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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 "zvision/menu.h"
#include "zvision/search_manager.h"
#include "zvision/text.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("FONTS");
_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);
_textRenderer = new textRenderer(this);
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->processSubs(deltaTime);
_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
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