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+/* 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.
+ *
+ */
+
+#include "common/scummsys.h"
+
+#include "common/config-manager.h"
+#include "common/debug.h"
+#include "common/debug-channels.h"
+#include "common/textconsole.h"
+#include "common/error.h"
+#include "common/system.h"
+#include "common/file.h"
+
+#include "engines/util.h"
+
+#include "audio/mixer.h"
+
+#include "zvision/zvision.h"
+#include "zvision/console.h"
+#include "zvision/script_manager.h"
+#include "zvision/render_manager.h"
+#include "zvision/cursor_manager.h"
+#include "zvision/zfs_archive.h"
+#include "zvision/detection.h"
+
+#include "zvision/utility.h"
+
+namespace ZVision {
+
+ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
+ : Engine(syst),
+ _gameDescription(gameDesc),
+ _workingWindow((WINDOW_WIDTH - WORKING_WINDOW_WIDTH) / 2, (WINDOW_HEIGHT - WORKING_WINDOW_HEIGHT) / 2, ((WINDOW_WIDTH - WORKING_WINDOW_WIDTH) / 2) + WORKING_WINDOW_WIDTH, ((WINDOW_HEIGHT - WORKING_WINDOW_HEIGHT) / 2) + WORKING_WINDOW_HEIGHT),
+ _pixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0), /*RGB 565*/
+ _desiredFrameTime(33), /* ~30 fps */
+ _clock(_system) {
+
+ // Put your engine in a sane state, but do nothing big yet;
+ // in particular, do not load data from files; rather, if you
+ // need to do such things, do them from run().
+
+ // Do not initialize graphics here
+
+ // Here is the right place to set up the engine specific debug channels
+ //DebugMan.addDebugChannel(kZVisionDebugExample, "example", "this is just an example for a engine specific debug channel");
+ //DebugMan.addDebugChannel(kZVisionDebugExample2, "example2", "also an example");
+
+ // Register random source
+ _rnd = new Common::RandomSource("zvision");
+
+ // Create managers
+ _scriptManager = new ScriptManager(this);
+ _renderManager = new RenderManager(_system, _workingWindow, _pixelFormat);
+
+ debug("ZVision::ZVision");
+}
+
+ZVision::~ZVision() {
+ debug("ZVision::~ZVision");
+
+ // Dispose of resources
+ delete _console;
+ delete _cursorManager;
+ delete _renderManager;
+ delete _scriptManager;
+ delete _rnd;
+
+ // Remove all of our debug levels
+ DebugMan.clearAllDebugChannels();
+}
+
+void ZVision::initialize() {
+ const Common::FSNode gameDataDir(ConfMan.get("path"));
+ // TODO: There are 10 file clashes when we flatten the directories. From a quick look, the files are exactly the same, so it shouldn't matter. But I'm noting it here just in-case it does become a problem.
+ SearchMan.addSubDirectoryMatching(gameDataDir, "data1", 0, 4, true);
+ SearchMan.addSubDirectoryMatching(gameDataDir, "data2", 0, 4, true);
+ SearchMan.addSubDirectoryMatching(gameDataDir, "data3", 0, 4, true);
+ SearchMan.addSubDirectoryMatching(gameDataDir, "zassets1", 0, 2, true);
+ SearchMan.addSubDirectoryMatching(gameDataDir, "zassets2", 0, 2, true);
+ SearchMan.addSubDirectoryMatching(gameDataDir, "znemmx", 0, 1, true);
+ SearchMan.addSubDirectoryMatching(gameDataDir, "zgi", 0, 4, true);
+
+ // Find zfs archive files
+ Common::ArchiveMemberList list;
+ SearchMan.listMatchingMembers(list, "*.zfs");
+
+ // Register the file entries within the zfs archives with the SearchMan
+ for (Common::ArchiveMemberList::iterator iter = list.begin(); iter != list.end(); ++iter) {
+ Common::String name = (*iter)->getName();
+ Common::SeekableReadStream *stream = (*iter)->createReadStream();
+ ZfsArchive *archive = new ZfsArchive(name, stream);
+
+ delete stream;
+
+ SearchMan.add(name, archive);
+ }
+
+ initGraphics(WINDOW_WIDTH, WINDOW_HEIGHT, true, &_pixelFormat);
+
+ // CursorManager must be created after all the directories have been added
+ _cursorManager = new CursorManager(this, &_pixelFormat);
+ _cursorManager->initialize();
+ _scriptManager->initialize();
+
+ // Create debugger console. It requires GFX to be initialized
+ _console = new Console(this);
+}
+
+Common::Error ZVision::run() {
+ initialize();
+
+ // Main loop
+ while (!shouldQuit()) {
+ _clock.update();
+ uint32 currentTime = _clock.getLastMeasuredTime();
+ uint32 deltaTime = _clock.getDeltaTime();
+
+ processEvents();
+
+ // Call _renderManager->update() first so the background renders
+ // before anything that puzzles/controls will render
+ _renderManager->update(deltaTime);
+ _scriptManager->update(deltaTime);
+
+ // Update the screen
+ _system->updateScreen();
+
+ // Calculate the frame delay based off a desired frame time
+ int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime);
+ // Ensure non-negative
+ delay = delay < 0 ? 0 : delay;
+ _system->delayMillis(delay);
+ }
+
+ return Common::kNoError;
+}
+
+void ZVision::pauseEngineIntern(bool pause) {
+ _mixer->pauseAll(pause);
+
+ if (pause) {
+ _clock.stop();
+ } else {
+ _clock.start();
+ }
+}
+
+Common::String ZVision::generateSaveFileName(uint slot) {
+ return Common::String::format("%s.%02u", _targetName.c_str(), slot);
+}
+
+Common::String ZVision::generateAutoSaveFileName() {
+ return Common::String::format("%s.auto", _targetName.c_str());
+}
+
+void ZVision::cycleThroughCursors() {
+ Common::ArchiveMemberList list;
+ SearchMan.listMatchingMembers(list, "*.zcr");
+
+ Common::ArchiveMemberList::iterator iter = list.begin();
+ ZorkCursor cursor;
+ bool cursorChanged = false;
+
+ _system->showMouse(true);
+
+ bool done = false;
+ while (!done && !shouldQuit()) {
+ _clock.update();
+ uint32 currentTime = _clock.getLastMeasuredTime();
+
+ while (_eventMan->pollEvent(_event)) {
+ if (_event.type == Common::EVENT_KEYDOWN) {
+ switch (_event.kbd.keycode) {
+ case Common::KEYCODE_LEFT:
+ --iter;
+ cursorChanged = true;
+ break;
+ case Common::KEYCODE_RIGHT:
+ ++iter;
+ cursorChanged = true;
+ break;
+ case Common::KEYCODE_RETURN:
+ debug("%s", (*iter)->getName().c_str());
+ break;
+ case Common::KEYCODE_ESCAPE:
+ done = true;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ if (cursorChanged) {
+ cursor = ZorkCursor((*iter)->getName());
+
+ _system->setMouseCursor(cursor.getSurface(), cursor.getWidth(), cursor.getHeight(), cursor.getHotspotX(), cursor.getHotspotY(), cursor.getHeight(), true, &_pixelFormat);
+ cursorChanged = false;
+ }
+
+ _system->updateScreen();
+
+ // Calculate the frame delay based off a desired frame time
+ int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime);
+ // Ensure non-negative
+ delay = delay < 0 ? 0 : delay;
+ _system->delayMillis(delay);
+ }
+}
+
+} // End of namespace ZVision