/* 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* * sequences by timer are broken (HandlerTimerSequences) * * Known bugs: * High CPU usage(no dirty rects) * Walking sprites don't recalculate position * Walking can't be skipped * PDA doesn't work * */ 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(); virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; virtual Common::Error loadGameState(int slot); virtual bool canLoadGameStateCurrently(); virtual Common::Error saveGameState(int slot, const Common::String &desc); virtual bool canSaveGameStateCurrently(); void load(Archive &archive); void initModule(const Common::String &moduleName, const Common::String &pageName, Archive *saveFile); void changeScene(Page *page); OrbFile *getOrb() { return &_orb; } BroFile *getBro() { return _bro; } Common::RandomSource &getRnd() { return _rnd; }; Director *getDirector() { return &_director; } void setNextExecutors(const Common::String &nextModule, const Common::String &nextPage); void setLeadActor(LeadActor *actor) { _actor = actor; }; void setCursor(uint cursorIndex); void setVariable(Common::String &variable, Common::String &value); bool checkValueOfVariable(Common::String &variable, Common::String &value); PDAMgr &getPdaMgr(); protected: virtual void pauseEngineIntern(bool pause); private: Common::Error init(); bool loadCursors(); void loadModule(int index); 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