/* 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 "zvision/zvision.h" #include "zvision/console.h" #include "zvision/script_manager.h" #include "zvision/render_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), _width(640), _height(480) { // 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 // However this is the place to specify all default directories 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, "znemmx", 0, 1, true); // 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, _width, _height); debug("ZVision::ZVision"); } ZVision::~ZVision() { debug("ZVision::~ZVision"); // Dispose of resources delete _console; delete _scriptManager; delete _rnd; // Remove all of our debug levels DebugMan.clearAllDebugChannels(); } void ZVision::initialize() { // 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(); ZfsArchive *archive = new ZfsArchive(name, (*iter)->createReadStream()); SearchMan.add(name, archive); } _renderManager->initialize(); _scriptManager->initialize(); // Create debugger console. It requires GFX to be initialized _console = new Console(this); } Common::Error ZVision::run() { initialize(); // Main loop uint32 currentTime = _system->getMillis(); uint32 lastTime = currentTime; const uint32 desiredFrameTime = 33; // ~30 fps while (!shouldQuit()) { processEvents(); currentTime = _system->getMillis(); uint32 deltaTime = currentTime - lastTime; lastTime = currentTime; _scriptManager->updateNodes(deltaTime); _scriptManager->checkPuzzleCriteria(); // Render a frame _renderManager->updateScreen(_console->isActive()); // Calculate the frame delay based off a desired frame time int delay = desiredFrameTime - (currentTime - _system->getMillis()); // Ensure non-negative delay = delay < 0 ? 0 : delay; _system->delayMillis(delay); } return Common::kNoError; } ScriptManager *ZVision::getScriptManager() const { return _scriptManager; } RenderManager *ZVision::getRenderManager() const { return _renderManager; } Common::RandomSource *ZVision::getRandomSource() const { return _rnd; } ZVisionGameId ZVision::getGameId() const { return _gameDescription->gameId; } } // End of namespace ZVision