scummvm/engines/pink/pink.h

132 lines
3.5 KiB
C++

/* 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 <graphics/wincursor.h>
#include "common/random.h"
#include "engines/engine.h"
#include "gui/EventRecorder.h"
#include "gui/debugger.h"
#include "file.h"
#include "director.h"
#include "constants.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*
* (crashes on cutscene before Stonehenge because of strange sprite format.
* Currently I use hack which isn't in branch.)
*
* 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 GamePage;
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();
void load(Archive &archive);
void initModule(const Common::String &moduleName, bool isLoadingFromSave, const Common::String &pageName);
void changeScene(GamePage *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);
private:
Common::Error init();
bool loadCursors();
void loadModule(int index);
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;
Common::Array<NamedObject*> _modules;
Common::StringMap _variables;
const ADGameDescription _desc;
};
} // End of namespace Pink
#endif