ScummVM API documentation
game_spacepirates.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef ALG_GAME_SPACEPIRATES_H
23 #define ALG_GAME_SPACEPIRATES_H
24 
25 #include "common/hashmap.h"
26 #include "common/rect.h"
27 
28 #include "gui/debugger.h"
29 
30 #include "alg/game.h"
31 #include "alg/scene.h"
32 
33 namespace Alg {
34 
35 typedef Common::Functor1Mem<Scene *, void, GameSpacePirates> SPScriptFunctionScene;
36 typedef Common::Functor1Mem<Rect *, void, GameSpacePirates> SPScriptFunctionRect;
37 typedef Common::HashMap<Common::String, SPScriptFunctionScene *> SPScriptFunctionSceneMap;
38 typedef Common::HashMap<Common::String, SPScriptFunctionRect *> SPScriptFunctionRectMap;
39 
40 class GameSpacePirates : public Game {
41 
42  enum SceneFuncType {
43  PREOP = 1,
44  SHOWMSG = 2,
45  INSOP = 3,
46  WEPDWN = 4,
47  SCNSCR = 5,
48  NXTFRM = 6,
49  NXTSCN = 7,
50  MISSEDRECTS = 8
51  };
52 
53 public:
55  ~GameSpacePirates() override;
56  Common::Error run() override;
57  void debugWarpTo(int val);
58 
59 private:
60  void init() override;
61  void registerScriptFunctions();
62  void verifyScriptFunctions();
63  SPScriptFunctionRect getScriptFunctionRectHit(Common::String name);
64  SPScriptFunctionScene getScriptFunctionScene(SceneFuncType type, Common::String name);
65  void callScriptFunctionRectHit(Common::String name, Rect *rect);
66  void callScriptFunctionScene(SceneFuncType type, Common::String name, Scene *scene);
67 
68  SPScriptFunctionRectMap _rectHitFuncs;
69  SPScriptFunctionSceneMap _scenePreOps;
70  SPScriptFunctionSceneMap _sceneShowMsg;
71  SPScriptFunctionSceneMap _sceneInsOps;
72  SPScriptFunctionSceneMap _sceneWepDwn;
73  SPScriptFunctionSceneMap _sceneScnScr;
74  SPScriptFunctionSceneMap _sceneNxtFrm;
75  SPScriptFunctionSceneMap _sceneNxtScn;
76  SPScriptFunctionSceneMap _sceneMissedRects;
77 
78  // images
79  Graphics::Surface *_shotIcon;
80  Graphics::Surface *_emptyIcon;
81  Graphics::Surface *_deadIcon;
82  Graphics::Surface *_liveIcon1;
83  Graphics::Surface *_liveIcon2;
84  Graphics::Surface *_liveIcon3;
85  Graphics::Surface *_difficultyIcon;
86  Graphics::Surface *_bulletholeIcon;
87 
88  // constants
89 
90  // gamestate
91  bool _gameLoaded = false;
92  int8 _livesLoaded = 0;
93  uint16 _shotsLoaded = 0;
94  int32 _scoreLoaded = 0;
95  uint8 _difficultyLoaded = 0;
96  bool _nextSceneFound = false;
97  bool _playerDied = false;
98  int16 _randomPicked = -1;
99  uint32 _lastExtraLifeScore = 0;
100  uint16 _randomScenesValues[9] = {0, 0, 0, 0, 0, 0, 0, 0, 0};
101  uint8 _randomScenesUsed[9] = {0, 0, 0, 0, 0, 0, 0, 0, 0};
102  uint8 _maxRandom = 0;
103  uint8 _randomCount = 0;
104  uint8 _randomCountAsteroids = 0;
105  uint8 _randomCountMidship = 0;
106  uint8 _miscRoomsCount = 0;
107  uint16 _pickedMiscRooms = 0;
108  uint16 _gotTo = 0;
109  int8 _currentWorld = 0;
110  uint16 _worldGotTo[4] = {0, 0, 0, 0};
111  bool _worldDone[4] = {false, false, false, false};
112  bool _selectedAWorld = false;
113  uint16 _selectedWorldStart = 0;
114  uint16 _sceneBeforeFlyingSkulls = 0;
115  uint8 _shotGrinReaperCount = 0;
116  uint16 _clue = 0;
117  uint8 _shotColor = 0;
118  uint8 _shotDirection = 0;
119  uint8 _crystalsShot = 0;
120  uint8 _crystalState = 0;
121  uint16 _pickedStartSplitter = 0;
122  bool _targetPracticeReset = false;
123 
124  // base functions
125  void newGame();
126  void resetParams();
127  void doMenu();
128  void changeDifficulty(uint8 newDifficulty);
129  void showDifficulty(uint8 newDifficulty, bool updateCursor);
130  void updateCursor();
131  void updateMouse();
132  void moveMouse();
133  void displayLivesLeft();
134  void displayScores();
135  void displayShotsLeft();
136  bool weaponDown();
137  bool saveState();
138  bool loadState();
139 
140  // misc game functions
141  void playErrorSound();
142  void displayShotFiredImage();
143  void displayShotFiredImage(Common::Point *point);
144  void displayShotLine(uint16 startX, uint16 startY, uint16 endX, uint16 endY);
145  void displayMultipleShotLines();
146  void enableVideoFadeIn();
147  uint16 sceneToNumber(Scene *scene);
148  uint16 randomUnusedScene(uint8 max);
149  uint16 randomNumberInRange(uint16 min, uint16 max);
150  uint16 pickCrystalScene(uint16 scene1, uint16 scene2, uint16 scene3);
151 
152  // Script functions: RectHit
153  void rectShotMenu(Rect *rect);
154  void rectSave(Rect *rect);
155  void rectLoad(Rect *rect);
156  void rectContinue(Rect *rect);
157  void rectStart(Rect *rect);
158  void rectEasy(Rect *rect);
159  void rectAverage(Rect *rect);
160  void rectHard(Rect *rect);
161  void rectDefault(Rect *rect);
162  void rectKillInnocentPerson(Rect *rect);
163  void rectContinueJunkRings(Rect *rect);
164  void rectShotGrinReaper(Rect *rect);
165  void rectShowMadDog(Rect *rect);
166  void rectPottWorldShowCrystal(Rect *rect);
167  void rectShotLeft(Rect *rect);
168  void rectShotRight(Rect *rect);
169  void rectShotGold(Rect *rect);
170  void rectShotSilver(Rect *rect);
171  void rectSelectedDuneWorld(Rect *rect);
172  void rectSelectedJunkWorld(Rect *rect);
173  void rectSelectedDragonsTeethWorld(Rect *rect);
174  void rectSelectedVolcanoWorld(Rect *rect);
175  void rectShotRedDeathGrip(Rect *rect);
176  void rectShotBlueDeathGrip(Rect *rect);
177  void rectShotGreenDeathGrip(Rect *rect);
178  void rectShotYellow(Rect *rect);
179  void rectShotBlue(Rect *rect);
180  void rectShotRedCrystal(Rect *rect);
181  void rectShotBlueCrystal(Rect *rect);
182  void rectShotGreenCrystal(Rect *rect);
183  void rectShotBlackDragon1(Rect *rect);
184  void rectShotBlackDragon2(Rect *rect);
185  void rectShotBlackDragon3(Rect *rect);
186  void rectDoFlyingSkull(Rect *rect);
187  void rectSkipScene(Rect *rect);
188  void rectHitPirateShip(Rect *rect);
189 
190  // Script functions: Scene PreOps
191  void scenePsoFadeInVideo(Scene *scene);
192  void scenePsoSetGotTo(Scene *scene);
193  void scenePsoSetGotToNoFadeIn(Scene *scene);
194  void scenePsoSetWorldGotTo(Scene *scene);
195 
196  // Script functions: Scene InsOps
197  void sceneIsoPickAWorld(Scene *scene);
198  void sceneIsoSetWorldGotTo(Scene *scene);
199 
200  // Script functions: Scene NxtScn
201  void sceneNxtscnGotChewedOut(Scene *scene);
202  void sceneNxtscnRestartFromLast(Scene *scene);
203  void sceneNxtscnPlayerDied(Scene *scene);
204  void sceneNxtscnMiscRooms1(Scene *scene);
205  void sceneNxtscnPickDungeonClue(Scene *scene);
206  void sceneNxtscnContinueDungeonClue(Scene *scene);
207  void sceneNxtscnStartMidshipRandomScene(Scene *scene);
208  void sceneNxtscnContinueMidshipRandomScene(Scene *scene);
209  void sceneNxtscnShowDeathGripBeamColor(Scene *scene);
210  void sceneNxtscnSelectAsteroids(Scene *scene);
211  void sceneNxtscnAsteroidsDone(Scene *scene);
212  void sceneNxtscnDoFlyingSkulls(Scene *scene);
213  void sceneNxtscnDidFlyingSkulls(Scene *scene);
214  void sceneNxtscnShowWhichStartSplitter(Scene *scene);
215  void sceneNxtscnGotoSelectedWorld(Scene *scene);
216  void sceneNxtscnStartVolcanoPopup(Scene *scene);
217  void sceneNxtscnContinueVolcanoPopup(Scene *scene);
218  void sceneNxtscnGiveFalinaClue(Scene *scene);
219  void sceneNxtscnCheckFalinaClues(Scene *scene);
220  void sceneNxtscnSetupFalinaTargetPractice(Scene *scene);
221  void sceneNxtscnContinueFalinaTargetPractice(Scene *scene);
222  void sceneNxtscnStartDunePopup(Scene *scene);
223  void sceneNxtscnContinueDunePopup(Scene *scene);
224  void sceneNxtscnPottOrPanShoots(Scene *scene);
225  void sceneNxtscnSetupPottTargetPractice(Scene *scene);
226  void sceneNxtscnContinuePottTargetPractice(Scene *scene);
227  void sceneNxtscnStartDragonsTeethPopup(Scene *scene);
228  void sceneNxtscnContinueDragonsTeethPopup(Scene *scene);
229  void sceneNxtscnGrinReaperClue(Scene *scene);
230  void sceneNxtscnStartGrinReaper(Scene *scene);
231  void sceneNxtscnContinueGrinReaper(Scene *scene);
232  void sceneNxtscnGrinTargetPractice(Scene *scene);
233  void sceneNxtscnContinueGrinTargetPractice(Scene *scene);
234  void sceneNxtscnStartJunkWorld(Scene *scene);
235  void sceneNxtscnContinueJunkWorld(Scene *scene);
236  void sceneNxtscnStartJunkRings(Scene *scene);
237  void sceneNxtscnShowJunkWorldCrystal(Scene *scene);
238  void sceneNxtscnStartJunkWorldTargetPractice(Scene *scene);
239  void sceneNxtscnContinueJunkWorldTargetPractice(Scene *scene);
240  void sceneNxtscnAreAllWorldsDone(Scene *scene);
241  void sceneNxtscnStartPracticePirateShip(Scene *scene);
242  void sceneNxtscnMorePracticePirateShip(Scene *scene);
243  void sceneNxtscnPlayerWon(Scene *scene);
244 
245  // Script functions: MissedRect
246  void sceneMissedRectsDefault(Scene *scene);
247  void sceneMissedRectsMissedPirateShip(Scene *scene);
248 
249  // Script functions: Scene WepDwn
250  void sceneDefaultWepdwn(Scene *scene);
251 
252  // Script functions: Scene ScnScr
253  void sceneDefaultScnscr(Scene *scene);
254 };
255 
257 public:
259  bool cmdWarpTo(int argc, const char **argv);
260  bool cmdDumpLib(int argc, const char **argv);
261 
262 private:
263  GameSpacePirates *_game;
264 };
265 
266 } // End of namespace Alg
267 
268 #endif
Definition: scene.h:72
Definition: scene.h:102
Definition: str.h:59
Definition: surface.h:67
Definition: error.h:81
Definition: debugger.h:41
Definition: game_spacepirates.h:40
Definition: alg.h:30
Definition: func.h:452
Definition: rect.h:144
Definition: game_spacepirates.h:256
Definition: game.h:36
Definition: alg.h:46
Definition: detection.h:39