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// CMT.cpp : Defines the entry point for the console application.
//
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# include "StdInc.h"
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# include <SDL_mixer.h>
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# include "gui/SDL_Extensions.h"
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# include "CGameInfo.h"
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# include "mapHandler.h"
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# include "../lib/filesystem/Filesystem.h"
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# include "CPreGame.h"
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# include "CCastleInterface.h"
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# include "../lib/CConsoleHandler.h"
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# include "gui/CCursorHandler.h"
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# include "../lib/CGameState.h"
# include "../CCallback.h"
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# include "CPlayerInterface.h"
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# include "CAdvmapInterface.h"
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# include "../lib/CBuildingHandler.h"
# include "CVideoHandler.h"
# include "../lib/CHeroHandler.h"
# include "../lib/CCreatureHandler.h"
# include "../lib/CSpellHandler.h"
# include "CMusicHandler.h"
# include "CVideoHandler.h"
# include "CDefHandler.h"
# include "../lib/CGeneralTextHandler.h"
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# include "Graphics.h"
# include "Client.h"
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# include "../lib/CConfigHandler.h"
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# include "../lib/Connection.h"
# include "../lib/VCMI_Lib.h"
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# include "../lib/VCMIDirs.h"
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# include "../lib/NetPacks.h"
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# include "CMessage.h"
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# include "../lib/CModHandler.h"
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# include "../lib/CTownHandler.h"
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# include "../lib/CObjectHandler.h"
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# include "../lib/CArtHandler.h"
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# include "../lib/CScriptingModule.h"
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# include "../lib/GameConstants.h"
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# include "gui/CGuiHandler.h"
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# include "../lib/logging/CBasicLogConfigurator.h"
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# ifdef _WIN32
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# include "SDL_syswm.h"
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# endif
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# include "../lib/CDefObjInfoHandler.h"
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# include "../lib/UnlockGuard.h"
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# include "CMT.h"
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# if __MINGW32__
# undef main
# endif
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namespace po = boost : : program_options ;
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/*
* CMT . cpp , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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std : : string NAME_AFFIX = " client " ;
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std : : string NAME = GameConstants : : VCMI_VERSION + std : : string ( " ( " ) + NAME_AFFIX + ' ) ' ; //application name
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CGuiHandler GH ;
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static CClient * client = nullptr ;
SDL_Surface * screen = nullptr , //main screen surface
* screen2 = nullptr , //and hlp surface (used to store not-active interfaces layer)
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* screenBuf = screen ; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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static boost : : thread * mainGUIThread ;
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std : : queue < SDL_Event > events ;
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boost : : mutex eventsM ;
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bool gNoGUI = false ;
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static po : : variables_map vm ;
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//static bool setResolution = false; //set by event handling thread after resolution is adjusted
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static bool ermInteractiveMode = false ; //structurize when time is right
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void processCommand ( const std : : string & message ) ;
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static void setScreenRes ( int w , int h , int bpp , bool fullscreen , bool resetVideo = true ) ;
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void dispose ( ) ;
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void playIntro ( ) ;
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static void listenForEvents ( ) ;
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//void requestChangingResolution();
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void startGame ( StartInfo * options , CConnection * serv = nullptr ) ;
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void endGame ( ) ;
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# ifndef _WIN32
# ifndef _GNU_SOURCE
# define _GNU_SOURCE
# endif
# include <getopt.h>
# endif
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void startGameFromFile ( const std : : string & fname )
{
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StartInfo si ;
try //attempt retrieving start info from given file
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{
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if ( ! fname . size ( ) | | ! boost : : filesystem : : exists ( fname ) )
throw std : : runtime_error ( " Startfile \" " + fname + " \" does not exist! " ) ;
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CLoadFile out ( fname ) ;
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if ( ! out . sfile | | ! * out . sfile )
{
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throw std : : runtime_error ( " Cannot read from startfile \" " + fname + " \" ! " ) ;
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}
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out > > si ;
}
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catch ( std : : exception & e )
{
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logGlobal - > errorStream ( ) < < " Failed to start from the file: " + fname < < " . Error: " < < e . what ( )
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< < " Falling back to main menu. " ;
GH . curInt = CGPreGame : : create ( ) ;
return ;
}
while ( GH . topInt ( ) )
GH . popIntTotally ( GH . topInt ( ) ) ;
startGame ( & si ) ;
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}
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void init ( )
{
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CStopWatch tmh , pomtime ;
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logGlobal - > infoStream ( ) < < " \t Initializing minors: " < < pomtime . getDiff ( ) ;
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//initializing audio
// Note: because of interface button range, volume can only be a
// multiple of 11, from 0 to 99.
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CCS - > soundh = new CSoundHandler ;
CCS - > soundh - > init ( ) ;
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CCS - > soundh - > setVolume ( settings [ " general " ] [ " sound " ] . Float ( ) ) ;
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CCS - > musich = new CMusicHandler ;
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CCS - > musich - > init ( ) ;
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CCS - > musich - > setVolume ( settings [ " general " ] [ " music " ] . Float ( ) ) ;
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logGlobal - > infoStream ( ) < < " \t Initializing sound: " < < pomtime . getDiff ( ) ;
logGlobal - > infoStream ( ) < < " Initializing screen and sound handling: " < < tmh . getDiff ( ) ;
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loadDLLClasses ( ) ;
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const_cast < CGameInfo * > ( CGI ) - > setFromLib ( ) ;
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logGlobal - > infoStream ( ) < < " Initializing VCMI_Lib: " < < tmh . getDiff ( ) ;
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pomtime . getDiff ( ) ;
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if ( ! gNoGUI )
{
CCS - > curh = new CCursorHandler ;
graphics = new Graphics ( ) ; // should be before curh->init()
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CCS - > curh - > initCursor ( ) ;
CCS - > curh - > show ( ) ;
logGlobal - > infoStream ( ) < < " Screen handler: " < < pomtime . getDiff ( ) ;
pomtime . getDiff ( ) ;
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graphics - > loadHeroAnims ( ) ;
logGlobal - > infoStream ( ) < < " \t Main graphics: " < < tmh . getDiff ( ) ;
logGlobal - > infoStream ( ) < < " Initializing game graphics: " < < tmh . getDiff ( ) ;
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CMessage : : init ( ) ;
logGlobal - > infoStream ( ) < < " Message handler: " < < tmh . getDiff ( ) ;
}
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}
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static void prog_version ( void )
{
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printf ( " %s \n " , GameConstants : : VCMI_VERSION . c_str ( ) ) ;
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std : : cout < < VCMIDirs : : get ( ) . genHelpString ( ) ;
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}
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static void prog_help ( const po : : options_description & opts )
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{
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printf ( " %s - A Heroes of Might and Magic 3 clone \n " , GameConstants : : VCMI_VERSION . c_str ( ) ) ;
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printf ( " Copyright (C) 2007-2014 VCMI dev team - see AUTHORS file \n " ) ;
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printf ( " This is free software; see the source for copying conditions. There is NO \n " ) ;
printf ( " warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. \n " ) ;
printf ( " \n " ) ;
printf ( " Usage: \n " ) ;
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std : : cout < < opts ;
// printf(" -h, --help display this help and exit\n");
// printf(" -v, --version display version information and exit\n");
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}
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# ifdef __APPLE__
void OSX_checkForUpdates ( ) ;
# endif
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# if defined(_WIN32) && !defined (__GNUC__)
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int wmain ( int argc , wchar_t * argv [ ] )
# elif defined(__APPLE__)
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int SDL_main ( int argc , char * argv [ ] )
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# else
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int main ( int argc , char * * argv )
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# endif
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{
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# ifdef __APPLE__
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// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
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std : : string executablePath = argv [ 0 ] ;
std : : string workDir = executablePath . substr ( 0 , executablePath . rfind ( ' / ' ) ) ;
chdir ( workDir . c_str ( ) ) ;
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// Check for updates
OSX_checkForUpdates ( ) ;
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// Check that game data is prepared. Otherwise run vcmibuilder helper application
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FILE * check = fopen ( ( VCMIDirs : : get ( ) . userDataPath ( ) + " /game_data_prepared " ) . c_str ( ) , " r " ) ;
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if ( check = = nullptr ) {
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system ( " open ./vcmibuilder.app " ) ;
return 0 ;
}
fclose ( check ) ;
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# endif
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std : : cout < < " Starting... " < < std : : endl ;
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po : : options_description opts ( " Allowed options " ) ;
opts . add_options ( )
( " help,h " , " display help and exit " )
( " version,v " , " display version information and exit " )
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( " battle,b " , po : : value < std : : string > ( ) , " runs game in duel mode (battle-only " )
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( " start " , po : : value < std : : string > ( ) , " starts game from saved StartInfo file " )
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( " onlyAI " , " runs without human player, all players will be default AI " )
( " noGUI " , " runs without GUI, implies --onlyAI " )
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( " ai " , po : : value < std : : vector < std : : string > > ( ) , " AI to be used for the player, can be specified several times for the consecutive players " )
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( " oneGoodAI " , " puts one default AI and the rest will be EmptyAI " )
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( " autoSkip " , " automatically skip turns in GUI " )
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( " disable-video " , " disable video player " )
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( " nointro,i " , " skips intro movies " ) ;
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if ( argc > 1 )
{
try
{
po : : store ( po : : parse_command_line ( argc , argv , opts ) , vm ) ;
}
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catch ( std : : exception & e )
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{
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std : : cerr < < " Failure during parsing command-line options: \n " < < e . what ( ) < < std : : endl ;
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}
}
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po : : notify ( vm ) ;
if ( vm . count ( " help " ) )
{
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prog_help ( opts ) ;
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return 0 ;
}
if ( vm . count ( " version " ) )
{
prog_version ( ) ;
return 0 ;
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}
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if ( vm . count ( " noGUI " ) )
{
gNoGUI = true ;
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vm . insert ( std : : pair < std : : string , po : : variable_value > ( " onlyAI " , po : : variable_value ( ) ) ) ;
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}
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//Set environment vars to make window centered. Sometimes work, sometimes not. :/
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putenv ( ( char * ) " SDL_VIDEO_WINDOW_POS " ) ;
putenv ( ( char * ) " SDL_VIDEO_CENTERED=1 " ) ;
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// Have effect on X11 system only (Linux).
// For whatever reason in fullscreen mode SDL takes "raw" mouse input from DGA X11 extension
// (DGA = Direct graphics access). Because this is raw input (before any speed\acceleration proceesing)
// it may result in very small \ very fast mouse when game in fullscreen mode
putenv ( ( char * ) " SDL_VIDEO_X11_DGAMOUSE=0 " ) ;
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// Init old logging system and new (temporary) logging system
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CStopWatch total , pomtime ;
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std : : cout . flags ( std : : ios : : unitbuf ) ;
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console = new CConsoleHandler ;
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* console - > cb = boost : : bind ( & processCommand , _1 ) ;
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console - > start ( ) ;
atexit ( dispose ) ;
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const auto logPath = VCMIDirs : : get ( ) . userCachePath ( ) + " /VCMI_Client_log.txt " ;
CBasicLogConfigurator logConfig ( logPath , console ) ;
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logConfig . configureDefault ( ) ;
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logGlobal - > infoStream ( ) < < " Creating console and configuring logger: " < < pomtime . getDiff ( ) ;
logGlobal - > infoStream ( ) < < " The log file will be saved to " < < logPath ;
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# ifdef __ANDROID__
// boost will crash without this
setenv ( " LANG " , " C " , 1 ) ;
# endif
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// Init filesystem and settings
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preinitDLL ( : : console ) ;
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settings . init ( ) ;
// Initialize logging based on settings
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logConfig . configure ( ) ;
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// Some basic data validation to produce better error messages in cases of incorrect install
auto testFile = [ ] ( std : : string filename , std : : string message ) - > bool
{
if ( CResourceHandler : : get ( ) - > existsResource ( ResourceID ( filename ) ) )
return true ;
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logGlobal - > errorStream ( ) < < " Error: " < < message < < " was not found! " ;
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return false ;
} ;
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if ( ! testFile ( " DATA/HELP.TXT " , " Heroes III data " ) | |
! testFile ( " MODS/VCMI/MOD.JSON " , " VCMI mod " ) | |
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! testFile ( " DATA/StackQueueBgBig.PCX " , " VCMI data " ) )
exit ( 1 ) ; // These are unrecoverable errors
// these two are optional + some installs have them on CD and not in data directory
testFile ( " VIDEO/GOOD1A.SMK " , " campaign movies " ) ;
testFile ( " SOUNDS/G1A.WAV " , " campaign music " ) ; //technically not a music but voiced intro sounds
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conf . init ( ) ;
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logGlobal - > infoStream ( ) < < " Loading settings: " < < pomtime . getDiff ( ) ;
logGlobal - > infoStream ( ) < < NAME ;
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srand ( time ( nullptr ) ) ;
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const JsonNode & video = settings [ " video " ] ;
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const JsonNode & res = video [ " screenRes " ] ;
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//something is really wrong...
if ( res [ " width " ] . Float ( ) < 100 | | res [ " height " ] . Float ( ) < 100 )
{
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logGlobal - > errorStream ( ) < < " Fatal error: failed to load settings! " ;
logGlobal - > errorStream ( ) < < " Possible reasons: " ;
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logGlobal - > errorStream ( ) < < " \t Corrupted local configuration file at " < < VCMIDirs : : get ( ) . userConfigPath ( ) < < " /settings.json " ;
logGlobal - > errorStream ( ) < < " \t Missing or corrupted global configuration file at " < < VCMIDirs : : get ( ) . userConfigPath ( ) < < " /schemas/settings.json " ;
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logGlobal - > errorStream ( ) < < " VCMI will now exit... " ;
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exit ( EXIT_FAILURE ) ;
}
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if ( ! gNoGUI )
{
if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO ) )
{
logGlobal - > errorStream ( ) < < " Something was wrong: " < < SDL_GetError ( ) ;
exit ( - 1 ) ;
}
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GH . mainFPSmng - > init ( ) ; //(!)init here AFTER SDL_Init() while using SDL for FPS management
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atexit ( SDL_Quit ) ;
setScreenRes ( res [ " width " ] . Float ( ) , res [ " height " ] . Float ( ) , video [ " bitsPerPixel " ] . Float ( ) , video [ " fullscreen " ] . Bool ( ) ) ;
logGlobal - > infoStream ( ) < < " \t Initializing screen: " < < pomtime . getDiff ( ) ;
}
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CCS = new CClientState ;
CGI = new CGameInfo ; //contains all global informations about game (texts, lodHandlers, map handler etc.)
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// Initialize video
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# if DISABLE_VIDEO
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CCS - > videoh = new CEmptyVideoPlayer ;
# else
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if ( ! gNoGUI & & ! vm . count ( " disable-video " ) )
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CCS - > videoh = new CVideoPlayer ;
else
CCS - > videoh = new CEmptyVideoPlayer ;
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# endif
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logGlobal - > infoStream ( ) < < " \t Initializing video: " < < pomtime . getDiff ( ) ;
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# ifndef __ANDROID__
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//we can properly play intro only in the main thread, so we have to move loading to the separate thread
boost : : thread loading ( init ) ;
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# else
// on Android threaded init is broken
init ( ) ;
# endif
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if ( ! gNoGUI )
{
if ( ! vm . count ( " battle " ) & & ! vm . count ( " nointro " ) )
playIntro ( ) ;
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SDL_FillRect ( screen , nullptr , 0 ) ;
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}
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CSDL_Ext : : update ( screen ) ;
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# ifndef __ANDROID__
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loading . join ( ) ;
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# endif
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logGlobal - > infoStream ( ) < < " Initialization of VCMI (together): " < < total . getDiff ( ) ;
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if ( ! vm . count ( " battle " ) )
{
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Settings session = settings . write [ " session " ] ;
session [ " autoSkip " ] . Bool ( ) = vm . count ( " autoSkip " ) ;
session [ " oneGoodAI " ] . Bool ( ) = vm . count ( " oneGoodAI " ) ;
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std : : string fileToStartFrom ; //none by default
if ( vm . count ( " start " ) )
fileToStartFrom = vm [ " start " ] . as < std : : string > ( ) ;
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if ( fileToStartFrom . size ( ) & & boost : : filesystem : : exists ( fileToStartFrom ) )
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startGameFromFile ( fileToStartFrom ) ; //ommit pregame and start the game using settings from file
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else
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{
if ( fileToStartFrom . size ( ) )
{
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logGlobal - > warnStream ( ) < < " Warning: cannot find given file to start from ( " < < fileToStartFrom
< < " ). Falling back to main menu. " ;
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}
GH . curInt = CGPreGame : : create ( ) ; //will set CGP pointer to itself
}
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}
else
{
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auto si = new StartInfo ( ) ;
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si - > mode = StartInfo : : DUEL ;
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si - > mapname = vm [ " battle " ] . as < std : : string > ( ) ;
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si - > playerInfos [ PlayerColor ( 0 ) ] . color = PlayerColor ( 0 ) ;
si - > playerInfos [ PlayerColor ( 1 ) ] . color = PlayerColor ( 1 ) ;
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startGame ( si ) ;
}
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if ( ! gNoGUI )
{
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mainGUIThread = new boost : : thread ( & CGuiHandler : : run , & GH ) ;
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listenForEvents ( ) ;
}
else
{
while ( true )
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 1000 ) ) ;
}
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return 0 ;
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}
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void printInfoAboutIntObject ( const CIntObject * obj , int level )
{
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std : : stringstream sbuffer ;
sbuffer < < std : : string ( level , ' \t ' ) ;
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sbuffer < < typeid ( * obj ) . name ( ) < < " *** " ;
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if ( obj - > active )
{
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# define PRINT(check, text) if (obj->active & CIntObject::check) sbuffer << text
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PRINT ( LCLICK , ' L ' ) ;
PRINT ( RCLICK , ' R ' ) ;
PRINT ( HOVER , ' H ' ) ;
PRINT ( MOVE , ' M ' ) ;
PRINT ( KEYBOARD , ' K ' ) ;
PRINT ( TIME , ' T ' ) ;
PRINT ( GENERAL , ' A ' ) ;
PRINT ( WHEEL , ' W ' ) ;
PRINT ( DOUBLECLICK , ' D ' ) ;
# undef PRINT
}
else
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sbuffer < < " inactive " ;
sbuffer < < " at " < < obj - > pos . x < < " x " < < obj - > pos . y ;
sbuffer < < " ( " < < obj - > pos . w < < " x " < < obj - > pos . h < < " ) " ;
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logGlobal - > infoStream ( ) < < sbuffer . str ( ) ;
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for ( const CIntObject * child : obj - > children )
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printInfoAboutIntObject ( child , level + 1 ) ;
}
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void processCommand ( const std : : string & message )
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{
std : : istringstream readed ;
readed . str ( message ) ;
std : : string cn ; //command name
readed > > cn ;
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if ( LOCPLINT & & LOCPLINT - > cingconsole )
LOCPLINT - > cingconsole - > print ( message ) ;
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if ( ermInteractiveMode )
{
if ( cn = = " exit " )
{
ermInteractiveMode = false ;
return ;
}
else
{
if ( client & & client - > erm )
client - > erm - > executeUserCommand ( message ) ;
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std : : cout < < " erm> " ;
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}
}
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else if ( message = = std : : string ( " die, fool " ) )
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{
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exit ( EXIT_SUCCESS ) ;
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}
else if ( cn = = " erm " )
{
ermInteractiveMode = true ;
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std : : cout < < " erm> " ;
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}
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else if ( cn = = std : : string ( " activate " ) )
{
int what ;
readed > > what ;
switch ( what )
{
case 0 :
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GH . topInt ( ) - > activate ( ) ;
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break ;
case 1 :
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adventureInt - > activate ( ) ;
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break ;
case 2 :
LOCPLINT - > castleInt - > activate ( ) ;
break ;
}
}
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else if ( cn = = " redraw " )
{
GH . totalRedraw ( ) ;
}
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else if ( cn = = " screen " )
{
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std : : cout < < " Screenbuf points to " ;
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if ( screenBuf = = screen )
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logGlobal - > errorStream ( ) < < " screen " ;
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else if ( screenBuf = = screen2 )
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logGlobal - > errorStream ( ) < < " screen2 " ;
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else
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logGlobal - > errorStream ( ) < < " ?!? " ;
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SDL_SaveBMP ( screen , " Screen_c.bmp " ) ;
SDL_SaveBMP ( screen2 , " Screen2_c.bmp " ) ;
}
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else if ( cn = = " save " )
{
std : : string fname ;
readed > > fname ;
client - > save ( fname ) ;
}
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else if ( cn = = " load " )
{
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// TODO: this code should end the running game and manage to call startGame instead
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std : : string fname ;
readed > > fname ;
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client - > loadGame ( fname ) ;
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}
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else if ( message = = " get txt " )
{
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std : : cout < < " Command accepted. \t " ;
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std : : string outPath = VCMIDirs : : get ( ) . userCachePath ( ) + " /extracted/ " ;
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auto list = CResourceHandler : : get ( ) - > getFilteredFiles ( [ ] ( const ResourceID & ident )
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{
return ident . getType ( ) = = EResType : : TEXT & & boost : : algorithm : : starts_with ( ident . getName ( ) , " DATA/ " ) ;
} ) ;
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for ( auto & filename : list )
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{
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std : : string outName = outPath + filename . getName ( ) ;
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boost : : filesystem : : create_directories ( outName . substr ( 0 , outName . find_last_of ( " / " ) ) ) ;
std : : ofstream file ( outName + " .TXT " ) ;
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auto text = CResourceHandler : : get ( ) - > load ( filename ) - > readAll ( ) ;
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file . write ( ( char * ) text . first . get ( ) , text . second ) ;
}
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std : : cout < < " \r Extracting done :) \n " ;
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std : : cout < < " Extracted files can be found in " < < outPath < < " directory \n " ;
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}
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else if ( cn = = " crash " )
{
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int * ptr = nullptr ;
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* ptr = 666 ;
//disaster!
}
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else if ( cn = = " onlyai " )
{
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vm . insert ( std : : pair < std : : string , po : : variable_value > ( " onlyAI " , po : : variable_value ( ) ) ) ;
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}
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else if ( cn = = " ai " )
{
VLC - > IS_AI_ENABLED = ! VLC - > IS_AI_ENABLED ;
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std : : cout < < " Current AI status: " < < ( VLC - > IS_AI_ENABLED ? " enabled " : " disabled " ) < < std : : endl ;
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}
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else if ( cn = = " mp " & & adventureInt )
{
if ( const CGHeroInstance * h = dynamic_cast < const CGHeroInstance * > ( adventureInt - > selection ) )
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std : : cout < < h - > movement < < " ; max: " < < h - > maxMovePoints ( true ) < < " / " < < h - > maxMovePoints ( false ) < < std : : endl ;
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}
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else if ( cn = = " bonuses " )
{
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std : : cout < < " Bonuses of " < < adventureInt - > selection - > getHoverText ( ) < < std : : endl
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< < adventureInt - > selection - > getBonusList ( ) < < std : : endl ;
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std : : cout < < " \n Inherited bonuses: \n " ;
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TCNodes parents ;
adventureInt - > selection - > getParents ( parents ) ;
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for ( const CBonusSystemNode * parent : parents )
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{
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std : : cout < < " \n Bonuses from " < < typeid ( * parent ) . name ( ) < < std : : endl < < parent - > getBonusList ( ) < < std : : endl ;
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}
}
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else if ( cn = = " not dialog " )
{
LOCPLINT - > showingDialog - > setn ( false ) ;
}
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else if ( cn = = " gui " )
{
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for ( const IShowActivatable * child : GH . listInt )
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{
if ( const CIntObject * obj = dynamic_cast < const CIntObject * > ( child ) )
printInfoAboutIntObject ( obj , 0 ) ;
else
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std : : cout < < typeid ( * obj ) . name ( ) < < std : : endl ;
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}
}
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else if ( cn = = " tell " )
{
std : : string what ;
int id1 , id2 ;
readed > > what > > id1 > > id2 ;
if ( what = = " hs " )
{
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for ( const CGHeroInstance * h : LOCPLINT - > cb - > getHeroesInfo ( ) )
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if ( h - > type - > ID . getNum ( ) = = id1 )
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if ( const CArtifactInstance * a = h - > getArt ( ArtifactPosition ( id2 ) ) )
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std : : cout < < a - > nodeName ( ) ;
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}
}
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else if ( cn = = " set " )
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{
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std : : string what , value ;
readed > > what ;
Settings conf = settings . write [ " session " ] [ what ] ;
readed > > value ;
if ( value = = " on " )
conf - > Bool ( ) = true ;
else if ( value = = " off " )
conf - > Bool ( ) = false ;
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}
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else if ( cn = = " sinfo " )
{
std : : string fname ;
readed > > fname ;
if ( fname . size ( ) & & SEL )
{
CSaveFile out ( fname ) ;
out < < SEL - > sInfo ;
}
}
else if ( cn = = " start " )
{
std : : string fname ;
readed > > fname ;
startGameFromFile ( fname ) ;
}
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else if ( cn = = " unlock " )
{
std : : string mxname ;
readed > > mxname ;
if ( mxname = = " pim " & & LOCPLINT )
LOCPLINT - > pim - > unlock ( ) ;
}
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else if ( cn = = " def2bmp " )
{
std : : string URI ;
readed > > URI ;
if ( CResourceHandler : : get ( ) - > existsResource ( ResourceID ( " SPRITES/ " + URI ) ) )
{
CDefEssential * cde = CDefHandler : : giveDefEss ( URI ) ;
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std : : string outName = URI ;
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std : : string outPath = VCMIDirs : : get ( ) . userCachePath ( ) + " /extracted/ " ;
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boost : : filesystem : : create_directories ( outPath + outName ) ;
for ( size_t i = 0 ; i < cde - > ourImages . size ( ) ; i + + )
{
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std : : string filename = outPath + outName + ' / ' + boost : : lexical_cast < std : : string > ( i ) + " .bmp " ;
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SDL_SaveBMP ( cde - > ourImages [ i ] . bitmap , filename . c_str ( ) ) ;
}
}
else
logGlobal - > errorStream ( ) < < " File not found! " ;
}
else if ( cn = = " extract " )
{
std : : string URI ;
readed > > URI ;
if ( CResourceHandler : : get ( ) - > existsResource ( ResourceID ( URI ) ) )
{
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std : : string outName = URI ;
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std : : string outPath = VCMIDirs : : get ( ) . userCachePath ( ) + " /extracted/ " ;
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std : : string fullPath = outPath + outName ;
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auto data = CResourceHandler : : get ( ) - > load ( ResourceID ( URI ) ) - > readAll ( ) ;
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boost : : filesystem : : create_directories ( fullPath . substr ( 0 , fullPath . find_last_of ( " / " ) ) ) ;
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std : : ofstream outFile ( outPath + outName , std : : ofstream : : binary ) ;
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outFile . write ( ( char * ) data . first . get ( ) , data . second ) ;
}
else
logGlobal - > errorStream ( ) < < " File not found! " ;
}
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else if ( cn = = " setBattleAI " )
{
std : : string fname ;
readed > > fname ;
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std : : cout < < " Will try loading that AI to see if it is correct name... \n " ;
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try
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{
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if ( auto ai = CDynLibHandler : : getNewBattleAI ( fname ) ) //test that given AI is indeed available... heavy but it is easy to make a typo and break the game
{
Settings neutralAI = settings . write [ " server " ] [ " neutralAI " ] ;
neutralAI - > String ( ) = fname ;
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std : : cout < < " Setting changed, from now the battle ai will be " < < fname < < " ! \n " ;
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}
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}
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catch ( std : : exception & e )
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{
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logGlobal - > warnStream ( ) < < " Failed opening " < < fname < < " : " < < e . what ( ) ;
logGlobal - > warnStream ( ) < < " Setting not changes, AI not found or invalid! " ;
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}
}
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else if ( cn = = " autoskip " )
{
Settings session = settings . write [ " session " ] ;
session [ " autoSkip " ] . Bool ( ) = ! session [ " autoSkip " ] . Bool ( ) ;
}
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else if ( client & & client - > serv & & client - > serv - > connected & & LOCPLINT ) //send to server
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{
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boost : : unique_lock < boost : : recursive_mutex > un ( * LOCPLINT - > pim ) ;
LOCPLINT - > cb - > sendMessage ( message ) ;
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}
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}
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//plays intro, ends when intro is over or button has been pressed (handles events)
void playIntro ( )
{
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if ( CCS - > videoh - > openAndPlayVideo ( " 3DOLOGO.SMK " , 60 , 40 , screen , true ) )
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{
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CCS - > videoh - > openAndPlayVideo ( " AZVS.SMK " , 60 , 80 , screen , true ) ;
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}
}
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void dispose ( )
{
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if ( console )
delete console ;
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// cleanup, mostly to remove false leaks from analyzer
CResourceHandler : : clear ( ) ;
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if ( CCS )
{
CCS - > musich - > release ( ) ;
CCS - > soundh - > release ( ) ;
}
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CMessage : : dispose ( ) ;
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}
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//used only once during initialization
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static void setScreenRes ( int w , int h , int bpp , bool fullscreen , bool resetVideo )
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{
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// VCMI will only work with 2, 3 or 4 bytes per pixel
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vstd : : amax ( bpp , 16 ) ;
vstd : : amin ( bpp , 32 ) ;
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// Try to use the best screen depth for the display
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int suggestedBpp = SDL_VideoModeOK ( w , h , bpp , SDL_SWSURFACE | ( fullscreen ? SDL_FULLSCREEN : 0 ) ) ;
if ( suggestedBpp = = 0 )
{
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logGlobal - > errorStream ( ) < < " Error: SDL says that " < < w < < " x " < < h < < " resolution is not available! " ;
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return ;
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}
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bool bufOnScreen = ( screenBuf = = screen ) ;
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if ( suggestedBpp ! = bpp )
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{
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logGlobal - > infoStream ( ) < < boost : : format ( " Using %s bpp (bits per pixel) for the video mode. Default or overridden setting was %s bpp. " ) % suggestedBpp % bpp ;
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}
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//For some reason changing fullscreen via config window checkbox result in SDL_Quit event
if ( resetVideo )
{
if ( screen ) //screen has been already initialized
SDL_QuitSubSystem ( SDL_INIT_VIDEO ) ;
SDL_InitSubSystem ( SDL_INIT_VIDEO ) ;
}
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if ( ( screen = SDL_SetVideoMode ( w , h , suggestedBpp , SDL_SWSURFACE | ( fullscreen ? SDL_FULLSCREEN : 0 ) ) ) = = nullptr )
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{
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logGlobal - > errorStream ( ) < < " Requested screen resolution is not available ( " < < w < < " x " < < h < < " x " < < suggestedBpp < < " bpp) " ;
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throw std : : runtime_error ( " Requested screen resolution is not available \n " ) ;
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}
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logGlobal - > infoStream ( ) < < " New screen flags: " < < screen - > flags ;
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if ( screen2 )
SDL_FreeSurface ( screen2 ) ;
screen2 = CSDL_Ext : : copySurface ( screen ) ;
SDL_EnableUNICODE ( 1 ) ;
SDL_WM_SetCaption ( NAME . c_str ( ) , " " ) ; //set window title
SDL_ShowCursor ( SDL_DISABLE ) ;
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SDL_EnableKeyRepeat ( SDL_DEFAULT_REPEAT_DELAY , SDL_DEFAULT_REPEAT_INTERVAL ) ;
2009-08-22 16:59:15 +03:00
2009-11-28 19:21:54 +02:00
# ifdef _WIN32
SDL_SysWMinfo wm ;
SDL_VERSION ( & wm . version ) ;
int getwm = SDL_GetWMInfo ( & wm ) ;
if ( getwm = = 1 )
{
int sw = GetSystemMetrics ( SM_CXSCREEN ) ,
sh = GetSystemMetrics ( SM_CYSCREEN ) ;
RECT curpos ;
GetWindowRect ( wm . window , & curpos ) ;
int ourw = curpos . right - curpos . left ,
ourh = curpos . bottom - curpos . top ;
SetWindowPos ( wm . window , 0 , ( sw - ourw ) / 2 , ( sh - ourh ) / 2 , 0 , 0 , SWP_NOZORDER | SWP_NOSIZE ) ;
}
else
{
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logGlobal - > warnStream ( ) < < " Something went wrong, getwm= " < < getwm ;
logGlobal - > warnStream ( ) < < " SDL says: " < < SDL_GetError ( ) ;
logGlobal - > warnStream ( ) < < " Window won't be centered. " ;
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}
# endif
//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
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screenBuf = bufOnScreen ? screen : screen2 ;
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//setResolution = true;
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}
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static void fullScreenChanged ( )
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{
boost : : unique_lock < boost : : recursive_mutex > lock ( * LOCPLINT - > pim ) ;
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Settings full = settings . write [ " video " ] [ " fullscreen " ] ;
const bool toFullscreen = full - > Bool ( ) ;
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int bitsPerPixel = screen - > format - > BitsPerPixel ;
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bitsPerPixel = SDL_VideoModeOK ( screen - > w , screen - > h , bitsPerPixel , SDL_SWSURFACE | ( toFullscreen ? SDL_FULLSCREEN : 0 ) ) ;
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if ( bitsPerPixel = = 0 )
{
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logGlobal - > errorStream ( ) < < " Error: SDL says that " < < screen - > w < < " x " < < screen - > h < < " resolution is not available! " ;
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return ;
}
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bool bufOnScreen = ( screenBuf = = screen ) ;
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screen = SDL_SetVideoMode ( screen - > w , screen - > h , bitsPerPixel , SDL_SWSURFACE | ( toFullscreen ? SDL_FULLSCREEN : 0 ) ) ;
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screenBuf = bufOnScreen ? screen : screen2 ;
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GH . totalRedraw ( ) ;
}
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static void listenForEvents ( )
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{
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SettingsListener resChanged = settings . listen [ " video " ] [ " fullscreen " ] ;
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resChanged ( [ ] ( const JsonNode & newState ) { CGuiHandler : : pushSDLEvent ( SDL_USEREVENT , FULLSCREEN_TOGGLED ) ; } ) ;
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while ( 1 ) //main SDL events loop
{
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SDL_Event ev ;
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int ret = SDL_WaitEvent ( & ev ) ;
if ( ret = = 0 | | ( ev . type = = SDL_QUIT ) | |
( ev . type = = SDL_KEYDOWN & & ev . key . keysym . sym = = SDLK_F4 & & ( ev . key . keysym . mod & KMOD_ALT ) ) )
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{
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handleQuit ( ) ;
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continue ;
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}
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else if ( LOCPLINT & & ev . type = = SDL_KEYDOWN & & ev . key . keysym . sym = = SDLK_F4 )
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{
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Settings full = settings . write [ " video " ] [ " fullscreen " ] ;
full - > Bool ( ) = ! full - > Bool ( ) ;
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continue ;
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}
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else if ( ev . type = = SDL_USEREVENT )
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{
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switch ( ev . user . code )
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{
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case RETURN_TO_MAIN_MENU :
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{
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endGame ( ) ;
GH . curInt = CGPreGame : : create ( ) ; ;
GH . defActionsDef = 63 ;
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}
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break ;
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case STOP_CLIENT :
client - > endGame ( false ) ;
break ;
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case RESTART_GAME :
{
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StartInfo si = * client - > getStartInfo ( true ) ;
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endGame ( ) ;
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startGame ( & si ) ;
}
break ;
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case PREPARE_RESTART_CAMPAIGN :
{
auto si = reinterpret_cast < StartInfo * > ( ev . user . data1 ) ;
endGame ( ) ;
startGame ( si ) ;
}
break ;
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case RETURN_TO_MENU_LOAD :
endGame ( ) ;
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CGPreGame : : create ( ) ;
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GH . defActionsDef = 63 ;
CGP - > update ( ) ;
CGP - > menu - > switchToTab ( vstd : : find_pos ( CGP - > menu - > menuNameToEntry , " load " ) ) ;
GH . curInt = CGP ;
break ;
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case FULLSCREEN_TOGGLED :
fullScreenChanged ( ) ;
break ;
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default :
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logGlobal - > errorStream ( ) < < " Error: unknown user event. Code " < < ev . user . code ;
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assert ( 0 ) ;
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}
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continue ;
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}
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{
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boost : : unique_lock < boost : : mutex > lock ( eventsM ) ;
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events . push ( ev ) ;
}
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}
}
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void startGame ( StartInfo * options , CConnection * serv /* = nullptr*/ )
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{
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if ( vm . count ( " onlyAI " ) )
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{
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auto ais = vm . count ( " ai " ) ? vm [ " ai " ] . as < std : : vector < std : : string > > ( ) : std : : vector < std : : string > ( ) ;
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int i = 0 ;
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for ( auto & elem : options - > playerInfos )
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{
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elem . second . playerID = PlayerSettings : : PLAYER_AI ;
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if ( i < ais . size ( ) )
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elem . second . name = ais [ i + + ] ;
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}
}
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client = new CClient ;
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CPlayerInterface : : howManyPeople = 0 ;
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switch ( options - > mode ) //new game
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{
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case StartInfo : : NEW_GAME :
case StartInfo : : CAMPAIGN :
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case StartInfo : : DUEL :
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client - > newGame ( serv , options ) ;
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break ;
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case StartInfo : : LOAD_GAME :
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std : : string fname = options - > mapname ;
boost : : algorithm : : erase_last ( fname , " .vlgm1 " ) ;
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client - > loadGame ( fname ) ;
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break ;
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}
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client - > connectionHandler = new boost : : thread ( & CClient : : run , client ) ;
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}
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void endGame ( )
{
client - > endGame ( ) ;
vstd : : clear_pointer ( client ) ;
}
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void handleQuit ( )
{
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auto quitApplication = [ ] ( )
{
if ( client ) client - > endGame ( ) ;
if ( mainGUIThread )
{
GH . terminate = true ;
if ( mainGUIThread - > get_id ( ) ! = boost : : this_thread : : get_id ( ) ) mainGUIThread - > join ( ) ;
delete mainGUIThread ;
mainGUIThread = nullptr ;
}
delete console ;
console = nullptr ;
boost : : this_thread : : sleep ( boost : : posix_time : : milliseconds ( 750 ) ) ;
if ( ! gNoGUI )
SDL_Quit ( ) ;
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std : : cout < < " Ending... \n " ;
exit ( 0 ) ;
} ;
if ( client & & LOCPLINT )
{
CCS - > curh - > changeGraphic ( ECursor : : ADVENTURE , 0 ) ;
LOCPLINT - > showYesNoDialog ( CGI - > generaltexth - > allTexts [ 69 ] , quitApplication , 0 ) ;
}
else
{
quitApplication ( ) ;
}
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}