1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
|
/* 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
// 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 {
kDebugPath = 1 << 0,
kDebugScripts = 1 << 1
};
struct VoyeurGameDescription;
class VoyeurEngine : public Engine {
private:
const VoyeurGameDescription *_gameDescription;
Common::RandomSource _randomSource;
Common::Array<int> _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();
/**
* 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();
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();
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 _stampFlags;
int _playStampGroupId;
int _currentVocId;
int _videoId;
const int *_resolvePtr;
int _iForceDeath;
int _checkTransitionId;
int _gameHour;
int _gameMinute;
int _flashTimeVal;
bool _flashTimeFlag;
int _timeBarVal;
int _checkPhoneVal;
Common::Point _mansionViewPos;
int _mansionScrollCountdown;
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 videoId);
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();
/**
* 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();
};
} // End of namespace Voyeur
#endif /* VOYEUR_VOYEUR_H */
|