1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
|
/* 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 "zvision/menu.h"
#include "zvision/search_manager.h"
#include "common/config-manager.h"
#include "common/str.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),
_aud_id(0),
_rendDelay(2),
_velocity(0) {
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"));
_searchManager = new sManager(ConfMan.get("path"), 6);
_searchManager->addDir("addon");
if (_gameDescription->gameId == GID_GRANDINQUISITOR) {
_searchManager->loadZix("INQUIS.ZIX");
_searchManager->addPatch("C000H01Q.RAW", "C000H01Q.SRC");
_searchManager->addPatch("CM00H01Q.RAW", "CM00H01Q.SRC");
_searchManager->addPatch("DM00H01Q.RAW", "DM00H01Q.SRC");
_searchManager->addPatch("E000H01Q.RAW", "E000H01Q.SRC");
_searchManager->addPatch("EM00H50Q.RAW", "EM00H50Q.SRC");
_searchManager->addPatch("GJNPH65P.RAW", "GJNPH65P.SRC");
_searchManager->addPatch("GJNPH72P.RAW", "GJNPH72P.SRC");
_searchManager->addPatch("H000H01Q.RAW", "H000H01Q.SRC");
_searchManager->addPatch("M000H01Q.RAW", "M000H01Q.SRC");
_searchManager->addPatch("P000H01Q.RAW", "P000H01Q.SRC");
_searchManager->addPatch("Q000H01Q.RAW", "Q000H01Q.SRC");
_searchManager->addPatch("SW00H01Q.RAW", "SW00H01Q.SRC");
_searchManager->addPatch("T000H01Q.RAW", "T000H01Q.SRC");
_searchManager->addPatch("U000H01Q.RAW", "U000H01Q.SRC");
} else if (_gameDescription->gameId == GID_NEMESIS)
_searchManager->loadZix("NEMESIS.ZIX");
// 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, "zgi_mx", 0, 1, 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(this, WINDOW_WIDTH, WINDOW_HEIGHT, _workingWindow, _pixelFormat);
_saveManager = new SaveManager(this);
_stringManager = new StringManager(this);
_cursorManager = new CursorManager(this, &_pixelFormat);
if (_gameDescription->gameId == GID_GRANDINQUISITOR)
_menu = new menuZgi(this);
else
_menu = new menuNem(this);
// 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();
_cursorManager->setItemID(_scriptManager->getStateValue(StateKey_InventoryItem));
processEvents();
updateRotation();
// Call _renderManager->update() first so the background renders
// before anything that puzzles/controls will render
_scriptManager->update(deltaTime);
_menu->process(deltaTime);
// Render the backBuffer to the screen
_renderManager->prepareBkg();
_renderManager->renderMenuToScreen();
_renderManager->renderSubsToScreen();
_renderManager->renderBackbufferToScreen();
// Update the screen
if (_rendDelay <= 0)
_system->updateScreen();
else
_rendDelay--;
// 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::setRenderDelay(uint delay) {
_rendDelay = delay;
}
bool ZVision::canRender() {
return _rendDelay <= 0;
}
void ZVision::updateRotation() {
if (_velocity) {
RenderTable::RenderState renderState = _renderManager->getRenderTable()->getRenderState();
if (renderState == RenderTable::PANORAMA) {
int16 st_pos = _scriptManager->getStateValue(StateKey_ViewPos);
int16 new_pos = st_pos + _velocity * (1 - 2 * 0);
int16 zero_point = 0;
if (st_pos >= zero_point && new_pos < zero_point)
_scriptManager->setStateValue(StateKey_Rounds, _scriptManager->getStateValue(StateKey_Rounds) - 1);
if (st_pos <= zero_point && new_pos > zero_point)
_scriptManager->setStateValue(StateKey_Rounds, _scriptManager->getStateValue(StateKey_Rounds) + 1);
int16 scr_width = _renderManager->getBkgSize().x;
if (scr_width)
new_pos %= scr_width;
if (new_pos < 0)
new_pos += scr_width;
_scriptManager->setStateValue(StateKey_ViewPos, new_pos);
_renderManager->setBackgroundPosition(new_pos);
} else if (renderState == RenderTable::TILT) {
int16 st_pos = _scriptManager->getStateValue(StateKey_ViewPos);
int16 new_pos = st_pos + _velocity * (1 - 2 * 0);
int16 scr_height = _renderManager->getBkgSize().y;
int16 tilt_gap = _workingWindow.height() / 2;
if (new_pos >= (scr_height - tilt_gap))
new_pos = scr_height - tilt_gap;
if (new_pos <= tilt_gap)
new_pos = tilt_gap;
_scriptManager->setStateValue(StateKey_ViewPos, new_pos);
_renderManager->setBackgroundPosition(new_pos);
}
}
}
} // End of namespace ZVision
|