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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 "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/system.h"
#include "common/file.h"
#include "engines/util.h"
#include "zvision/zvision.h"
#include "zvision/zfsArchive.h"
#include "graphics/decoders/tga.h"
namespace ZVision {
ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc) : Engine(syst), _gameDescription(gameDesc) {
// 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"));
SearchMan.addSubDirectoryMatching(gameDataDir, "data1", 0, 4);
SearchMan.addSubDirectoryMatching(gameDataDir, "data2", 0, 4);
SearchMan.addSubDirectoryMatching(gameDataDir, "data3", 0, 4);
SearchMan.addSubDirectoryMatching(gameDataDir, "znemmx");
SearchMan.addSubDirectoryMatching(gameDataDir, "znemscr");
// 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");
// Don't forget to register your random source
_rnd = new Common::RandomSource("zvision");
debug("ZVision::ZVision");
}
ZVision::~ZVision() {
debug("ZVision::~ZVision");
// Dispose your resources here
delete _rnd;
// Remove all of our debug levels here
DebugMan.clearAllDebugChannels();
}
Common::Error ZVision::run() {
// 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);
}
//Graphics::PixelFormat format = Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24); // ARGB8888
Graphics::PixelFormat format = Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0); // RGB555
initGraphics(640, 480, true, &format);
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
// 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;
updateScripts();
updateAnimations(deltaTime);
if (_needsScreenUpdate)
{
_system->updateScreen();
}
// Calculate the frame delay based off a desired frame rate
int delay = desiredFrameTime - (currentTime - _system->getMillis());
// Ensure non-negative
delay = delay < 0 ? 0 : delay;
_system->delayMillis(delay);
}
return Common::kNoError;
}
} // End of namespace ZVision
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