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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/console.h"
#include "zvision/script_manager.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/save_manager.h"
#include "zvision/string_manager.h"
#include "zvision/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_ZGI((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),
_workingWindow_ZNM((WINDOW_WIDTH - ZNM_WORKING_WINDOW_WIDTH) / 2, (WINDOW_HEIGHT - ZNM_WORKING_WINDOW_HEIGHT) / 2, ((WINDOW_WIDTH - ZNM_WORKING_WINDOW_WIDTH) / 2) + ZNM_WORKING_WINDOW_WIDTH, ((WINDOW_HEIGHT - ZNM_WORKING_WINDOW_HEIGHT) / 2) + ZNM_WORKING_WINDOW_HEIGHT),
_workingWindow(gameDesc->gameId == GID_NEMESIS ? _workingWindow_ZNM : _workingWindow_ZGI),
_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
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