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.
161 lines
4.9 KiB
C++
161 lines
4.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/debug-channels.h"
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#include "common/textconsole.h"
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#include "common/error.h"
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#include "common/system.h"
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#include "common/file.h"
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#include "engines/util.h"
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#include "zvision/zvision.h"
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#include "zvision/console.h"
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#include "zvision/script_manager.h"
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#include "zvision/render_manager.h"
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#include "zvision/zfs_archive.h"
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#include "zvision/detection.h"
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#include "zvision/utility.h"
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namespace ZVision {
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ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
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: Engine(syst),
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_gameDescription(gameDesc),
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_width(640),
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_height(480) {
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// Put your engine in a sane state, but do nothing big yet;
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// in particular, do not load data from files; rather, if you
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// need to do such things, do them from run().
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// Do not initialize graphics here
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// However this is the place to specify all default directories
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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// 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.
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SearchMan.addSubDirectoryMatching(gameDataDir, "data1", 0, 4, true);
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SearchMan.addSubDirectoryMatching(gameDataDir, "data2", 0, 4, true);
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SearchMan.addSubDirectoryMatching(gameDataDir, "data3", 0, 4, true);
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SearchMan.addSubDirectoryMatching(gameDataDir, "zassets1", 0, 2, true);
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SearchMan.addSubDirectoryMatching(gameDataDir, "zassets2", 0, 2, true);
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SearchMan.addSubDirectoryMatching(gameDataDir, "znemmx", 0, 1, true);
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// Here is the right place to set up the engine specific debug channels
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//DebugMan.addDebugChannel(kZVisionDebugExample, "example", "this is just an example for a engine specific debug channel");
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//DebugMan.addDebugChannel(kZVisionDebugExample2, "example2", "also an example");
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// Register random source
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_rnd = new Common::RandomSource("zvision");
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// Create managers
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_scriptManager = new ScriptManager(this);
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_renderManager = new RenderManager(_system, _width, _height);
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debug("ZVision::ZVision");
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}
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ZVision::~ZVision() {
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debug("ZVision::~ZVision");
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// Dispose of resources
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delete _console;
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delete _scriptManager;
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delete _rnd;
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// Remove all of our debug levels
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DebugMan.clearAllDebugChannels();
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}
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void ZVision::initialize() {
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// Find zfs archive files
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Common::ArchiveMemberList list;
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SearchMan.listMatchingMembers(list, "*.zfs");
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// Register the file entries within the zfs archives with the SearchMan
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for (Common::ArchiveMemberList::iterator iter = list.begin(); iter != list.end(); ++iter) {
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Common::String name = (*iter)->getName();
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ZfsArchive *archive = new ZfsArchive(name, (*iter)->createReadStream());
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SearchMan.add(name, archive);
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}
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_renderManager->initialize();
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_scriptManager->initialize();
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// Create debugger console. It requires GFX to be initialized
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_console = new Console(this);
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}
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Common::Error ZVision::run() {
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initialize();
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// Main loop
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uint32 currentTime = _system->getMillis();
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uint32 lastTime = currentTime;
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const uint desiredFrameTime = 33; // ~30 fps
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while (!shouldQuit()) {
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processEvents();
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currentTime = _system->getMillis();
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uint32 deltaTime = currentTime - lastTime;
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lastTime = currentTime;
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_scriptManager->updateNodes(deltaTime);
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_scriptManager->checkPuzzleCriteria();
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// Render a frame
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_renderManager->updateScreen(_console->isActive());
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// Calculate the frame delay based off a desired frame time
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int delay = desiredFrameTime - (currentTime - _system->getMillis());
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// Ensure non-negative
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delay = delay < 0 ? 0 : delay;
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_system->delayMillis(delay);
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}
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return Common::kNoError;
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}
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ScriptManager *ZVision::getScriptManager() const {
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return _scriptManager;
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}
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RenderManager *ZVision::getRenderManager() const {
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return _renderManager;
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}
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Common::RandomSource *ZVision::getRandomSource() const {
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return _rnd;
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}
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ZVisionGameId ZVision::getGameId() const {
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return _gameDescription->gameId;
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}
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} // End of namespace ZVision
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