/* 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 3 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, see . * * */ #ifndef ZVISION_ZVISION_H #define ZVISION_ZVISION_H #include "common/events.h" #include "common/random.h" #include "common/system.h" #include "engines/engine.h" #include "graphics/pixelformat.h" #include "gui/debugger.h" #include "zvision/detection.h" #include "zvision/core/clock.h" namespace Common { class Keymap; } namespace Video { class VideoDecoder; } /** * This is the namespace of the ZVision engine. * * Status of this engine: complete * * Games using this engine: * - Zork Nemesis: The Forbidden Lands * - Zork: Grand Inquisitor * */ namespace ZVision { struct ZvisionGameDescription; class Console; class ScriptManager; class RenderManager; class CursorManager; class StringManager; class FileManager; class SaveManager; class RLFDecoder; class MenuManager; class SubtitleManager; class TextRenderer; class Subtitle; class MidiManager; class VolumeManager; struct ScreenLayout { Common::Rect screenArea; // Original screen resolution Common::Rect menuArea; // Menu display area, relative to original screen Common::Rect workingArea; // Playfield & video playback area, relative to original screen Common::Rect textArea; // Subtitle & message area, relative to original screen }; // NB Footage of original DOS Nemesis engine indicates playfield was centrally placed on screen. // Subtitle scripts, however, suggest playfield was higher up, otherwise they run off the bottom of the screen. // This could just be an error in the scripts or an artefact of the original game's development, so we will continue to use as-released central placement. static const ScreenLayout nemesisLayout { Common::Rect(640, 480), // Screen Common::Rect(Common::Point(64, 0), 512, 32), // Menu Common::Rect(Common::Point(64, 80), 512, 320), // Working; aspect ratio 1.6 Common::Rect(Common::Point(64, 420), 512, 60) // Text }; static const ScreenLayout zgiLayout { Common::Rect(640, 480), // Screen Common::Rect(Common::Point(0, 0), 640, 32), // Menu Common::Rect(Common::Point(0, 68), 640, 344), // Working; aspect ratio 1.86 Common::Rect(Common::Point(0, 412), 640, 68) // Text }; enum { ROTATION_SCREEN_EDGE_OFFSET = 60, MAX_ROTATION_SPEED = 400, // Pixels per second KEYBUF_SIZE = 20 }; enum ZVisionAction { kZVisionActionNone, kZVisionActionUp, kZVisionActionDown, kZVisionActionLeft, kZVisionActionRight, kZVisionActionSave, kZVisionActionRestore, kZVisionActionQuit, kZVisionActionPreferences, kZVisionActionShowFPS, kZVisionActionSkipCutscene, kZVisionActionCount }; extern const char *mainKeymapId; extern const char *gameKeymapId; extern const char *cutscenesKeymapId; class ZVision : public Engine { public: ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc); ~ZVision() override; public: const Graphics::PixelFormat _resourcePixelFormat; const Graphics::PixelFormat _screenPixelFormat; private: const ZVisionGameDescription *_gameDescription; // We need random numbers Common::RandomSource *_rnd; // Managers ScriptManager *_scriptManager; RenderManager *_renderManager; CursorManager *_cursorManager; StringManager *_stringManager; TextRenderer *_textRenderer; MidiManager *_midiManager; FileManager *_fileManager; SaveManager *_saveManager; MenuManager *_menu; SubtitleManager *_subtitleManager; VolumeManager *_volumeManager; // Clock Clock _clock; // Audio ID int _audioId; // To prevent allocation every time we process events Common::Event _event; Common::Keymap *_gameKeymap, *_cutscenesKeymap; int _frameRenderDelay; int _renderedFrameCount; int _fps; int16 _mouseVelocity; int16 _keyboardVelocity; bool _doubleFPS; bool _widescreen; bool _videoIsPlaying; bool _breakMainLoop = false; uint8 _cheatBuffer[KEYBUF_SIZE]; public: Common::Error run() override; void pauseEngineIntern(bool pause) override; ZVisionGameId getGameId() const; Common::Language getLanguage() const; uint32 getFeatures() const; ScriptManager *getScriptManager() const { return _scriptManager; } RenderManager *getRenderManager() const { return _renderManager; } CursorManager *getCursorManager() const { return _cursorManager; } FileManager *getFileManager() const { return _fileManager; } SaveManager *getSaveManager() const { return _saveManager; } StringManager *getStringManager() const { return _stringManager; } TextRenderer *getTextRenderer() const { return _textRenderer; } MidiManager *getMidiManager() const { return _midiManager; } MenuManager *getMenuManager() const { return _menu; } SubtitleManager *getSubtitleManager() const { return _subtitleManager; } VolumeManager *getVolumeManager() const { return _volumeManager; } Common::Keymap *getGameKeymap() const { return _gameKeymap; } Common::RandomSource *getRandomSource() const { return _rnd; } int16 getKeyboardVelocity() const { return _keyboardVelocity; } int16 getMouseVelocity() const { return _mouseVelocity; } uint8 getZvisionKey(Common::KeyCode scummKeyCode); void startClock() { _clock.start(); } void stopClock() { _clock.stop(); } void initScreen(bool hiRes = false); /** * Play a video until it is finished. This is a blocking call. It will call * _clock.stop() when the video starts and _clock.start() when the video finishes. * It will also consume all events during video playback. * * @param videoDecoder The video to play * @param destRect Where to put the video. (In working window coords) * @param srcRect What subset of video to blit to destRect (In video frame coords) // TODO implement * @param skippable If true, the video can be skipped at any time using [Spacebar] */ void playVideo(Video::VideoDecoder &videoDecoder, Common::Rect destRect = Common::Rect(0, 0, 0, 0), bool skippable = true, uint16 sub = 0, Common::Rect srcRect = Common::Rect(0, 0, 0, 0)); Video::VideoDecoder *loadAnimation(const Common::Path &fileName); void setRenderDelay(uint); bool canRender(); static void fpsTimerCallback(void *refCon); void fpsTimer(); int getFPS() const { return _fps; } bool isWidescreen() { return _widescreen; } void syncSoundSettings() override; void loadSettings(); void saveSettings(); bool quit(bool askFirst = true, bool streaming = false); // Engine features bool hasFeature(EngineFeature f) const override; bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; Common::Error loadGameState(int slot) override; Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; // Used to update cursor on a location change void onMouseMove() { onMouseMove(_system->getEventManager()->getMousePos()); } private: void initialize(); void initFonts(); void initializePath(const Common::FSNode &gamePath) override; void parseStrFile(const Common::String &fileName); /** Called every frame from ZVision::run() to process any events from EventMan */ void processEvents(); void onMouseMove(const Common::Point &pos); void registerDefaultSettings(); void cheatCodes(uint8 key); void pushKeyToCheatBuf(uint8 key); bool checkCode(const char *code); uint8 getBufferedKey(uint8 pos); }; } // End of namespace ZVision #endif