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132 lines
3.5 KiB
C++
132 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef PINK_PINK_H
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#define PINK_PINK_H
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#include <graphics/wincursor.h>
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#include "common/random.h"
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#include "engines/engine.h"
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#include "gui/EventRecorder.h"
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#include "gui/debugger.h"
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#include "file.h"
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#include "director.h"
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#include "constants.h"
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/*
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* This is the namespace of the Pink engine.
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*
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* Status of this engine: In Development
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*
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* Internal name of original engine: OxCart Runtime
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*
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* Games using this engine:
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* - The Pink Panther: Passport to Peril
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* - The Pink Panther: Hokus Pokus Pink
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*
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* Peril game status:
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* Fully playable*
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* (crashes on cutscene before Stonehenge because of strange sprite format.
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* Currently I use hack which isn't in branch.)
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*
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* Pokus game status:
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* Fully Playable*
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* sequences by timer are broken (HandlerTimerSequences)
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*
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* Known bugs:
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* High CPU usage(no dirty rects)
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* Walking sprites don't recalculate position
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* Walking can't be skipped
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* PDA doesn't work
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*
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*/
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namespace Pink {
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class Console;
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class Archive;
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class NamedObject;
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class Module;
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class GamePage;
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class LeadActor;
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enum {
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kPinkDebugGeneral = 1 << 0,
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kPinkDebugLoadingResources = 1 << 1,
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kPinkDebugLoadingObjects = 1 << 2,
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kPinkDebugGraphics = 1 << 3,
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kPinkDebugSound = 1 << 4
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};
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class PinkEngine : public Engine {
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public:
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PinkEngine(OSystem *system, const ADGameDescription *desc);
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~PinkEngine();
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virtual Common::Error run();
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void load(Archive &archive);
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void initModule(const Common::String &moduleName, bool isLoadingFromSave, const Common::String &pageName);
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void changeScene(GamePage *page);
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OrbFile *getOrb() { return &_orb; }
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BroFile *getBro() { return _bro; }
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Common::RandomSource &getRnd() { return _rnd; };
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Director *getDirector() { return &_director; }
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void setNextExecutors(const Common::String &nextModule, const Common::String &nextPage);
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void setLeadActor(LeadActor *actor) { _actor = actor; };
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void setCursor(uint cursorIndex);
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void setVariable(Common::String &variable, Common::String &value);
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bool checkValueOfVariable(Common::String &variable, Common::String &value);
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private:
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Common::Error init();
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bool loadCursors();
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void loadModule(int index);
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Console *_console;
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Common::RandomSource _rnd;
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Common::Array<Graphics::WinCursorGroup*> _cursors;
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Common::String _nextModule;
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Common::String _nextPage;
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OrbFile _orb;
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BroFile *_bro;
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Director _director;
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LeadActor *_actor;
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Module *_module;
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Common::Array<NamedObject*> _modules;
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Common::StringMap _variables;
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const ADGameDescription _desc;
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};
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} // End of namespace Pink
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#endif |