scummvm/engines/voyeur/voyeur.h

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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.
*
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* 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.
*
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* 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"
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#include "voyeur/events.h"
#include "voyeur/files.h"
#include "voyeur/screen.h"
#include "voyeur/sound.h"
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#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
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#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
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*
* Games using this engine:
* - Voyeur (Dos)
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*/
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
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enum VoyeurDebugChannels {
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kDebugScripts = 1 << 0
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};
enum VoyeurArea { AREA_NONE, AREA_APARTMENT, AREA_INTERFACE, AREA_ROOM, AREA_EVIDENCE };
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struct VoyeurGameDescription;
class VoyeurEngine : public Engine {
private:
const VoyeurGameDescription *_gameDescription;
Common::RandomSource _randomSource;
FontInfoResource _defaultFontInfo;
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void ESP_Init();
void globalInitBolt();
void initBolt();
void vInitInterrupts();
void initInput();
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bool doHeadTitle();
void showConversionScreen();
bool doLock();
void showTitleScreen();
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void doOpening();
void playStamp();
void initStamp();
void closeStamp();
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/**
* 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();
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/**
* Shows the TV gossip animation
*/
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void doGossip();
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/**
* Shows the animation of the VCR tape during the 'Call the Police' sequence
*/
void doTapePlaying();
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/**
* Does a check as to whether a murder has been witnessed
*/
bool checkForMurder();
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/**
* Does a check for whether incriminating evidence has been revealed
*/
bool checkForIncriminate();
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/**
* Plays a video event previously witnessed
*/
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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();
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protected:
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
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public:
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BoltFile *_bVoy;
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Debugger *_debugger;
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EventsManager *_eventsManager;
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FilesManager *_filesManager;
Screen *_screen;
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SoundManager *_soundManager;
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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;
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int _checkTransitionId;
int _gameHour;
int _gameMinute;
int _flashTimeVal;
bool _flashTimeFlag;
int _timeBarVal;
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int _checkPhoneVal;
Common::Point _mansionViewPos;
ThreadResource *_mainThread;
VoyeurArea _voyeurArea;
int _loadGameSlot;
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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);
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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();
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void makeViewFinderP();
void initIFace();
void checkTransition();
int doComputerText(int maxLen);
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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
*/
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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);
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/**
* 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();
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};
#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
*/
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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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);
};
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} // End of namespace Voyeur
#endif /* VOYEUR_VOYEUR_H */