2013-12-28 18:37:37 +11:00

192 lines
4.7 KiB
C++

/* 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<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();
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 */