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engines/voyeur/voyeur.h
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326
engines/voyeur/voyeur.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef VOYEUR_VOYEUR_H
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#define VOYEUR_VOYEUR_H
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#include "voyeur/debugger.h"
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#include "voyeur/data.h"
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#include "voyeur/events.h"
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#include "voyeur/files.h"
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#include "voyeur/screen.h"
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#include "voyeur/sound.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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/**
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* This is the namespace of the Voyeur engine.
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*
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* Status of this engine: Complete
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*
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* Games using this engine:
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* - Voyeur (Dos)
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*/
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namespace Voyeur {
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#define DEBUG_BASIC 1
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#define DEBUG_INTERMEDIATE 2
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#define DEBUG_DETAILED 3
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// Constants used for doInterface display of the mansion
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#define MANSION_MAX_X 784
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#define MANSION_MAX_Y 150
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#define MANSION_VIEW_X 40
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#define MANSION_VIEW_Y 27
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#define MANSION_VIEW_WIDTH 240
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#define MANSION_VIEW_HEIGHT 148
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#define MANSION_SCROLL_AREA_X 20
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#define MANSION_SCROLL_AREA_Y 20
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#define MANSION_SCROLL_INC_X 4
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#define MANSION_SCROLL_INC_Y 4
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enum VoyeurDebugChannels {
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kDebugScripts = 1,
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};
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enum VoyeurArea { AREA_NONE, AREA_APARTMENT, AREA_INTERFACE, AREA_ROOM, AREA_EVIDENCE };
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struct VoyeurGameDescription;
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enum VOYEURAction {
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kActionNone,
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kActionSkip,
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};
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class VoyeurEngine : public Engine {
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private:
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const VoyeurGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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FontInfoResource _defaultFontInfo;
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void ESP_Init();
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void globalInitBolt();
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void initBolt();
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void vInitInterrupts();
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void initInput();
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bool doHeadTitle();
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void showConversionScreen();
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bool doLock();
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void showTitleScreen();
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void doOpening();
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void playStamp();
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void initStamp();
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void closeStamp();
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void showLogo8Intro();
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/**
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* Shows the game ending title animation
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*/
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void doTailTitle();
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/**
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* Shows the game ending credits
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*/
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void doClosingCredits();
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/**
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* Shows the final anti-piracy message before exiting the game
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*/
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void doPiracy();
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/**
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* Review previous tape recordings on the TV
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*/
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void reviewTape();
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/**
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* Shows the TV gossip animation
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*/
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void doGossip();
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/**
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* Shows the animation of the VCR tape during the 'Call the Police' sequence
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*/
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void doTapePlaying();
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/**
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* Does a check as to whether a murder has been witnessed
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*/
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bool checkForMurder();
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/**
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* Does a check for whether incriminating evidence has been revealed
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*/
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bool checkForIncriminate();
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/**
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* Plays a video event previously witnessed
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*/
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void playAVideoEvent(int eventIndex);
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/**
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* Shows the user a screen to select one of four characters to send the
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* video tape to
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*/
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int getChooseButton();
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/**
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* Synchronizes the game data
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Resets the mansion view position
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*/
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void centerMansionView();
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protected:
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// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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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;
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Screen *_screen;
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SoundManager *_soundManager;
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SVoy *_voy;
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BoltFile *_stampLibPtr;
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BoltGroup *_controlGroupPtr;
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ControlResource *_controlPtr;
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byte *_stampData;
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BoltGroup *_stackGroupPtr;
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int _glGoState;
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int _glGoStack;
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int _stampFlags;
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int _playStampGroupId;
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int _currentVocId;
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int _audioVideoId;
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const int *_resolvePtr;
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int _iForceDeath;
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int _checkTransitionId;
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int _gameHour;
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int _gameMinute;
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int _flashTimeVal;
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bool _flashTimeFlag;
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int _timeBarVal;
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int _checkPhoneVal;
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Common::Point _mansionViewPos;
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ThreadResource *_mainThread;
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VoyeurArea _voyeurArea;
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int _loadGameSlot;
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public:
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VoyeurEngine(OSystem *syst, const VoyeurGameDescription *gameDesc);
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~VoyeurEngine() override;
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void GUIError(const Common::String &msg);
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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uint16 getVersion() const;
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bool getIsDemo() const;
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int getRandomNumber(int maxNumber);
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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void loadGame(int slot);
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void playRL2Video(const Common::Path &filename);
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void doTransitionCard(const Common::String &time, const Common::String &location);
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/**
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* Play a given video
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*/
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void playAVideo(int videoId);
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/**
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* Play a given video for a given amount of time. This is particularly used
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* for later tape playback, where it will only play back as much of the video
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* as the user originally watched (since they can break out of watching a video).
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*/
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void playAVideoDuration(int videoId, int duration);
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/**
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* Play an audio sequence
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*/
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void playAudio(int audioId);
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void makeViewFinder();
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void makeViewFinderP();
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void initIFace();
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void checkTransition();
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int doComputerText(int maxLen);
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void getComputerBrush();
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/**
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* Displays the time/charge remaining on the video camera screen
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*/
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void doTimeBar();
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/**
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* If necessary, flashes the time remaining bar on the video camera screen
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*/
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void flashTimeBar();
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/**
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* Handle scrolling of the mansion view in the camera sights
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*/
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void doScroll(const Common::Point &pt);
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/**
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* Check for phone call
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*/
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void checkPhoneCall();
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/**
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* Display evidence sequence from within a room
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* Suspension of disbelief needed to believe that recording from a distance,
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* you could still flip through the often pages of evidence for a single hotspot.
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*/
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void doEvidDisplay(int evidId, int eventId);
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/**
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* Flips the active page and waits until it's drawn
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*/
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void flipPageAndWait();
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/**
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* Flips the active page and waits until it's drawn and faded in
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*/
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void flipPageAndWaitForFade();
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/**
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* Returns the string for the current in-game day of the week
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*/
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Common::String getDayName();
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/**
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* Returns the string for the current in-game time of day
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*/
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Common::String getTimeOfDay();
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/**
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* Show the ending sequence of the arrest
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*/
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void showEndingNews();
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};
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#define VOYEUR_SAVEGAME_VERSION 3
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/**
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* Header for Voyeur savegame files
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*/
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struct VoyeurSavegameHeader {
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uint8 _version;
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Common::String _saveName;
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Graphics::Surface *_thumbnail;
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int _saveYear, _saveMonth, _saveDay;
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int _saveHour, _saveMinutes;
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int _totalFrames;
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/**
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* Read in the header from the specified file
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*/
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bool read(Common::InSaveFile *f, bool skipThumbnail = true);
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/**
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* Write out header information to the specified file
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*/
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void write(Common::OutSaveFile *f, VoyeurEngine *vm, const Common::String &saveName);
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};
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} // End of namespace Voyeur
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#endif /* VOYEUR_VOYEUR_H */
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