mirror of
https://github.com/libretro/scummvm.git
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154 lines
3.8 KiB
C++
154 lines
3.8 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 PETKA_PETKA_H
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#define PETKA_PETKA_H
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#include "common/random.h"
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#include "common/stream.h"
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#include "common/savefile.h"
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#include "engines/engine.h"
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#include "engines/savestate.h"
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#include "gui/debugger.h"
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/*
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* This is the namespace of the Petka engine.
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*
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* Status of this engine: In Development
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*
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* Games using this engine:
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* - Red Comrades Demo
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* - Red Comrades Save the Galaxy
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* - Part 1: can be completed
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* - Part 2: unplayable (requires support of scrolling backgrounds)
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* - Part 3: not tested
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* - Red Comrades 2: For the Great Justice
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*/
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struct ADGameDescription;
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namespace Common {
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class SeekableReadStream;
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}
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namespace Petka {
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class Console;
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class BigDialogue;
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class FileMgr;
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class SoundMgr;
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class QManager;
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class QSystem;
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class VideoSystem;
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enum {
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kPetkaDebugGeneral = 1 << 0,
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kPetkaDebugResources = 1 << 1,
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kPetkaDebugMessagingSystem = 1 << 2,
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kPetkaDebugDialogs = 1 << 3
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};
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class PetkaEngine : public Engine {
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public:
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PetkaEngine(OSystem *syst, const ADGameDescription *desc);
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~PetkaEngine();
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bool isDemo() const;
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void loadPart(byte part);
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void loadPartAtNextFrame(byte part);
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byte getPart();
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int getSaveSlot();
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void loadChapter(byte chapter);
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virtual Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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Common::SeekableReadStream *openFile(const Common::String &name, bool addCurrentPath);
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void playVideo(Common::SeekableReadStream *stream);
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QSystem *getQSystem() const;
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BigDialogue *getBigDialogue() const;
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SoundMgr *soundMgr() const;
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QManager *resMgr() const;
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VideoSystem *videoSystem() const;
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Common::RandomSource &getRnd();
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const Common::String &getSpeechPath();
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virtual Common::Error loadGameState(int slot) override;
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bool canLoadGameStateCurrently() override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) override;
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bool canSaveGameStateCurrently() override;
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protected:
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void pauseEngineIntern(bool pause) override;
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private:
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void loadStores();
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private:
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Common::ScopedPtr<Console> _console;
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Common::ScopedPtr<FileMgr> _fileMgr;
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Common::ScopedPtr<QManager> _resMgr;
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Common::ScopedPtr<SoundMgr> _soundMgr;
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Common::ScopedPtr<QSystem> _qsystem;
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Common::ScopedPtr<VideoSystem> _vsys;
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Common::ScopedPtr<BigDialogue> _dialogMan;
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const ADGameDescription *_desc;
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Common::RandomSource _rnd;
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Common::String _currentPath;
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Common::String _speechPath;
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Common::String _chapterStoreName;
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uint8 _part;
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uint8 _nextPart;
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uint8 _chapter;
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bool _shouldChangePart;
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int _saveSlot;
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};
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class Console : public GUI::Debugger {
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public:
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Console(PetkaEngine *vm) {}
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virtual ~Console() {}
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};
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extern PetkaEngine *g_vm;
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WARN_UNUSED_RESULT bool readSaveHeader(Common::InSaveFile &in, SaveStateDescriptor &desc, bool skipThumbnail = true);
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Common::String generateSaveName(int slot, const char *gameId);
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} // End of namespace Petka
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#endif
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