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

266 lines
9.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ALG_GAME_MADDOG2_H
#define ALG_GAME_MADDOG2_H
#include "common/hashmap.h"
#include "common/rect.h"
#include "gui/debugger.h"
#include "alg/game.h"
#include "alg/scene.h"
namespace Alg {
typedef Common::Functor1Mem<Scene *, void, GameMaddog2> MD2ScriptFunctionScene;
typedef Common::Functor1Mem<Rect *, void, GameMaddog2> MD2ScriptFunctionRect;
typedef Common::Functor1Mem<Common::Point *, void, GameMaddog2> MD2ScriptFunctionPoint;
typedef Common::HashMap<Common::String, MD2ScriptFunctionScene *> MD2ScriptFunctionSceneMap;
typedef Common::HashMap<Common::String, MD2ScriptFunctionRect *> MD2ScriptFunctionRectMap;
typedef Common::HashMap<Common::String, MD2ScriptFunctionPoint *> MD2ScriptFunctionPointMap;
class GameMaddog2 : public Game {
enum SceneFuncType {
PREOP = 1,
SHOWMSG = 2,
INSOP = 3,
WEPDWN = 4,
SCNSCR = 5,
NXTFRM = 6,
NXTSCN = 7
};
public:
GameMaddog2(AlgEngine *vm, const AlgGameDescription *gd);
~GameMaddog2() override;
Common::Error run() override;
void debugWarpTo(int val);
private:
void init() override;
void registerScriptFunctions();
void verifyScriptFunctions();
MD2ScriptFunctionPoint getScriptFunctionZonePtrFb(Common::String name);
MD2ScriptFunctionRect getScriptFunctionRectHit(Common::String name);
MD2ScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name);
void callScriptFunctionZonePtrFb(Common::String name, Common::Point *point);
void callScriptFunctionRectHit(Common::String name, Rect *rect);
void callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene);
MD2ScriptFunctionPointMap _zonePtrFb;
MD2ScriptFunctionRectMap _rectHitFuncs;
MD2ScriptFunctionSceneMap _scenePreOps;
MD2ScriptFunctionSceneMap _sceneShowMsg;
MD2ScriptFunctionSceneMap _sceneInsOps;
MD2ScriptFunctionSceneMap _sceneWepDwn;
MD2ScriptFunctionSceneMap _sceneScnScr;
MD2ScriptFunctionSceneMap _sceneNxtFrm;
MD2ScriptFunctionSceneMap _sceneNxtScn;
// images
Graphics::Surface *_shotIcon;
Graphics::Surface *_emptyIcon;
Graphics::Surface *_liveIcon;
Graphics::Surface *_deadIcon;
Graphics::Surface *_reloadIcon;
Graphics::Surface *_drawIcon;
Graphics::Surface *_knifeIcon;
Graphics::Surface *_bulletholeIcon;
// constants
const int16 _sbClue[3] = {0x67, 0x68, 0x69};
const int16 _bbClue[3] = {0x47, 0x49, 0x48};
const int16 _tpClue[3] = {0x84, 0x85, 0x86};
const int16 _sbScenes[14] = {0x4A, 0x50, 0xB8, 0x55, 0x57, 0x66, 0xBE, 0x94, 0x87, 0x93, 0xCD, 0x95, 0xE3, -1};
const int16 _bbScenes[14] = {0x33, 0x39, 0xB4, 0x41, 0x43, 0x46, 0xA2, 0x8D, 0x87, 0x8F, 0xCD, 0x8E, 0xE3, -1};
const int16 _tpScenes[14] = {0x6A, 0xC3, 0x76, 0x81, 0xAD, 0x83, 0xDC, 0x92, 0x87, 0x90, 0xCD, 0x91, 0xE3, -1};
const int16 _villageScenes[6] = {0x58, 0x5A, 0x5C, 0x5E, 0x60, 0x62};
const int16 _cowboyScenes[7] = {0xCD, 0xCF, 0xD2, 0xD4, 0xD6, 0xD8, 0xDA};
const int16 _farmyardScenes[4] = {0xDC, 0xDE, 0x129, 0xE1};
const int16 _caveScenes[5] = {0xE4, 0xE6, 0xE8, 0xEA, 0xEC};
const int16 _ezShootOuts[5] = {0xAB, 0xBC, 0xC5, 0xC7, 0xCB};
const int16 _shootOuts[6] = {0xAB, 0xBC, 0xC5, 0xC7, 0xC9, 0xCB};
const int16 _ggScenes[3] = {0x87, 0x88, 0x89};
const int16 _dieScenes[6] = {0x96, 0x97, 0x98, 0x9B, 0x9F, 0xA1};
const uint16 _diffPos[3][2] = {{0x0FA, 0x6E}, {0xFA, 0x8E}, {0xFA, 0xAF}};
const uint16 _livePos[3][2] = {{0x81, 0xBE}, {0x70, 0xBE}, {0x5F, 0xBE}};
const uint16 _shotPos[12][2] = {{0x96, 0xBD}, {0x9A, 0xBD}, {0x9E, 0xBD}, {0x0A2, 0xBD}, {0x0A6, 0xBD}, {0x0AA, 0xBD}, {0x0AE, 0xBD}, {0x0B2, 0xBD}, {0x0B6, 0xBD}, {0x0BA, 0xBD}, {0x0BE, 0xBD}, {0x0C2, 0xBD}};
// gamestate
uint16 _dieBits = 0;
uint16 _gotTo = 0;
uint16 _sbGotTo = 0;
uint16 _bbGotTo = 0;
uint16 _tpGotTo = 0;
bool _hadSkull = false;
int16 _thisGuide = 0;
uint16 _doneGuide = 0;
uint16 _shootOutBits = 0;
int16 _lastShootOut = 0;
uint16 _startLives = 3;
bool _wasAShootout = false;
bool _shootoutFromDie = false;
uint16 _whichPadre = 0;
uint16 _whichGatlingGun = 0;
bool _inShootout = false;
uint16 _pickMask = 0;
uint16 _lastPick = 0;
uint16 _placeBits = 0;
uint16 _randomCount = 0;
uint16 _shootOutCnt = 0;
uint16 _totalDies = 0;
// base functions
void newGame();
void resetParams();
void doMenu();
void updateStat();
void changeDifficulty(uint8 newDifficulty);
void showDifficulty(uint8 newDifficulty, bool updateCursor);
void updateCursor();
void updateMouse();
void moveMouse();
void displayScore();
bool weaponDown();
bool saveState();
bool loadState();
// misc game functions
Common::String numToScene(int n);
uint16 sceneToNum(Common::String sceneName);
void defaultBullethole(Common::Point *point);
uint16 die();
uint16 pickBits(uint16 *bits, uint8 max);
uint16 pickShootout();
void nextSB();
void nextBB();
void nextTP();
void ggPickMan();
void genericNext();
void playerWon();
// Script functions: Zone
void zoneBullethole(Common::Point *point);
void zoneSkullhole(Common::Point *point);
// Script functions: RectHit
void rectShotmenu(Rect *rect);
void rectSave(Rect *rect);
void rectLoad(Rect *rect);
void rectContinue(Rect *rect);
void rectStart(Rect *rect);
void rectSkull(Rect *rect);
void rectKillInnocentMan(Rect *rect);
void rectKillInnocentWoman(Rect *rect);
void rectSelectBeaver(Rect *rect);
void rectSelectBonnie(Rect *rect);
void rectSelectProfessor(Rect *rect);
void rectShotAmmo(Rect *rect);
void rectShotGin(Rect *rect);
void rectShotLantern(Rect *rect);
void rectShootSkull(Rect *rect);
// Script functions: Scene PreOps
void scenePsoShootout(Scene *scene);
void scenePsoMDShootout(Scene *scene);
// Script functions: Scene InsOps
void sceneIsoShootpast(Scene *scene);
void sceneIsoShootpastPause(Scene *scene);
void sceneIsoStagecoach(Scene *scene);
void sceneIsoDifferentPadres(Scene *scene);
void sceneIsoDifferentPadresPause(Scene *scene);
void sceneIsoDontPopNext(Scene *scene);
void sceneIsoGetIntoRock(Scene *scene);
void sceneIsoBenAtCave(Scene *scene);
void sceneIsoSkullAtCave(Scene *scene);
void sceneIsoStartOfTrain(Scene *scene);
void sceneIsoMission(Scene *scene);
void sceneIsoMDShootout(Scene *scene);
void sceneIsoStartOfBoardinghouse(Scene *scene);
void sceneIsoDontContinue(Scene *scene);
void sceneIsoDoShootout(Scene *scene);
// Script functions: Scene NxtScn
void sceneDefaultNxtscn(Scene *scene);
void sceneNxtscnDied(Scene *scene);
void sceneNxtscnKillInnocentMan(Scene *scene);
void sceneNxtscnKillInnocentWoman(Scene *scene);
void sceneNxtscnKillGuide(Scene *scene);
void sceneNxtscnShootSkull(Scene *scene);
void sceneNxtscnCallAttract(Scene *scene);
void sceneNxtscnPickUndertaker(Scene *scene);
void sceneNxtscnChoosePadre(Scene *scene);
void sceneNxtscnSelectGuide(Scene *scene);
void sceneNxtscnSaveBonnie(Scene *scene);
void sceneNxtscnFinishBonnie(Scene *scene);
void sceneNxtscnShowGGClue(Scene *scene);
void sceneNxtscnBBAfterClue(Scene *scene);
void sceneNxtscnAsFarSheGoes(Scene *scene);
void sceneNxtscnSaveBeaver(Scene *scene);
void sceneNxtscnFinishBeaver(Scene *scene);
void sceneNxtscnToGatlingGunSBClue(Scene *scene);
void sceneNxtscnToGuideafterClue(Scene *scene);
void sceneNxtscnToGuideCave(Scene *scene);
void sceneNxtscnInitRandomVillage(Scene *scene);
void sceneNxtscnPickVillageScenes(Scene *scene);
void sceneNxtscnSaveProfessor(Scene *scene);
void sceneNxtscnFinishProfessor(Scene *scene);
void sceneNxtscnToGatlingGunTPClue(Scene *scene);
void sceneNxtscnTPAfterClue(Scene *scene);
void sceneNxtscnFinishGatlingGun1(Scene *scene);
void sceneNxtscnFinishGuyAtGG(Scene *scene);
void sceneNxtscnFinishGatlingGun2(Scene *scene);
void sceneNxtscnHowWeDid(Scene *scene);
void sceneNxtscnPlayerWon(Scene *scene);
void sceneNxtscnBackToNextGuide(Scene *scene);
void sceneNxtscnFinishGenericScene(Scene *scene);
void sceneNxtscnInitRandomCowboys(Scene *scene);
void sceneNxtscnToCowboyScenes(Scene *scene);
void sceneNxtscnInitRandomFarmyard(Scene *scene);
void sceneNxtscnToFarmyardScenes(Scene *scene);
void sceneNxtscnInitRandomCave(Scene *scene);
void sceneNxtscnToCaveScenes(Scene *scene);
void sceneNxtscnPickSkullAtCave(Scene *scene);
void sceneNxtscnDrawGun(Scene *scene);
// Script functions: Scene WepDwn
void sceneDefaultWepdwn(Scene *scene);
};
class DebuggerMaddog2 : public GUI::Debugger {
public:
DebuggerMaddog2(GameMaddog2 *game);
bool cmdWarpTo(int argc, const char **argv);
bool cmdDumpLib(int argc, const char **argv);
private:
GameMaddog2 *_game;
};
} // End of namespace Alg
#endif