238 lines
7.5 KiB
C++
238 lines
7.5 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_MADDOG_H
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#define ALG_GAME_MADDOG_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, GameMaddog> MDScriptFunctionScene;
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typedef Common::Functor1Mem<Rect *, void, GameMaddog> MDScriptFunctionRect;
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typedef Common::Functor1Mem<Common::Point *, void, GameMaddog> MDScriptFunctionPoint;
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typedef Common::HashMap<Common::String, MDScriptFunctionScene *> MDScriptFunctionSceneMap;
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typedef Common::HashMap<Common::String, MDScriptFunctionRect *> MDScriptFunctionRectMap;
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typedef Common::HashMap<Common::String, MDScriptFunctionPoint *> MDScriptFunctionPointMap;
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class GameMaddog : 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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};
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public:
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GameMaddog(AlgEngine *vm, const AlgGameDescription *gd);
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~GameMaddog() 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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MDScriptFunctionPoint getScriptFunctionZonePtrFb(Common::String name);
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MDScriptFunctionRect getScriptFunctionRectHit(Common::String name);
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MDScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name);
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void callScriptFunctionZonePtrFb(Common::String name, Common::Point *point);
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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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MDScriptFunctionPointMap _zonePtrFb;
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MDScriptFunctionRectMap _rectHitFuncs;
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MDScriptFunctionSceneMap _scenePreOps;
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MDScriptFunctionSceneMap _sceneShowMsg;
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MDScriptFunctionSceneMap _sceneInsOps;
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MDScriptFunctionSceneMap _sceneWepDwn;
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MDScriptFunctionSceneMap _sceneScnScr;
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MDScriptFunctionSceneMap _sceneNxtFrm;
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MDScriptFunctionSceneMap _sceneNxtScn;
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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 *_liveIcon;
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Graphics::Surface *_deadIcon;
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Graphics::Surface *_reloadIcon;
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Graphics::Surface *_drawIcon;
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Graphics::Surface *_knifeIcon;
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Graphics::Surface *_bulletholeIcon;
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// constants
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const uint16 _fight[3] = {208, 228, 243};
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const uint16 _ambush[3] = {192, 193, 192};
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const uint16 _hotelScenes[10] = {77, 77, 87, 87, 89, 89, 97, 97, 105, 105};
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const uint16 _bottleToss[14] = {171, 171, 174, 174, 175, 175, 178, 178, 179, 179, 182, 182, 183, 183};
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const uint16 _diffPos[4][2] = {{0, 0}, {0x4D, 0x43}, {0x4E, 0x66}, {0x4F, 0x80}};
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const uint16 _livePos[3][2] = {{0x03, 0x5E}, {0x03, 0x76}, {0x03, 0x8E}};
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const uint16 _shotPos[12][2] = {{0x3, 0x5}, {0x0D, 0x5}, {0x17, 0x5}, {0x21, 0x5}, {0x3, 0x21}, {0x0D, 0x21}, {0x17, 0x21}, {0x21, 0x21}, {0x3, 0x3D}, {0x0D, 0x3D}, {0x17, 0x3D}, {0x21, 0x3D}};
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// gamestate
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uint8 _badMen = 0;
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uint8 _badMenBits = 0;
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bool _bartenderAlive = false;
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uint16 _beenTo = 0;
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uint8 _bottles = 0;
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uint8 _bottlesMask = 0;
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bool _gotClue = false;
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uint16 _gotInto = 0;
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uint8 _gunTime = 0;
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bool _hadSkull = false;
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bool _hadLantern = false;
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bool _hideOutFront = false;
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bool _inShootout = false;
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int8 _map0 = 0;
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int8 _map1 = 0;
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int8 _map2 = 0;
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uint8 _mapPos = 0;
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uint8 _maxMapPos = 0;
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uint8 _peopleKilled = 0;
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uint8 _proClue = 0;
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uint8 _sheriffCnt = 0; // unused
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uint8 _shootOutCnt = 0;
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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 updateStat();
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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 displayScore();
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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 defaultBullethole(Common::Point *point);
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void die();
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uint8 pickRand(uint8 *bits, uint8 max);
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uint8 pickBad(uint8 max);
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Common::String pickTown();
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Common::String pickMap();
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Common::String pickSign();
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Common::String mapRight();
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Common::String mapLeft();
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// Script functions: Zone
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void zoneBullethole(Common::Point *point);
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void zoneSkullhole(Common::Point *point);
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// Script functions: RectHit
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void rectShotMenu(Rect *rect);
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void rectContinue(Rect *rect);
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void rectSave(Rect *rect);
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void rectLoad(Rect *rect);
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void rectStart(Rect *rect);
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void rectStartBottles(Rect *rect);
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void rectHideFront(Rect *rect);
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void rectHideRear(Rect *rect);
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void rectMenuSelect(Rect *rect);
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void rectSkull(Rect *rect);
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void rectKillMan(Rect *rect);
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void rectKillWoman(Rect *rect);
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void rectProspSign(Rect *rect);
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void rectMineSign(Rect *rect);
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void rectMineItem1(Rect *rect);
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void rectMineItem2(Rect *rect);
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void rectMineItem3(Rect *rect);
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void rectMineLantern(Rect *rect);
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void rectShotHideout(Rect *rect);
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void rectShotRight(Rect *rect);
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void rectShotLeft(Rect *rect);
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// Script functions: Scene PreOps
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void scenePsoShootout(Scene *scene);
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void scenePsoMDShootout(Scene *scene);
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// Script functions: Scene InsOps
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void sceneIsoShootPast(Scene *scene);
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void sceneIsoShootPastPause(Scene *scene);
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void sceneIsoSkipSaloon(Scene *scene);
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void sceneIsoSkipSaloon2(Scene *scene);
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void sceneIsoCheckSaloon(Scene *scene);
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void sceneIsoIntoStable(Scene *scene);
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void sceneIsoIntoOffice(Scene *scene);
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void sceneIsoIntoBank(Scene *scene);
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void sceneIsoCheckBartender(Scene *scene);
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void sceneIsoDidHideout(Scene *scene);
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void sceneIsoDidSignPost(Scene *scene);
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void sceneIsoDoShootout(Scene *scene);
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void sceneIsoMDShootout(Scene *scene);
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void sceneIsoShotInto116(Scene *scene);
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// Script functions: Scene NxtScn
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void sceneDefaultNxtscn(Scene *scene);
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void sceneNxtscnPickBottle(Scene *scene);
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void sceneNxtscnDied(Scene *scene);
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void sceneNxtscnAutoSelect(Scene *scene);
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void sceneNxtscnFinishSaloon(Scene *scene);
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void sceneNxtscnFinishOffice(Scene *scene);
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void sceneNxtscnFinishStable(Scene *scene);
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void sceneNxtscnFinishBank(Scene *scene);
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void sceneNxtscnPicSaloon(Scene *scene);
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void sceneNxtscnKillMan(Scene *scene);
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void sceneNxtscnKillWoman(Scene *scene);
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void sceneNxtscnBank(Scene *scene);
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void sceneNxtscnStable(Scene *scene);
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void sceneNxtscnSavProsp(Scene *scene);
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void sceneNxtscnPickToss(Scene *scene);
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void sceneNxtscnHitToss(Scene *scene);
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void sceneNxtscnMissToss(Scene *scene);
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void sceneNxtscnPickSign(Scene *scene);
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void sceneNxtscnBRockMan(Scene *scene);
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void sceneNxtscnLRockMan(Scene *scene);
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void sceneNxtscnHotelMen(Scene *scene);
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// Script functions: Scene WepDwn
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void sceneDefaultWepdwn(Scene *scene);
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};
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class DebuggerMaddog : public GUI::Debugger {
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public:
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DebuggerMaddog(GameMaddog *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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GameMaddog *_game;
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};
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} // End of namespace Alg
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#endif
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