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static void | initUseCount () |
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static void | unloadAllStacks (VoyeurEngine *vm) |
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static void | init () |
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int | _stateId |
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int | _stackId |
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int | _savedStateId |
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int | _savedStackId |
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int | _newStateId |
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int | _newStackId |
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int | _stateFlags |
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int | _stateCount |
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int | _parseCount |
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uint32 | _nextStateId |
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byte * | _threadInfoPtr |
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byte | _buttonFlags [64] |
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byte | _buttonIds [64] |
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byte * | _ctlPtr |
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byte * | _playCommandsPtr |
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◆ loadAStack()
| bool Voyeur::ThreadResource::loadAStack |
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int |
stackId | ) |
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Loads the specified stack
◆ unloadAStack()
| void Voyeur::ThreadResource::unloadAStack |
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int |
stackId | ) |
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Unloads the specified stack
◆ doState()
| bool Voyeur::ThreadResource::doState |
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Initializes data for the thread based on the current state
◆ initThreadStruct()
| void Voyeur::ThreadResource::initThreadStruct |
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int |
idx, |
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int |
id |
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◆ goToState()
| bool Voyeur::ThreadResource::goToState |
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int |
stackId, |
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int |
stateId |
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) |
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Go to a new state and/or stack
◆ parsePlayCommands()
| void Voyeur::ThreadResource::parsePlayCommands |
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Parses the script commands from the currently active stack
◆ doInterface()
| int Voyeur::ThreadResource::doInterface |
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Do the camera view looking at the mansion
◆ doRoom()
| void Voyeur::ThreadResource::doRoom |
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Do the display of a room that has one or more evidence hotspots available for display
◆ doApt()
| int Voyeur::ThreadResource::doApt |
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Shows the apartment screen
◆ loadTheApt()
| void Voyeur::ThreadResource::loadTheApt |
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Loads data needed for displaying the initial apartment screen
◆ synchronize()
Synchronizes the game data
The documentation for this class was generated from the following file: