
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delete _reloadIcon;
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}
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if (_drawIcon) {
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_drawIcon->free();
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delete _drawIcon;
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}
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if (_knifeIcon) {
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_knifeIcon->free();
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delete _knifeIcon;
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}
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if (_bulletholeIcon) {
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_bulletholeIcon->free();
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delete _bulletholeIcon;
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}
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}
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void GameMaddog2::init() {
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Game::init();
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_videoPosX = 11;
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_videoPosY = 2;
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setupCursorTimer();
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if(_vm->useSingleSpeedVideos()) {
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loadLibArchive("maddog2.lib");
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} else {
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loadLibArchive("maddog2d.lib");
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}
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_sceneInfo->loadScnFile("maddog2.scn");
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_startScene = _sceneInfo->getStartScene();
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registerScriptFunctions();
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verifyScriptFunctions();
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_menuzone = new Zone("MainMenu", "GLOBALHIT");
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_menuzone->addRect(0x0C, 0xAA, 0x38, 0xC7, nullptr, 0, "SHOTMENU", "0");
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_menuzone->addRect(0x08, 0xA9, 0x013C, 0xC7, nullptr, 0, "DEFAULT", "0"); // _mm_bott
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_submenzone = new Zone("SubMenu", "GLOBALHIT");
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_submenzone->addRect(0x2F, 0x16, 0x64, 0x2B, nullptr, 0, "STARTMENU", "0");
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_submenzone->addRect(0x2F, 0xA0, 0x8D, 0xC7, nullptr, 0, "CONTMENU", "0");
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_submenzone->addRect(0x2F, 0x40, 0x64, 0x54, nullptr, 0, "RECTSAVE", "0");
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_submenzone->addRect(0x2F, 0x6E, 0x7B, 0x86, nullptr, 0, "RECTLOAD", "0");
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_submenzone->addRect(0xEC, 0x15, 0x0122, 0x2C, nullptr, 0, "EXITMENU", "0");
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_submenzone->addRect(0xAD, 0x58, 0xF2, 0x70, nullptr, 0, "RECTEASY", "0");
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_submenzone->addRect(0xBC, 0x78, 0xF2, 0x93, nullptr, 0, "RECTAVG", "0");
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_submenzone->addRect(0xB8, 0x9D, 0xF2, 0xC7, nullptr, 0, "RECTHARD", "0");
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_shotSound = loadSoundFile("blow.8b");
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_emptySound = loadSoundFile("empty.8b");
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_saveSound = loadSoundFile("saved.8b");
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_loadSound = loadSoundFile("loaded.8b");
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_skullSound = loadSoundFile("skull.8b");
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_gun = AlgGraphics::loadScreenCoordAniImage("gun.ani", _palette);
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_numbers = AlgGraphics::loadAniImage("numbers.ani", _palette);
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auto bullet = AlgGraphics::loadAniImage("bullet.ani", _palette);
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_shotIcon = (*bullet)[0];
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_emptyIcon = (*bullet)[1];
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auto hat = AlgGraphics::loadAniImage("hat.ani", _palette);
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_liveIcon = (*hat)[0];
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_deadIcon = (*hat)[1];
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auto shootout = AlgGraphics::loadAniImage("shootout.ani", _palette);
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_reloadIcon = (*shootout)[0];
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_drawIcon = (*shootout)[1];
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auto knife = AlgGraphics::loadScreenCoordAniImage("knife.ani", _palette);
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_knifeIcon = (*knife)[0];
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auto hole = AlgGraphics::loadAniImage("hole.ani", _palette);
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_bulletholeIcon = (*hole)[0];
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_background = AlgGraphics::loadVgaBackground("backgrnd.vga", _palette);
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_screen->copyRectToSurface(_background->getPixels(), _background->pitch, 0, 0, _background->w, _background->h);
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moveMouse();
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}
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void GameMaddog2::registerScriptFunctions() {
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#define ZONE_PTRFB_FUNCTION(name, func) _zonePtrFb[name] = new MD2ScriptFunctionPoint(this, &GameMaddog2::func);
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ZONE_PTRFB_FUNCTION("DEFAULT", zoneBullethole);
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ZONE_PTRFB_FUNCTION("BULLETHOLE", zoneBullethole);
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ZONE_PTRFB_FUNCTION("SKULL", zoneSkullhole);
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#undef ZONE_PTRFB_FUNCTION
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#define RECT_HIT_FUNCTION(name, func) _rectHitFuncs[name] = new MD2ScriptFunctionRect(this, &GameMaddog2::func);
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RECT_HIT_FUNCTION("DEFAULT", rectNewScene);
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RECT_HIT_FUNCTION("NEWSCENE", rectNewScene);
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RECT_HIT_FUNCTION("EXITMENU", rectExit);
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RECT_HIT_FUNCTION("CONTMENU", rectContinue);
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RECT_HIT_FUNCTION("STARTMENU", rectStart);
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RECT_HIT_FUNCTION("SHOTMENU", rectShotmenu);
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RECT_HIT_FUNCTION("RECTSAVE", rectSave);
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RECT_HIT_FUNCTION("RECTLOAD", rectLoad);
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RECT_HIT_FUNCTION("RECTEASY", rectEasy);
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RECT_HIT_FUNCTION("RECTAVG", rectAverage);
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RECT_HIT_FUNCTION("RECTHARD", rectHard);
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RECT_HIT_FUNCTION("SKULL", rectSkull);
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RECT_HIT_FUNCTION("KILLINNOCENTMAN", rectKillInnocentMan);
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RECT_HIT_FUNCTION("KILLINNOCENTWOMAN", rectKillInnocentWoman);
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RECT_HIT_FUNCTION("SELECTBEAVER", rectSelectBeaver);
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RECT_HIT_FUNCTION("SELECTBONNIE", rectSelectBonnie);
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RECT_HIT_FUNCTION("SELECTPROFESSOR", rectSelectProfessor);
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RECT_HIT_FUNCTION("SHOTAMMO", rectShotAmmo);
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RECT_HIT_FUNCTION("SHOTGIN", rectShotGin);
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RECT_HIT_FUNCTION("SHOTLANTERN", rectShotLantern);
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RECT_HIT_FUNCTION("SHOOTSKULL", rectShootSkull);
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#undef RECT_HIT_FUNCTION
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#define PRE_OPS_FUNCTION(name, func) _scenePreOps[name] = new MD2ScriptFunctionScene(this, &GameMaddog2::func);
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PRE_OPS_FUNCTION("DRAWRCT", scenePsoDrawRct);
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PRE_OPS_FUNCTION("PAUSE", scenePsoPause);
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PRE_OPS_FUNCTION("FADEIN", scenePsoFadeIn);
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PRE_OPS_FUNCTION("PAUSFI", scenePsoPauseFadeIn);
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PRE_OPS_FUNCTION("PREREAD", scenePsoPreRead);
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PRE_OPS_FUNCTION("PAUSPR", scenePsoPausePreRead);
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PRE_OPS_FUNCTION("DEFAULT", scenePsoDrawRct);
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PRE_OPS_FUNCTION("DRAWRCTFDI", scenePsoDrawRctFadeIn);
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PRE_OPS_FUNCTION("PRESHOOTOUT", scenePsoShootout);
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PRE_OPS_FUNCTION("PREMDSHOOTOUT", scenePsoMDShootout);
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#undef PRE_OPS_FUNCTION
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#define INS_OPS_FUNCTION(name, func) _sceneInsOps[name] = new MD2ScriptFunctionScene(this, &GameMaddog2::func);
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INS_OPS_FUNCTION("DEFAULT", sceneIsoDoNothing);
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INS_OPS_FUNCTION("PAUSE", sceneIsoPause);
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INS_OPS_FUNCTION("SPAUSE", sceneIsoShootpastPause);
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INS_OPS_FUNCTION("STARTGAME", sceneIsoStartGame);
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INS_OPS_FUNCTION("SHOOTPAST", sceneIsoShootpast);
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INS_OPS_FUNCTION("STAGECOACH", sceneIsoStagecoach);
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INS_OPS_FUNCTION("DIFFERENTPADRES", sceneIsoDifferentPadres);
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INS_OPS_FUNCTION("DIFFERENTPADRESPAS", sceneIsoDifferentPadresPause);
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INS_OPS_FUNCTION("DONTPOPNEXT", sceneIsoDontPopNext);
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INS_OPS_FUNCTION("GETINTOROCK", sceneIsoGetIntoRock);
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INS_OPS_FUNCTION("BENATCAVE", sceneIsoBenAtCave);
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INS_OPS_FUNCTION("SKULLATCAVE", sceneIsoSkullAtCave);
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INS_OPS_FUNCTION("STARTOFTRAIN", sceneIsoStartOfTrain);
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INS_OPS_FUNCTION("MISSION", sceneIsoMission);
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INS_OPS_FUNCTION("MDSHOOTOUT", sceneIsoMDShootout);
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INS_OPS_FUNCTION("STARTOFBOARDINGHOUSE", sceneIsoStartOfBoardinghouse);
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INS_OPS_FUNCTION("DONTCONTINUE", sceneIsoDontContinue);
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INS_OPS_FUNCTION("DOSHOOTOUT", sceneIsoDoShootout);
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#undef INS_OPS_FUNCTION
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#define NXT_SCN_FUNCTION(name, func) _sceneNxtScn[name] = new MD2ScriptFunctionScene(this, &GameMaddog2::func);
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NXT_SCN_FUNCTION("DEFAULT", sceneDefaultNxtscn);
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NXT_SCN_FUNCTION("DIED", sceneNxtscnDied);
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NXT_SCN_FUNCTION("KILLINNOCENTMAN", sceneNxtscnKillInnocentMan);
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NXT_SCN_FUNCTION("KILLINNOCENTWOMAN", sceneNxtscnKillInnocentWoman);
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NXT_SCN_FUNCTION("KILLGUIDE", sceneNxtscnKillGuide);
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NXT_SCN_FUNCTION("SCN_SHOOTSKULL", sceneNxtscnShootSkull);
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NXT_SCN_FUNCTION("CALLATTRACT", sceneNxtscnCallAttract);
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NXT_SCN_FUNCTION("PICKUNDERTAKER", sceneNxtscnPickUndertaker);
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NXT_SCN_FUNCTION("CHOOSEPADRE", sceneNxtscnChoosePadre);
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NXT_SCN_FUNCTION("SELECTGUIDE", sceneNxtscnSelectGuide);
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NXT_SCN_FUNCTION("SAVEBONNIE", sceneNxtscnSaveBonnie);
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NXT_SCN_FUNCTION("FINISHBONNIE", sceneNxtscnFinishBonnie);
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NXT_SCN_FUNCTION("SHOWGGCLUE", sceneNxtscnShowGGClue);
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NXT_SCN_FUNCTION("BBAFTERCLUE", sceneNxtscnBBAfterClue);
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NXT_SCN_FUNCTION("ASFARSHEGOES", sceneNxtscnAsFarSheGoes);
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NXT_SCN_FUNCTION("SAVEBEAVER", sceneNxtscnSaveBeaver);
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NXT_SCN_FUNCTION("FINISHBEAVER", sceneNxtscnFinishBeaver);
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NXT_SCN_FUNCTION("TOGATLINGUNSBCLUE", sceneNxtscnToGatlingGunSBClue);
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NXT_SCN_FUNCTION("TOGUIDEAFTERCLUE", sceneNxtscnToGuideafterClue);
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NXT_SCN_FUNCTION("TOGUIDECAVE", sceneNxtscnToGuideCave);
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NXT_SCN_FUNCTION("INITRANDOMVILLAGE", sceneNxtscnInitRandomVillage);
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NXT_SCN_FUNCTION("PICKVILLAGESCENES", sceneNxtscnPickVillageScenes);
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NXT_SCN_FUNCTION("SAVEPROFESSOR", sceneNxtscnSaveProfessor);
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NXT_SCN_FUNCTION("FINISHPROFESSOR", sceneNxtscnFinishProfessor);
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NXT_SCN_FUNCTION("TOGATLINGUNTPCLUE", sceneNxtscnToGatlingGunTPClue);
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NXT_SCN_FUNCTION("TPAFTERCLUE", sceneNxtscnTPAfterClue);
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NXT_SCN_FUNCTION("FINISHGATLINGUN1", sceneNxtscnFinishGatlingGun1);
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NXT_SCN_FUNCTION("FINISHGUYATGG", sceneNxtscnFinishGuyAtGG);
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NXT_SCN_FUNCTION("FINISHGATLINGUN2", sceneNxtscnFinishGatlingGun2);
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NXT_SCN_FUNCTION("HOWWEDID", sceneNxtscnHowWeDid);
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NXT_SCN_FUNCTION("PLAYERWON", sceneNxtscnPlayerWon);
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NXT_SCN_FUNCTION("BACKTONXTGUIDE", sceneNxtscnBackToNextGuide);
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NXT_SCN_FUNCTION("FINISHGENERICSCENE", sceneNxtscnFinishGenericScene);
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NXT_SCN_FUNCTION("INITRANDOMCOWBOYS", sceneNxtscnInitRandomCowboys);
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NXT_SCN_FUNCTION("TOCOWBOYSCENES", sceneNxtscnToCowboyScenes);
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NXT_SCN_FUNCTION("INITRANDOMFARMYARD", sceneNxtscnInitRandomFarmyard);
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NXT_SCN_FUNCTION("TOFARMYARDSCENES", sceneNxtscnToFarmyardScenes);
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NXT_SCN_FUNCTION("INITRANDOMCAVE", sceneNxtscnInitRandomCave);
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NXT_SCN_FUNCTION("TOCAVESCENES", sceneNxtscnToCaveScenes);
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NXT_SCN_FUNCTION("PICKSKULLATCAVE", sceneNxtscnPickSkullAtCave);
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NXT_SCN_FUNCTION("DRAWGUN", sceneNxtscnDrawGun);
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#undef NXT_SCN_FUNCTION
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_sceneShowMsg["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneSmDonothing);
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_sceneWepDwn["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneDefaultWepdwn);
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_sceneScnScr["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneDefaultScore);
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_sceneNxtFrm["DEFAULT"] = new MD2ScriptFunctionScene(this, &GameMaddog2::sceneNxtfrm);
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}
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void GameMaddog2::verifyScriptFunctions() {
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auto scenes = _sceneInfo->getScenes();
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for (auto scene : *scenes) {
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getScriptFunctionScene(PREOP, scene->_preop);
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getScriptFunctionScene(SHOWMSG, scene->_scnmsg);
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getScriptFunctionScene(INSOP, scene->_insop);
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getScriptFunctionScene(WEPDWN, scene->_wepdwn);
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getScriptFunctionScene(SCNSCR, scene->_scnscr);
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getScriptFunctionScene(NXTFRM, scene->_nxtfrm);
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getScriptFunctionScene(NXTSCN, scene->_nxtscn);
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for (auto zone : scene->_zones) {
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for (auto rect : zone->_rects) {
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getScriptFunctionRectHit(rect->_rectHit);
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}
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}
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}
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}
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MD2ScriptFunctionPoint GameMaddog2::getScriptFunctionZonePtrFb(Common::String name) {
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auto it = _zonePtrFb.find(name);
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if (it != _zonePtrFb.end()) {
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return *it->_value;
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} else {
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error("GameMaddog2::getScriptFunctionZonePtrFb(): Could not find zonePtrFb function: %s", name.c_str());
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}
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}
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MD2ScriptFunctionRect GameMaddog2::getScriptFunctionRectHit(Common::String name) {
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auto it = _rectHitFuncs.find(name);
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if (it != _rectHitFuncs.end()) {
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return *it->_value;
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} else {
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error("GameMaddog2::getScriptFunctionRectHit(): Could not find rectHit function: %s", name.c_str());
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}
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}
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MD2ScriptFunctionScene GameMaddog2::getScriptFunctionScene(SceneFuncType type, Common::String name) {
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MD2ScriptFunctionSceneMap *functionMap;
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switch (type) {
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case PREOP:
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functionMap = &_scenePreOps;
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break;
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case SHOWMSG:
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functionMap = &_sceneShowMsg;
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break;
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case INSOP:
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functionMap = &_sceneInsOps;
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break;
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case WEPDWN:
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functionMap = &_sceneWepDwn;
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break;
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case SCNSCR:
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functionMap = &_sceneScnScr;
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break;
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case NXTFRM:
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functionMap = &_sceneNxtFrm;
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break;
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case NXTSCN:
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functionMap = &_sceneNxtScn;
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break;
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default:
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error("GameMaddog2::getScriptFunctionScene(): Unkown scene script type: %u", type);
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break;
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}
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MD2ScriptFunctionSceneMap::iterator it;
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it = functionMap->find(name);
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if (it != functionMap->end()) {
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return *it->_value;
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} else {
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error("GameMaddog2::getScriptFunctionScene(): Could not find scene type %u function: %s", type, name.c_str());
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}
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}
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void GameMaddog2::callScriptFunctionZonePtrFb(Common::String name, Common::Point *point) {
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MD2ScriptFunctionPoint function = getScriptFunctionZonePtrFb(name);
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function(point);
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}
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void GameMaddog2::callScriptFunctionRectHit(Common::String name, Rect *rect) {
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MD2ScriptFunctionRect function = getScriptFunctionRectHit(name);
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function(rect);
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}
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void GameMaddog2::callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene) {
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MD2ScriptFunctionScene function = getScriptFunctionScene(type, name);
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function(scene);
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}
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Common::Error GameMaddog2::run() {
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init();
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newGame();
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_curScene = _startScene;
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Common::String oldscene;
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while (!_vm->shouldQuit()) {
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oldscene = _curScene;
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_fired = false;
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Scene *scene = _sceneInfo->findScene(_curScene);
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if (!loadScene(scene)) {
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error("GameMaddog2::run(): Cannot find scene %s in libfile", scene->_name.c_str());
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}
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_paletteDirty = true;
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_nextFrameTime = getMsTime() + 100;
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callScriptFunctionScene(PREOP, scene->_preop, scene);
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_currentFrame = getFrame(scene);
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while (_currentFrame <= scene->_endFrame && _curScene == oldscene && !_vm->shouldQuit()) {
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updateMouse();
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// TODO: call scene->messageFunc
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callScriptFunctionScene(INSOP, scene->_insop, scene);
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_holster = weaponDown();
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if (_holster) {
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callScriptFunctionScene(WEPDWN, scene->_wepdwn, scene);
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}
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Common::Point firedCoords;
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if (fired(&firedCoords)) {
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if (!_holster) {
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Rect *hitGlobalRect = checkZone(_menuzone, &firedCoords);
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if (hitGlobalRect != nullptr) {
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callScriptFunctionRectHit(hitGlobalRect->_rectHit, hitGlobalRect);
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} else if (_shots > 0) {
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if (!_debug_unlimitedAmmo) {
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_shots--;
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}
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updateStat();
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Rect *hitRect = nullptr;
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Zone *hitSceneZone = checkZonesV1(scene, hitRect, &firedCoords);
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if (hitSceneZone != nullptr) {
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callScriptFunctionZonePtrFb(hitSceneZone->_ptrfb, &firedCoords);
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callScriptFunctionRectHit(hitRect->_rectHit, hitRect);
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} else {
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defaultBullethole(&firedCoords);
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}
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} else {
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playSound(_emptySound);
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_emptyCount = 3;
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_whichGun = 9;
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}
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}
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}
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if (_curScene == oldscene) {
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callScriptFunctionScene(NXTFRM, scene->_nxtfrm, scene);
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}
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displayScore();
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moveMouse();
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if (_pauseTime > 0) {
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_videoDecoder->pauseAudio(true);
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} else {
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_videoDecoder->pauseAudio(false);
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}
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if (_videoDecoder->getCurrentFrame() == 0) {
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_videoDecoder->getNextFrame();
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}
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updateScreen();
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int32 remainingMillis = _nextFrameTime - getMsTime();
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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;
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|
_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
|