aboutsummaryrefslogtreecommitdiff
path: root/engines/zvision/zvision.cpp
blob: c32e78214faa1bf5881bb2f051696edd8b357dd2 (plain)
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
/* 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