/* 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/events.h" #include "voyeur/files.h" #include "voyeur/graphics.h" #include "voyeur/sound.h" #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/random.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: In Development * * Games using this engine: * - Voyeur */ namespace Voyeur { #define DEBUG_BASIC 1 #define DEBUG_INTERMEDIATE 2 #define DEBUG_DETAILED 3 #define MAX_RESOLVE 1000 enum VoyeurDebugChannels { kDebugPath = 1 << 0, kDebugScripts = 1 << 1 }; struct VoyeurGameDescription; class VoyeurEngine : public Engine { private: const VoyeurGameDescription *_gameDescription; Common::RandomSource _randomSource; Common::Array _resolves; FontInfoResource _defaultFontInfo; void ESP_Init(); void initialiseManagers(); void globalInitBolt(); void initBolt(); void vInitInterrupts(); void initInput(); bool doHeadTitle(); void showConversionScreen(); bool doLock(); void showTitleScreen(); void doOpening(); void playStamp(); void initStamp(); void closeStamp(); void reviewTape(); void doGossip(); void doTapePlaying(); bool checkForMurder(); bool checkForIncriminate(); void playAVideoEvent(int eventIndex); int getChooseButton(); protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: BoltFile *_bVoy; Debugger _debugger; EventsManager _eventsManager; FilesManager _filesManager; GraphicsManager _graphicsManager; SoundManager _soundManager; SVoy _voy; BoltFile *_stampLibPtr; BoltGroup *_controlGroupPtr; ControlResource *_controlPtr; byte *_stampData; BoltGroup *_stackGroupPtr; int _glGoScene; int _glGoStack; bool _bob; int _playStamp1; int _playStamp2; const int *_resolvePtr; int _iForceDeath; int _checkTransitionId; int _gameHour; int _gameMinute; int _flashTimeVal; bool _flashTimeFlag; int _timeBarVal; int _checkPhoneVal; 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 playRL2Video(const Common::String &filename); void doTransitionCard(const Common::String &time, const Common::String &location); void playAVideo(int id); void playAVideoDuration(int videoId, int duration); /** * Saves the last time the game was played */ void saveLastInplay(); void makeViewFinder(); void makeViewFinderP(); void initIFace(); void checkTransition(); bool doComputerText(int maxLen); void getComputerBrush(); /** * Displays the time/charge remaining on the video camera screen */ void doTimeBar(bool force); /** * 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); void checkPhoneCall(); 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(); }; } // End of namespace Voyeur #endif /* VOYEUR_VOYEUR_H */