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-rw-r--r--engines/zvision/zvision.cpp184
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diff --git a/engines/zvision/zvision.cpp b/engines/zvision/zvision.cpp
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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 "zvision/zvision.h"
+
+#include "zvision/core/console.h"
+#include "zvision/scripting/script_manager.h"
+#include "zvision/graphics/render_manager.h"
+#include "zvision/cursors/cursor_manager.h"
+#include "zvision/core/save_manager.h"
+#include "zvision/strings/string_manager.h"
+#include "zvision/archives/zfs_archive.h"
+#include "zvision/detection.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"
+
+
+namespace ZVision {
+
+ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
+ : Engine(syst),
+ _gameDescription(gameDesc),
+ _workingWindow(gameDesc->gameId == GID_NEMESIS ? Common::Rect((WINDOW_WIDTH - ZNEM_WORKING_WINDOW_WIDTH) / 2, (WINDOW_HEIGHT - ZNEM_WORKING_WINDOW_HEIGHT) / 2, ((WINDOW_WIDTH - ZNEM_WORKING_WINDOW_WIDTH) / 2) + ZNEM_WORKING_WINDOW_WIDTH, ((WINDOW_HEIGHT - ZNEM_WORKING_WINDOW_HEIGHT) / 2) + ZNEM_WORKING_WINDOW_HEIGHT) :
+ Common::Rect((WINDOW_WIDTH - ZGI_WORKING_WINDOW_WIDTH) / 2, (WINDOW_HEIGHT - ZGI_WORKING_WINDOW_HEIGHT) / 2, ((WINDOW_WIDTH - ZGI_WORKING_WINDOW_WIDTH) / 2) + ZGI_WORKING_WINDOW_WIDTH, ((WINDOW_HEIGHT - ZGI_WORKING_WINDOW_HEIGHT) / 2) + ZGI_WORKING_WINDOW_HEIGHT)),
+ _pixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0), /*RGB 565*/
+ _desiredFrameTime(33), /* ~30 fps */
+ _clock(_system),
+ _scriptManager(nullptr),
+ _renderManager(nullptr),
+ _saveManager(nullptr),
+ _stringManager(nullptr),
+ _cursorManager(nullptr) {
+
+ debug(1, "ZVision::ZVision");
+}
+
+ZVision::~ZVision() {
+ debug(1, "ZVision::~ZVision");
+
+ // Dispose of resources
+ delete _console;
+ delete _cursorManager;
+ delete _stringManager;
+ delete _saveManager;
+ 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);
+ SearchMan.addSubDirectoryMatching(gameDataDir, "fonts", 0, 1, 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);
+
+ // Register random source
+ _rnd = new Common::RandomSource("zvision");
+
+ // Create managers
+ _scriptManager = new ScriptManager(this);
+ _renderManager = new RenderManager(_system, WINDOW_WIDTH, WINDOW_HEIGHT, _workingWindow, _pixelFormat);
+ _saveManager = new SaveManager(this);
+ _stringManager = new StringManager(this);
+ _cursorManager = new CursorManager(this, &_pixelFormat);
+
+ // Initialize the managers
+ _cursorManager->initialize();
+ _scriptManager->initialize();
+ _stringManager->initialize(_gameDescription->gameId);
+
+ // 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);
+
+ // Render the backBuffer to the screen
+ _renderManager->renderBackbufferToScreen();
+
+ // 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());
+}
+
+} // End of namespace ZVision