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/* 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/graphics.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: In Development
*
* Games using this engine:
* - Voyeur
*/
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 initializeManagers();
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);
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 _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(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);
/**
* 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 1
/**
* 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);
/**
* 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 */
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