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vcmi/CMT.cpp

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// CMT.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
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#include "SDL.h"
#include "SDL_TTF.h"
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#include "SDL_mixer.h"
#include "CBuildingHandler.h"
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#include "SDL_Extensions.h"
#include "SDL_framerate.h"
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#include <cmath>
#include <stdio.h>
#include <string.h>
#include <string>
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#include <assert.h>
#include <vector>
#include "zlib.h"
#include <cmath>
#include <ctime>
#include "CArtHandler.h"
#include "CHeroHandler.h"
#include "CCreatureHandler.h"
#include "CAbilityHandler.h"
#include "CSpellHandler.h"
#include "CBuildingHandler.h"
#include "CObjectHandler.h"
#include "CGameInfo.h"
#include "CMusicHandler.h"
#include "CSemiLodHandler.h"
#include "CLodHandler.h"
#include "CDefHandler.h"
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#include "CSndHandler.h"
#include "CTownHandler.h"
#include "CDefObjInfoHandler.h"
#include "CAmbarCendamo.h"
#include "mapHandler.h"
#include "global.h"
#include "CPreGame.h"
#include "CGeneralTextHandler.h"
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#if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
# include <fcntl.h>
# include <io.h>
# define SET_BINARY_MODE(file) setmode(fileno(file), O_BINARY)
#else
# define SET_BINARY_MODE(file)
#endif
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#define CHUNK 16384
const char * NAME = "VCMI 0.3";
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/* Compress from file source to file dest until EOF on source.
def() returns Z_OK on success, Z_MEM_ERROR if memory could not be
allocated for processing, Z_STREAM_ERROR if an invalid compression
level is supplied, Z_VERSION_ERROR if the version of zlib.h and the
version of the library linked do not match, or Z_ERRNO if there is
an error reading or writing the files. */
SDL_Surface * ekran;
TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX;
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int _tmain(int argc, _TCHAR* argv[])
{
THC timeHandler tmh;
THC tmh.getDif();
int xx=0, yy=0, zz=0;
SDL_Event sEvent;
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srand ( time(NULL) );
SDL_Surface *screen, *temp;
std::vector<SDL_Surface*> Sprites;
float i;
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0)
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{
CPG=NULL;
TTF_Init();
atexit(TTF_Quit);
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atexit(SDL_Quit);
//TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
//TNR = TTF_OpenFont("Fonts\\tnr.ttf",10);
GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22);
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//initializing audio
CMusicHandler * mush = new CMusicHandler;
mush->initMusics();
//CSndHandler snd("Heroes3.snd");
//snd.extract("AELMMOVE.wav","snddd.wav");
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//audio initialized
/*if(Mix_PlayMusic(mush->mainMenuWoG, -1)==-1) //uncomment this fragment to have music
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{
printf("Mix_PlayMusic: %s\n", Mix_GetError());
// well, there's no music, but most games don't break without music...
}*/
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screen = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
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ekran = screen;
SDL_WM_SetCaption(NAME,""); //set window title
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CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
CGameInfo::mainObj = cgi;
cgi->mush = mush;
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THC std::cout<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
cgi->spriteh = new CLodHandler;
cgi->spriteh->init(std::string("Data\\H3sprite.lod"));
cgi->bitmaph = new CLodHandler;
cgi->bitmaph->init(std::string("Data\\H3bitmap.lod"));
//colors initialization
SDL_Color p;
p.unused = 0;
p.r = 0xff; p.g = 0x0; p.b = 0x0; //red
cgi->playerColors.push_back(p); //red
p.r = 0x31; p.g = 0x52; p.b = 0xff; //blue
cgi->playerColors.push_back(p); //blue
p.r = 0x9c; p.g = 0x73; p.b = 0x52;//tan
cgi->playerColors.push_back(p);//tan
p.r = 0x42; p.g = 0x94; p.b = 0x29; //green
cgi->playerColors.push_back(p); //green
p.r = 0xff; p.g = 0x84; p.b = 0x0; //orange
cgi->playerColors.push_back(p); //orange
p.r = 0x8c; p.g = 0x29; p.b = 0xa5; //purple
cgi->playerColors.push_back(p); //purple
p.r = 0x09; p.g = 0x9c; p.b = 0xa5;//teal
cgi->playerColors.push_back(p);//teal
p.r = 0xc6; p.g = 0x7b; p.b = 0x8c;//pink
cgi->playerColors.push_back(p);//pink
p.r = 0x84; p.g = 0x84; p.b = 0x84;//gray
cgi->neutralColor = p;//gray
//colors initialized
cgi->townh = new CTownHandler;
cgi->townh->loadNames();
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CAbilityHandler * abilh = new CAbilityHandler;
abilh->loadAbilities();
cgi->abilh = abilh;
CHeroHandler * heroh = new CHeroHandler;
heroh->loadHeroes();
heroh->loadPortraits();
cgi->heroh = heroh;
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THC std::cout<<"Loading .lods: "<<tmh.getDif()<<std::endl;
CPreGame * cpg = new CPreGame(); //main menu and submenus
THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
cpg->mush = mush;
cgi->scenarioOps = cpg->runLoop();
THC tmh.getDif();
cgi->sspriteh = new CSemiLodHandler();
cgi->sspriteh->openLod("H3sprite.lod");
CArtHandler * arth = new CArtHandler;
arth->loadArtifacts();
cgi->arth = arth;
CCreatureHandler * creh = new CCreatureHandler;
creh->loadCreatures();
cgi->creh = creh;
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CSpellHandler * spellh = new CSpellHandler;
spellh->loadSpells();
cgi->spellh = spellh;
CBuildingHandler * buildh = new CBuildingHandler;
buildh->loadBuildings();
cgi->buildh = buildh;
CObjectHandler * objh = new CObjectHandler;
objh->loadObjects();
cgi->objh = objh;
cgi->generaltexth = new CGeneralTextHandler;
cgi->generaltexth->load();
cgi->dobjinfo = new CDefObjInfoHandler;
cgi->dobjinfo->load();
cgi->state = new CGameState();
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THC std::cout<<"Handlers initailization: "<<tmh.getDif()<<std::endl;
std::string mapname;
if(CPG->ourScenSel->mapsel.selected==0) CPG->ourScenSel->mapsel.selected = 1; //only for tests
if (CPG) mapname = CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected].filename;
gzFile map = gzopen(mapname.c_str(),"rb");
std::string mapstr;int pom;
while((pom=gzgetc(map))>=0)
{
mapstr+=pom;
}
gzclose(map);
unsigned char *initTable = new unsigned char[mapstr.size()];
for(int ss=0; ss<mapstr.size(); ++ss)
{
initTable[ss] = mapstr[ss];
}
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#define CHOOSE
#ifdef CHOOSE
CAmbarCendamo * ac = new CAmbarCendamo(initTable); //4gryf
#else
CAmbarCendamo * ac = new CAmbarCendamo("1smok"); //4gryf
#endif
CMapHeader * mmhh = new CMapHeader(ac->bufor); //czytanie nag��wka
cgi->ac = ac;
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THC std::cout<<"Reading file: "<<tmh.getDif()<<std::endl;
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ac->deh3m();
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THC std::cout<<"Detecting file (together): "<<tmh.getDif()<<std::endl;
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ac->loadDefs();
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THC std::cout<<"Reading terrain defs: "<<tmh.getDif()<<std::endl;
CMapHandler * mh = new CMapHandler();
cgi->mh = mh;
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mh->reader = ac;
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THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
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mh->init();
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THC std::cout<<"Initializing mapHandler: "<<tmh.getDif()<<std::endl;
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//SDL_Rect * sr = new SDL_Rect(); sr->h=64;sr->w=64;sr->x=0;sr->y=0;
SDL_Surface * teren = mh->terrainRect(xx,yy,25,19);
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THC std::cout<<"Preparing terrain to display: "<<tmh.getDif()<<std::endl;
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SDL_BlitSurface(teren,NULL,ekran,NULL);
SDL_FreeSurface(teren);
SDL_UpdateRect(ekran, 0, 0, ekran->w, ekran->h);
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THC std::cout<<"Displaying terrain: "<<tmh.getDif()<<std::endl;
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for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
{
if(cgi->scenarioOps.playerInfos[i].name=="AI")
cgi->playerint.push_back(new CGlobalAI());
else
{
cgi->playerint.push_back(new CPlayerInterface(cgi->scenarioOps.playerInfos[i].color,i));
((CPlayerInterface*)(cgi->playerint[i]))->init();
}
}
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while(1) //main game loop, one execution per turn
{
for (int i=0;i<cgi->playerint.size();i++)
{
cgi->state->currentPlayer=cgi->playerint[i]->playerID;
cgi->playerint[i]->yourTurn();
}
}
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}
else
{
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printf("Something was wrong: %s/n", SDL_GetError());
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return -1;
}
}