/* 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, 5, 5, 0, 10, 5, 0, 0), /*RGB 555*/ _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(); } } ScriptManager *ZVision::getScriptManager() const { return _scriptManager; } RenderManager *ZVision::getRenderManager() const { return _renderManager; } CursorManager *ZVision::getCursorManager() const { return _cursorManager; } Common::RandomSource *ZVision::getRandomSource() const { return _rnd; } ZVisionGameId ZVision::getGameId() const { return _gameDescription->gameId; } 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