/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef VOYEUR_VOYEUR_H #define VOYEUR_VOYEUR_H #include "voyeur/debugger.h" #include "voyeur/data.h" #include "voyeur/events.h" #include "voyeur/files.h" #include "voyeur/screen.h" #include "voyeur/sound.h" #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/random.h" #include "common/savefile.h" #include "common/serializer.h" #include "common/util.h" #include "engines/engine.h" #include "graphics/surface.h" /** * This is the namespace of the Voyeur engine. * * Status of this engine: Complete * * Games using this engine: * - Voyeur (Dos) */ namespace Voyeur { #define DEBUG_BASIC 1 #define DEBUG_INTERMEDIATE 2 #define DEBUG_DETAILED 3 // Constants used for doInterface display of the mansion #define MANSION_MAX_X 784 #define MANSION_MAX_Y 150 #define MANSION_VIEW_X 40 #define MANSION_VIEW_Y 27 #define MANSION_VIEW_WIDTH 240 #define MANSION_VIEW_HEIGHT 148 #define MANSION_SCROLL_AREA_X 20 #define MANSION_SCROLL_AREA_Y 20 #define MANSION_SCROLL_INC_X 4 #define MANSION_SCROLL_INC_Y 4 enum VoyeurDebugChannels { kDebugScripts = 1 << 0 }; enum VoyeurArea { AREA_NONE, AREA_APARTMENT, AREA_INTERFACE, AREA_ROOM, AREA_EVIDENCE }; struct VoyeurGameDescription; class VoyeurEngine : public Engine { private: const VoyeurGameDescription *_gameDescription; Common::RandomSource _randomSource; FontInfoResource _defaultFontInfo; void ESP_Init(); void globalInitBolt(); void initBolt(); void vInitInterrupts(); void initInput(); bool doHeadTitle(); void showConversionScreen(); bool doLock(); void showTitleScreen(); void doOpening(); void playStamp(); void initStamp(); void closeStamp(); /** * Shows the game ending title animation */ void doTailTitle(); /** * Shows the game ending credits */ void doClosingCredits(); /** * Shows the final anti-piracy message before exiting the game */ void doPiracy(); /** * Review previous tape recordings on the TV */ void reviewTape(); /** * Shows the TV gossip animation */ void doGossip(); /** * Shows the animation of the VCR tape during the 'Call the Police' sequence */ void doTapePlaying(); /** * Does a check as to whether a murder has been witnessed */ bool checkForMurder(); /** * Does a check for whether incriminating evidence has been revealed */ bool checkForIncriminate(); /** * Plays a video event previously witnessed */ void playAVideoEvent(int eventIndex); /** * Shows the user a screen to select one of four characters to send the * video tape to */ int getChooseButton(); /** * Synchronizes the game data */ void synchronize(Common::Serializer &s); /** * Resets the mansion view position */ void centerMansionView(); protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: BoltFile *_bVoy; Debugger *_debugger; EventsManager *_eventsManager; FilesManager *_filesManager; Screen *_screen; SoundManager *_soundManager; SVoy *_voy; BoltFile *_stampLibPtr; BoltGroup *_controlGroupPtr; ControlResource *_controlPtr; byte *_stampData; BoltGroup *_stackGroupPtr; int _glGoState; int _glGoStack; int _stampFlags; int _playStampGroupId; int _currentVocId; int _audioVideoId; const int *_resolvePtr; int _iForceDeath; int _checkTransitionId; int _gameHour; int _gameMinute; int _flashTimeVal; bool _flashTimeFlag; int _timeBarVal; int _checkPhoneVal; Common::Point _mansionViewPos; ThreadResource *_mainThread; VoyeurArea _voyeurArea; int _loadGameSlot; public: VoyeurEngine(OSystem *syst, const VoyeurGameDescription *gameDesc); virtual ~VoyeurEngine(); void GUIError(const Common::String &msg); uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; uint16 getVersion() const; bool getIsDemo() const; int getRandomNumber(int maxNumber); Common::String generateSaveName(int slotNumber); virtual bool canLoadGameStateCurrently(); virtual bool canSaveGameStateCurrently(); virtual Common::Error loadGameState(int slot); virtual Common::Error saveGameState(int slot, const Common::String &desc); void loadGame(int slot); void playRL2Video(const Common::String &filename); void doTransitionCard(const Common::String &time, const Common::String &location); /** * Play a given video */ void playAVideo(int videoId); /** * Play a given video for a given amount of time. This is particularly used * for later tape playback, where it will only play back as much of the video * as the user originally watched (since they can break out of watching a video). */ void playAVideoDuration(int videoId, int duration); /** * Play an audio sequence */ void playAudio(int audioId); /** * Saves the last time the game was played */ void saveLastInplay(); void makeViewFinder(); void makeViewFinderP(); void initIFace(); void checkTransition(); int doComputerText(int maxLen); void getComputerBrush(); /** * Displays the time/charge remaining on the video camera screen */ void doTimeBar(); /** * If necessary, flashes the time remaining bar on the video camera screen */ void flashTimeBar(); /** * Handle scrolling of the mansion view in the camera sights */ void doScroll(const Common::Point &pt); /** * Check for phone call */ void checkPhoneCall(); /** * Display evidence sequence from within a room * Suspension of disbelief needed to believe that recording from a distance, * you could still flip through the often pages of evidence for a single hotspot. */ void doEvidDisplay(int evidId, int eventId); /** * Flips the active page and waits until it's drawn */ void flipPageAndWait(); /** * Flips the active page and waits until it's drawn and faded in */ void flipPageAndWaitForFade(); /** * Returns the string for the current in-game day of the week */ Common::String getDayName(); /** * Returns the string for the current in-game time of day */ Common::String getTimeOfDay(); /** * Show the ending sequence of the arrest */ void showEndingNews(); }; #define VOYEUR_SAVEGAME_VERSION 2 /** * Header for Voyeur savegame files */ struct VoyeurSavegameHeader { uint8 _version; Common::String _saveName; Graphics::Surface *_thumbnail; int _saveYear, _saveMonth, _saveDay; int _saveHour, _saveMinutes; int _totalFrames; /** * Read in the header from the specified file */ bool read(Common::InSaveFile *f, bool skipThumbnail = true); /** * Write out header information to the specified file */ void write(Common::OutSaveFile *f, VoyeurEngine *vm, const Common::String &saveName); }; } // End of namespace Voyeur #endif /* VOYEUR_VOYEUR_H */