scummvm/engines/zvision/zvision.cpp
richiesams f1135292d0 ZVISION: Optimize integer type usages
The general thought is int is faster than int16 or byte. So if you can afford the
space, use it over int16 or byte. Also, only use int32 when you specifically need
the 32 bits.
2013-08-04 13:32:55 -05:00

161 lines
4.9 KiB
C++

/* 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 "zvision/zvision.h"
#include "zvision/console.h"
#include "zvision/script_manager.h"
#include "zvision/render_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),
_width(640),
_height(480) {
// 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"));
// 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);
// 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, _width, _height);
debug("ZVision::ZVision");
}
ZVision::~ZVision() {
debug("ZVision::~ZVision");
// Dispose of resources
delete _console;
delete _scriptManager;
delete _rnd;
// Remove all of our debug levels
DebugMan.clearAllDebugChannels();
}
void ZVision::initialize() {
// 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);
}
_renderManager->initialize();
_scriptManager->initialize();
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
}
Common::Error ZVision::run() {
initialize();
// Main loop
uint32 currentTime = _system->getMillis();
uint32 lastTime = currentTime;
const uint desiredFrameTime = 33; // ~30 fps
while (!shouldQuit()) {
processEvents();
currentTime = _system->getMillis();
uint32 deltaTime = currentTime - lastTime;
lastTime = currentTime;
_scriptManager->updateNodes(deltaTime);
_scriptManager->checkPuzzleCriteria();
// Render a frame
_renderManager->updateScreen(_console->isActive());
// Calculate the frame delay based off a desired frame time
int delay = desiredFrameTime - (currentTime - _system->getMillis());
// Ensure non-negative
delay = delay < 0 ? 0 : delay;
_system->delayMillis(delay);
}
return Common::kNoError;
}
ScriptManager *ZVision::getScriptManager() const {
return _scriptManager;
}
RenderManager *ZVision::getRenderManager() const {
return _renderManager;
}
Common::RandomSource *ZVision::getRandomSource() const {
return _rnd;
}
ZVisionGameId ZVision::getGameId() const {
return _gameDescription->gameId;
}
} // End of namespace ZVision