269 lines
9.0 KiB
C++
269 lines
9.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ALG_GAME_SPACEPIRATES_H
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#define ALG_GAME_SPACEPIRATES_H
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#include "common/hashmap.h"
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#include "common/rect.h"
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#include "gui/debugger.h"
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#include "alg/game.h"
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#include "alg/scene.h"
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namespace Alg {
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typedef Common::Functor1Mem<Scene *, void, GameSpacePirates> SPScriptFunctionScene;
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typedef Common::Functor1Mem<Rect *, void, GameSpacePirates> SPScriptFunctionRect;
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typedef Common::HashMap<Common::String, SPScriptFunctionScene *> SPScriptFunctionSceneMap;
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typedef Common::HashMap<Common::String, SPScriptFunctionRect *> SPScriptFunctionRectMap;
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class GameSpacePirates : public Game {
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enum SceneFuncType {
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PREOP = 1,
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SHOWMSG = 2,
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INSOP = 3,
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WEPDWN = 4,
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SCNSCR = 5,
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NXTFRM = 6,
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NXTSCN = 7,
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MISSEDRECTS = 8
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};
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public:
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GameSpacePirates(AlgEngine *vm, const AlgGameDescription *gd);
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~GameSpacePirates() override;
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Common::Error run() override;
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void debugWarpTo(int val);
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private:
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void init() override;
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void registerScriptFunctions();
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void verifyScriptFunctions();
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SPScriptFunctionRect getScriptFunctionRectHit(Common::String name);
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SPScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name);
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void callScriptFunctionRectHit(Common::String name, Rect *rect);
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void callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene);
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SPScriptFunctionRectMap _rectHitFuncs;
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SPScriptFunctionSceneMap _scenePreOps;
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SPScriptFunctionSceneMap _sceneShowMsg;
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SPScriptFunctionSceneMap _sceneInsOps;
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SPScriptFunctionSceneMap _sceneWepDwn;
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SPScriptFunctionSceneMap _sceneScnScr;
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SPScriptFunctionSceneMap _sceneNxtFrm;
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SPScriptFunctionSceneMap _sceneNxtScn;
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SPScriptFunctionSceneMap _sceneMissedRects;
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// images
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Graphics::Surface *_shotIcon;
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Graphics::Surface *_emptyIcon;
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Graphics::Surface *_deadIcon;
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Graphics::Surface *_liveIcon1;
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Graphics::Surface *_liveIcon2;
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Graphics::Surface *_liveIcon3;
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Graphics::Surface *_difficultyIcon;
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Graphics::Surface *_bulletholeIcon;
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// constants
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// gamestate
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bool _gameLoaded = false;
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int8 _livesLoaded = 0;
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uint16 _shotsLoaded = 0;
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int32 _scoreLoaded = 0;
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uint8 _difficultyLoaded = 0;
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bool _nextSceneFound = false;
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bool _playerDied = false;
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int16 _randomPicked = -1;
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uint32 _lastExtraLifeScore = 0;
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uint16 _randomScenesValues[9] = {0, 0, 0, 0, 0, 0, 0, 0, 0};
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uint8 _randomScenesUsed[9] = {0, 0, 0, 0, 0, 0, 0, 0, 0};
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uint8 _maxRandom = 0;
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uint8 _randomCount = 0;
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uint8 _randomCountAsteroids = 0;
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uint8 _randomCountMidship = 0;
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uint8 _miscRoomsCount = 0;
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uint16 _pickedMiscRooms = 0;
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uint16 _gotTo = 0;
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int8 _currentWorld = 0;
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uint16 _worldGotTo[4] = {0, 0, 0, 0};
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bool _worldDone[4] = {false, false, false, false};
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bool _selectedAWorld = false;
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uint16 _selectedWorldStart = 0;
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uint16 _sceneBeforeFlyingSkulls = 0;
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uint8 _shotGrinReaperCount = 0;
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uint16 _clue = 0;
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uint8 _shotColor = 0;
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uint8 _shotDirection = 0;
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uint8 _crystalsShot = 0;
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uint8 _crystalState = 0;
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uint16 _pickedStartSplitter = 0;
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bool _targetPracticeReset = false;
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// base functions
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void newGame();
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void resetParams();
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void doMenu();
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void changeDifficulty(uint8 newDifficulty);
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void showDifficulty(uint8 newDifficulty, bool updateCursor);
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void updateCursor();
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void updateMouse();
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void moveMouse();
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void displayLivesLeft();
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void displayScores();
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void displayShotsLeft();
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bool weaponDown();
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bool saveState();
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bool loadState();
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// misc game functions
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void playErrorSound();
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void displayShotFiredImage();
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void displayShotFiredImage(Common::Point *point);
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void displayShotLine(uint16 startX, uint16 startY, uint16 endX, uint16 endY);
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void displayMultipleShotLines();
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void enableVideoFadeIn();
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uint16 sceneToNumber(Scene *scene);
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uint16 randomUnusedScene(uint8 max);
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uint16 randomNumberInRange(uint16 min, uint16 max);
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uint16 pickCrystalScene(uint16 scene1, uint16 scene2, uint16 scene3);
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// Script functions: RectHit
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void rectShotMenu(Rect *rect);
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void rectSave(Rect *rect);
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void rectLoad(Rect *rect);
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void rectContinue(Rect *rect);
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void rectStart(Rect *rect);
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void rectEasy(Rect *rect);
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void rectAverage(Rect *rect);
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void rectHard(Rect *rect);
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void rectDefault(Rect *rect);
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void rectKillInnocentPerson(Rect *rect);
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void rectContinueJunkRings(Rect *rect);
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void rectShotGrinReaper(Rect *rect);
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void rectShowMadDog(Rect *rect);
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void rectPottWorldShowCrystal(Rect *rect);
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void rectShotLeft(Rect *rect);
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void rectShotRight(Rect *rect);
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void rectShotGold(Rect *rect);
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void rectShotSilver(Rect *rect);
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void rectSelectedDuneWorld(Rect *rect);
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void rectSelectedJunkWorld(Rect *rect);
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void rectSelectedDragonsTeethWorld(Rect *rect);
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void rectSelectedVolcanoWorld(Rect *rect);
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void rectShotRedDeathGrip(Rect *rect);
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void rectShotBlueDeathGrip(Rect *rect);
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void rectShotGreenDeathGrip(Rect *rect);
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void rectShotYellow(Rect *rect);
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void rectShotBlue(Rect *rect);
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void rectShotRedCrystal(Rect *rect);
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void rectShotBlueCrystal(Rect *rect);
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void rectShotGreenCrystal(Rect *rect);
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void rectShotBlackDragon1(Rect *rect);
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void rectShotBlackDragon2(Rect *rect);
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void rectShotBlackDragon3(Rect *rect);
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void rectDoFlyingSkull(Rect *rect);
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void rectSkipScene(Rect *rect);
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void rectHitPirateShip(Rect *rect);
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// Script functions: Scene PreOps
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void scenePsoFadeInVideo(Scene *scene);
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void scenePsoSetGotTo(Scene *scene);
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void scenePsoSetGotToNoFadeIn(Scene *scene);
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void scenePsoSetWorldGotTo(Scene *scene);
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// Script functions: Scene InsOps
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void sceneIsoPickAWorld(Scene *scene);
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void sceneIsoSetWorldGotTo(Scene *scene);
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// Script functions: Scene NxtScn
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void sceneNxtscnGotChewedOut(Scene *scene);
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void sceneNxtscnRestartFromLast(Scene *scene);
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void sceneNxtscnPlayerDied(Scene *scene);
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void sceneNxtscnMiscRooms1(Scene *scene);
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void sceneNxtscnPickDungeonClue(Scene *scene);
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void sceneNxtscnContinueDungeonClue(Scene *scene);
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void sceneNxtscnStartMidshipRandomScene(Scene *scene);
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void sceneNxtscnContinueMidshipRandomScene(Scene *scene);
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void sceneNxtscnShowDeathGripBeamColor(Scene *scene);
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void sceneNxtscnSelectAsteroids(Scene *scene);
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void sceneNxtscnAsteroidsDone(Scene *scene);
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void sceneNxtscnDoFlyingSkulls(Scene *scene);
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void sceneNxtscnDidFlyingSkulls(Scene *scene);
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void sceneNxtscnShowWhichStartSplitter(Scene *scene);
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void sceneNxtscnGotoSelectedWorld(Scene *scene);
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void sceneNxtscnStartVolcanoPopup(Scene *scene);
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void sceneNxtscnContinueVolcanoPopup(Scene *scene);
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void sceneNxtscnGiveFalinaClue(Scene *scene);
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void sceneNxtscnCheckFalinaClues(Scene *scene);
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void sceneNxtscnSetupFalinaTargetPractice(Scene *scene);
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void sceneNxtscnContinueFalinaTargetPractice(Scene *scene);
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void sceneNxtscnStartDunePopup(Scene *scene);
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void sceneNxtscnContinueDunePopup(Scene *scene);
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void sceneNxtscnPottOrPanShoots(Scene *scene);
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void sceneNxtscnSetupPottTargetPractice(Scene *scene);
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void sceneNxtscnContinuePottTargetPractice(Scene *scene);
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void sceneNxtscnStartDragonsTeethPopup(Scene *scene);
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void sceneNxtscnContinueDragonsTeethPopup(Scene *scene);
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void sceneNxtscnGrinReaperClue(Scene *scene);
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void sceneNxtscnStartGrinReaper(Scene *scene);
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void sceneNxtscnContinueGrinReaper(Scene *scene);
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void sceneNxtscnGrinTargetPractice(Scene *scene);
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void sceneNxtscnContinueGrinTargetPractice(Scene *scene);
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void sceneNxtscnStartJunkWorld(Scene *scene);
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void sceneNxtscnContinueJunkWorld(Scene *scene);
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void sceneNxtscnStartJunkRings(Scene *scene);
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void sceneNxtscnShowJunkWorldCrystal(Scene *scene);
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void sceneNxtscnStartJunkWorldTargetPractice(Scene *scene);
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void sceneNxtscnContinueJunkWorldTargetPractice(Scene *scene);
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void sceneNxtscnAreAllWorldsDone(Scene *scene);
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void sceneNxtscnStartPracticePirateShip(Scene *scene);
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void sceneNxtscnMorePracticePirateShip(Scene *scene);
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void sceneNxtscnPlayerWon(Scene *scene);
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// Script functions: MissedRect
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void sceneMissedRectsDefault(Scene *scene);
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void sceneMissedRectsMissedPirateShip(Scene *scene);
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// Script functions: Scene WepDwn
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void sceneDefaultWepdwn(Scene *scene);
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// Script functions: Scene ScnScr
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void sceneDefaultScnscr(Scene *scene);
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};
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class DebuggerSpacePirates : public GUI::Debugger {
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public:
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DebuggerSpacePirates(GameSpacePirates *game);
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bool cmdWarpTo(int argc, const char **argv);
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bool cmdDumpLib(int argc, const char **argv);
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private:
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GameSpacePirates *_game;
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};
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} // End of namespace Alg
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#endif
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