/* 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 PINK_PINK_H #define PINK_PINK_H #include "common/random.h" #include "engines/engine.h" #include "graphics/wincursor.h" #include "gui/EventRecorder.h" #include "gui/debugger.h" #include "pink/constants.h" #include "pink/director.h" #include "pink/file.h" #include "pink/utils.h" #include "pink/pda_mgr.h" /* * This is the namespace of the Pink engine. * * Status of this engine: In Development * * Internal name of original engine: OxCart Runtime * * Games using this engine: * - The Pink Panther: Passport to Peril * - The Pink Panther: Hokus Pokus Pink * * Peril game status: * Fully playable* * * Pokus game status: * Fully Playable* * * Known bugs: * PDA is not usable(ActionText and Peril Commands are not implemented) * missing menu */ namespace Pink { class Console; class Archive; class NamedObject; class Module; class Page; class LeadActor; enum { kPinkDebugGeneral = 1 << 0, kPinkDebugLoadingResources = 1 << 1, kPinkDebugLoadingObjects = 1 << 2, kPinkDebugGraphics = 1 << 3, kPinkDebugSound = 1 << 4 }; class PinkEngine : public Engine { public: PinkEngine(OSystem *system, const ADGameDescription *desc); ~PinkEngine(); Common::Error run() override; bool hasFeature(EngineFeature f) const override; virtual Common::Error loadGameState(int slot) override; bool canLoadGameStateCurrently() override; Common::Error saveGameState(int slot, const Common::String &desc) override; bool canSaveGameStateCurrently() override; friend class Console; protected: virtual void pauseEngineIntern(bool pause) override; public: void load(Archive &archive); void changeScene(); void setVariable(Common::String &variable, Common::String &value); bool checkValueOfVariable(Common::String &variable, Common::String &value); OrbFile *getOrb() { return &_orb; } BroFile *getBro() { return _bro; } Common::RandomSource &getRnd() { return _rnd; }; Director *getDirector() { return &_director; } PDAMgr &getPdaMgr() { return _pdaMgr; } void setNextExecutors(const Common::String &nextModule, const Common::String &nextPage) { _nextModule = nextModule; _nextPage = nextPage; } void setLeadActor(LeadActor *actor) { _actor = actor; }; void setCursor(uint cursorIndex); private: Common::Error init(); bool loadCursors(); void initModule(const Common::String &moduleName, const Common::String &pageName, Archive *saveFile); void addModule(const Common::String &moduleName); void removeModule(); bool isPeril(); private: Console *_console; Common::RandomSource _rnd; Common::Array _cursors; Common::String _nextModule; Common::String _nextPage; OrbFile _orb; BroFile *_bro; Director _director; LeadActor *_actor; Module *_module; Array _modules; StringMap _variables; PDAMgr _pdaMgr; const ADGameDescription _desc; }; bool readSaveHeader(Common::InSaveFile &in, SaveStateDescriptor &desc); Common::String generateSaveName(int slot, const char *gameId); } // End of namespace Pink #endif