1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
|
/* 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<Graphics::WinCursorGroup *> _cursors;
Common::String _nextModule;
Common::String _nextPage;
OrbFile _orb;
BroFile *_bro;
Director _director;
LeadActor *_actor;
Module *_module;
Array<NamedObject *> _modules;
StringMap _variables;
PDAMgr _pdaMgr;
const ADGameDescription _desc;
};
WARN_UNUSED_RESULT bool readSaveHeader(Common::InSaveFile &in, SaveStateDescriptor &desc, bool skipThumbnail = true);
Common::String generateSaveName(int slot, const char *gameId);
} // End of namespace Pink
#endif
|