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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/core/console.h"
#include "zvision/scripting/script_manager.h"
#include "zvision/graphics/render_manager.h"
#include "zvision/graphics/cursors/cursor_manager.h"
#include "zvision/file/save_manager.h"
#include "zvision/text/string_manager.h"
#include "zvision/scripting/menu.h"
#include "zvision/file/search_manager.h"
#include "zvision/text/text.h"
#include "zvision/text/truetype_font.h"
#include "zvision/sound/midi.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/timer.h"
#include "common/error.h"
#include "common/system.h"
#include "common/file.h"
#include "gui/message.h"
#include "engines/util.h"
#include "audio/mixer.h"
namespace ZVision {
#define ZVISION_SETTINGS_KEYS_COUNT 12
struct zvisionIniSettings {
const char *name;
int16 slot;
int16 defaultValue; // -1: use the bool value
bool defaultBoolValue;
bool allowEditing;
} settingsKeys[ZVISION_SETTINGS_KEYS_COUNT] = {
// Hardcoded settings
{"countrycode", StateKey_CountryCode, 0, false, false}, // always 0 = US, subtitles are shown for codes 0 - 4, unused
{"lineskipvideo", StateKey_VideoLineSkip, 0, false, false}, // video line skip, 0 = default, 1 = always, 2 = pixel double when possible, unused
{"installlevel", StateKey_InstallLevel, 0, false, false}, // 0 = full, checked by universe.scr
{"highquality", StateKey_HighQuality, -1, true, false}, // high panorama quality, unused
{"qsoundenabled", StateKey_Qsound, -1, true, false}, // 1 = enable QSound - TODO: not supported yet
{"debugcheats", StateKey_DebugCheats, -1, true, false}, // always start with the GOxxxx cheat enabled
// Editable settings
{"keyboardturnspeed", StateKey_KbdRotateSpeed, 5, false, true},
{"panarotatespeed", StateKey_RotateSpeed, 540, false, true}, // checked by universe.scr
{"noanimwhileturning", StateKey_NoTurnAnim, -1, false, true}, // toggle playing animations during pana rotation
{"venusenabled", StateKey_VenusEnable, -1, true, true},
{"subtitles", StateKey_Subtitles, -1, true, true},
{"mpegmovies", StateKey_MPEGMovies, -1, true, true} // Zork: Grand Inquisitor DVD hi-res MPEG movies (0 = normal, 1 = hires, 2 = disable option)
};
ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
: Engine(syst),
_gameDescription(gameDesc),
_resourcePixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0), /* RGB 555 */
_screenPixelFormat(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),
_midiManager(nullptr),
_rnd(nullptr),
_console(nullptr),
_menu(nullptr),
_searchManager(nullptr),
_textRenderer(nullptr),
_doubleFPS(false),
_audioId(0),
_frameRenderDelay(2),
_keyboardVelocity(0),
_mouseVelocity(0),
_videoIsPlaying(false),
_renderedFrameCount(0),
_fps(0) {
debug(1, "ZVision::ZVision");
memset(_cheatBuffer, 0, sizeof(_cheatBuffer));
}
ZVision::~ZVision() {
debug(1, "ZVision::~ZVision");
// Dispose of resources
delete _console;
delete _cursorManager;
delete _stringManager;
delete _saveManager;
delete _scriptManager;
delete _renderManager; // should be deleted after the script manager
delete _rnd;
delete _midiManager;
getTimerManager()->removeTimerProc(&fpsTimerCallback);
// Remove all of our debug levels
DebugMan.clearAllDebugChannels();
}
void ZVision::registerDefaultSettings() {
for (int i = 0; i < ZVISION_SETTINGS_KEYS_COUNT; i++) {
if (settingsKeys[i].allowEditing) {
if (settingsKeys[i].defaultValue >= 0)
ConfMan.registerDefault(settingsKeys[i].name, settingsKeys[i].defaultValue);
else
ConfMan.registerDefault(settingsKeys[i].name, settingsKeys[i].defaultBoolValue);
}
}
}
void ZVision::loadSettings() {
int16 value = 0;
bool boolValue = false;
for (int i = 0; i < ZVISION_SETTINGS_KEYS_COUNT; i++) {
if (settingsKeys[i].defaultValue >= 0) {
value = (settingsKeys[i].allowEditing) ? ConfMan.getInt(settingsKeys[i].name) : settingsKeys[i].defaultValue;
} else {
boolValue = (settingsKeys[i].allowEditing) ? ConfMan.getBool(settingsKeys[i].name) : settingsKeys[i].defaultBoolValue;
value = (boolValue) ? 1 : 0;
}
_scriptManager->setStateValue(settingsKeys[i].slot, value);
}
if (getGameId() == GID_NEMESIS)
_scriptManager->setStateValue(StateKey_ExecScopeStyle, 1);
else
_scriptManager->setStateValue(StateKey_ExecScopeStyle, 0);
}
void ZVision::saveSettings() {
for (int i = 0; i < ZVISION_SETTINGS_KEYS_COUNT; i++) {
if (settingsKeys[i].allowEditing) {
if (settingsKeys[i].defaultValue >= 0)
ConfMan.setInt(settingsKeys[i].name, _scriptManager->getStateValue(settingsKeys[i].slot));
else
ConfMan.setBool(settingsKeys[i].name, (_scriptManager->getStateValue(settingsKeys[i].slot) == 1));
}
}
ConfMan.flushToDisk();
}
void ZVision::initialize() {
const Common::FSNode gameDataDir(ConfMan.get("path"));
_searchManager = new SearchManager(ConfMan.get("path"), 6);
_searchManager->addDir("FONTS");
_searchManager->addDir("addon");
if (getGameId() == GID_GRANDINQUISITOR) {
if (!_searchManager->loadZix("INQUIS.ZIX"))
error("Unable to load file INQUIS.ZIX");
} else if (getGameId() == GID_NEMESIS) {
if (!_searchManager->loadZix("NEMESIS.ZIX")) {
// The game might not be installed, try MEDIUM.ZIX instead
if (!_searchManager->loadZix("ZNEMSCR/MEDIUM.ZIX"))
error("Unable to load the file ZNEMSCR/MEDIUM.ZIX");
}
}
initScreen();
// Register random source
_rnd = new Common::RandomSource("zvision");
// Create managers
_scriptManager = new ScriptManager(this);
_renderManager = new RenderManager(this, WINDOW_WIDTH, WINDOW_HEIGHT, _workingWindow, _resourcePixelFormat, _doubleFPS);
_saveManager = new SaveManager(this);
_stringManager = new StringManager(this);
_cursorManager = new CursorManager(this, _resourcePixelFormat);
_textRenderer = new TextRenderer(this);
_midiManager = new MidiManager();
if (getGameId() == GID_GRANDINQUISITOR)
_menu = new MenuZGI(this);
else
_menu = new MenuNemesis(this);
// Initialize the managers
_cursorManager->initialize();
_scriptManager->initialize();
_stringManager->initialize(getGameId());
registerDefaultSettings();
loadSettings();
#ifndef USE_MPEG2
// libmpeg2 not loaded, disable the MPEG2 movies option
_scriptManager->setStateValue(StateKey_MPEGMovies, 2);
#endif
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
_doubleFPS = ConfMan.getBool("doublefps");
// Initialize FPS timer callback
getTimerManager()->installTimerProc(&fpsTimerCallback, 1000000, this, "zvisionFPS");
}
extern const FontStyle getSystemFont(int fontIndex);
Common::Error ZVision::run() {
initialize();
// Check if a saved game is to be loaded from the launcher
if (ConfMan.hasKey("save_slot"))
_saveManager->loadGame(ConfMan.getInt("save_slot"));
bool foundAllFonts = true;
// Before starting, make absolutely sure that the user has copied the needed fonts
for (int i = 0; i < FONT_COUNT; i++) {
FontStyle curFont = getSystemFont(i);
Common::String freeFontBoldItalic = Common::String("Bold") + curFont.freeFontItalicName;
const char *fontSuffixes[4] = { "", "bd", "i", "bi" };
const char *freeFontSuffixes[4] = { "", "Bold", curFont.freeFontItalicName, freeFontBoldItalic.c_str() };
const char *liberationFontSuffixes[4] = { "-Regular", "-Bold", "-Italic", "-BoldItalic" };
for (int j = 0; j < 4; j++) {
Common::String fontName = curFont.fontBase;
if (fontName == "censcbk" && j > 0)
fontName = "schlbk";
fontName += fontSuffixes[j];
fontName += ".ttf";
if (fontName == "schlbkbd.ttf")
fontName = "schlbkb.ttf";
if (fontName == "garabi.ttf")
continue;
if (fontName == "garai.ttf")
fontName = "garait.ttf";
Common::String freeFontName = curFont.freeFontBase;
freeFontName += freeFontSuffixes[j];
freeFontName += ".ttf";
Common::String liberationFontName = curFont.liberationFontBase;
liberationFontName += liberationFontSuffixes[j];
liberationFontName += ".ttf";
if (!Common::File::exists(fontName) && !_searchManager->hasFile(fontName) &&
!Common::File::exists(liberationFontName) && !_searchManager->hasFile(liberationFontName) &&
!Common::File::exists(freeFontName) && !_searchManager->hasFile(freeFontName)) {
foundAllFonts = false;
break;
}
}
if (!foundAllFonts)
break;
}
if (!foundAllFonts) {
GUI::MessageDialog dialog(
"Before playing this game, you'll need to copy the required "
"fonts into ScummVM's extras directory, or into the game directory. "
"On Windows, you'll need the following font files from the Windows "
"font directory: Times New Roman, Century Schoolbook, Garamond, "
"Courier New and Arial. Alternatively, you can download the "
"Liberation Fonts or the GNU FreeFont package. You'll need all the "
"fonts from the font package you choose, i.e., LiberationMono, "
"LiberationSans and LiberationSerif, or FreeMono, FreeSans and "
"FreeSerif respectively."
);
dialog.runModal();
quitGame();
return Common::kUnknownError;
}
// Main loop
while (!shouldQuit()) {
_clock.update();
uint32 currentTime = _clock.getLastMeasuredTime();
uint32 deltaTime = _clock.getDeltaTime();
_cursorManager->setItemID(_scriptManager->getStateValue(StateKey_InventoryItem));
processEvents();
_renderManager->updateRotation();
_scriptManager->update(deltaTime);
_menu->process(deltaTime);
// Render the backBuffer to the screen
_renderManager->prepareBackground();
_renderManager->renderMenuToScreen();
_renderManager->processSubs(deltaTime);
_renderManager->renderSceneToScreen();
// Update the screen
if (canRender()) {
_system->updateScreen();
_renderedFrameCount++;
} else {
_frameRenderDelay--;
}
// 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;
if (_doubleFPS) {
delay >>= 1;
}
if (canSaveGameStateCurrently() && shouldPerformAutoSave(_saveManager->getLastSaveTime())) {
_saveManager->autoSave();
}
_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.%03u", _targetName.c_str(), slot);
}
void ZVision::setRenderDelay(uint delay) {
_frameRenderDelay = delay;
}
bool ZVision::canRender() {
return _frameRenderDelay <= 0;
}
GUI::Debugger *ZVision::getDebugger() {
return _console;
}
void ZVision::syncSoundSettings() {
Engine::syncSoundSettings();
_scriptManager->setStateValue(StateKey_Subtitles, ConfMan.getBool("subtitles") ? 1 : 0);
}
void ZVision::fpsTimerCallback(void *refCon) {
((ZVision *)refCon)->fpsTimer();
}
void ZVision::fpsTimer() {
_fps = _renderedFrameCount;
_renderedFrameCount = 0;
}
void ZVision::initScreen() {
uint16 workingWindowWidth = (getGameId() == GID_NEMESIS) ? ZNM_WORKING_WINDOW_WIDTH : ZGI_WORKING_WINDOW_WIDTH;
uint16 workingWindowHeight = (getGameId() == GID_NEMESIS) ? ZNM_WORKING_WINDOW_HEIGHT : ZGI_WORKING_WINDOW_HEIGHT;
_workingWindow = Common::Rect(
(WINDOW_WIDTH - workingWindowWidth) / 2,
(WINDOW_HEIGHT - workingWindowHeight) / 2,
((WINDOW_WIDTH - workingWindowWidth) / 2) + workingWindowWidth,
((WINDOW_HEIGHT - workingWindowHeight) / 2) + workingWindowHeight
);
initGraphics(WINDOW_WIDTH, WINDOW_HEIGHT, &_screenPixelFormat);
}
void ZVision::initHiresScreen() {
_renderManager->upscaleRect(_workingWindow);
initGraphics(HIRES_WINDOW_WIDTH, HIRES_WINDOW_HEIGHT, &_screenPixelFormat);
}
} // End of namespace ZVision
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