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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"
#include "hch/CVideoHandler.h"
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#include "SDL_mixer.h"
#include "hch/CBuildingHandler.h"
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#include "SDL_Extensions.h"
#include "SDL_framerate.h"
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#include <cmath>
#include <string>
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#include <vector>
#include "zlib.h"
#include <cmath>
#include "hch/CArtHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CCreatureHandler.h"
#include "hch/CAbilityHandler.h"
#include "hch/CSpellHandler.h"
#include "hch/CBuildingHandler.h"
#include "hch/CObjectHandler.h"
#include "CGameInfo.h"
#include "hch/CMusicHandler.h"
#include "hch/CLodHandler.h"
#include "hch/CDefHandler.h"
#include "hch/CTownHandler.h"
#include "hch/CDefObjInfoHandler.h"
#include "hch/CAmbarCendamo.h"
#include "mapHandler.h"
#include "global.h"
#include "CPreGame.h"
#include "hch/CGeneralTextHandler.h"
#include "CConsoleHandler.h"
#include "CCursorHandler.h"
#include "CScreenHandler.h"
#include "CPathfinder.h"
#include "CGameState.h"
#include "CCallback.h"
#include "CPlayerInterface.h"
#include "CLuaHandler.h"
#include "CLua.h"
#include "CAdvmapInterface.h"
#include "client/Graphics.h"
#include <boost/thread.hpp>
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#include "lib/Connection.h"
std::string NAME = NAME_VER + std::string(" (client)");
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DLL_EXPORT void initDLL(CLodHandler *b);
SDL_Surface * screen, * screen2;
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extern SDL_Surface * CSDL_Ext::std32bppSurface;
TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
{
std::vector<int> tempv = script->yourObjects();
for (int i=0;i<tempv.size();i++)
{
(*mapa)[tempv[i]]=script;
}
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CGI->state->cppscripts.insert(script);
}
int _tmain(int argc, _TCHAR* argv[])
{
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//boost::thread servthr(boost::bind(system,"VCMI_server.exe")); //runs server executable;
//TODO: add versions for other platforms
CConnection c("localhost","3030",NAME,std::cout);
int r;
c >> r;
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std::cout << NAME << std::endl;
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srand ( time(NULL) );
CPG=NULL;
atexit(SDL_Quit);
CGameInfo * cgi = CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
//CLuaHandler luatest;
//luatest.test();
//CBIKHandler cb;
//cb.open("CSECRET.BIK");
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std::cout << "Starting... " << std::endl;
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THC timeHandler tmh, total, pomtime;
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0)
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{
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screen = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/); //initializing important global surface
THC std::cout<<"\tInitializing screen: "<<pomtime.getDif()<<std::endl;
SDL_WM_SetCaption(NAME.c_str(),""); //set window title
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int rmask = 0xff000000;int gmask = 0x00ff0000;int bmask = 0x0000ff00;int amask = 0x000000ff;
#else
int rmask = 0x000000ff; int gmask = 0x0000ff00; int bmask = 0x00ff0000; int amask = 0xff000000;
#endif
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CSDL_Ext::std32bppSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 32, rmask, gmask, bmask, amask);
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THC std::cout<<"\tInitializing minors: "<<pomtime.getDif()<<std::endl;
TTF_Init();
TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
GEOR16 = TTF_OpenFont("Fonts\\georgia.ttf",16);
GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22);
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GEORM = TTF_OpenFont("Fonts\\georgia.ttf",10);
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atexit(TTF_Quit);
THC std::cout<<"\tInitializing fonts: "<<pomtime.getDif()<<std::endl;
CMusicHandler * mush = new CMusicHandler; //initializing audio
mush->initMusics();
//audio initialized
cgi->consoleh = new CConsoleHandler;
cgi->mush = mush;
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cgi->curh = new CCursorHandler;
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THC std::cout<<"\tInitializing sound and cursor: "<<pomtime.getDif()<<std::endl;
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THC std::cout<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
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CDefHandler::Spriteh = cgi->spriteh = new CLodHandler();
cgi->spriteh->init("Data\\H3sprite.lod","Sprites");
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BitmapHandler::bitmaph = cgi->bitmaph = new CLodHandler;
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cgi->bitmaph->init("Data\\H3bitmap.lod","Data");
THC std::cout<<"Loading .lod files: "<<tmh.getDif()<<std::endl;
initDLL(cgi->bitmaph);
THC std::cout<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
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//cgi->curh->initCursor();
//cgi->curh->showGraphicCursor();
pomtime.getDif();
cgi->screenh = new CScreenHandler;
cgi->screenh->initScreen();
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THC std::cout<<"\tScreen handler: "<<pomtime.getDif()<<std::endl;
cgi->townh = new CTownHandler;
cgi->townh->loadNames();
THC std::cout<<"\tTown handler: "<<pomtime.getDif()<<std::endl;
CAbilityHandler * abilh = new CAbilityHandler;
abilh->loadAbilities();
cgi->abilh = abilh;
THC std::cout<<"\tAbility handler: "<<pomtime.getDif()<<std::endl;
CHeroHandler * heroh = new CHeroHandler;
heroh->loadHeroes();
heroh->loadPortraits();
cgi->heroh = heroh;
THC std::cout<<"\tHero handler: "<<pomtime.getDif()<<std::endl;
THC std::cout<<"Preparing first handlers: "<<tmh.getDif()<<std::endl;
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pomtime.getDif();
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graphics = new Graphics();
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THC std::cout<<"\tMain graphics: "<<tmh.getDif()<<std::endl;
std::vector<CDefHandler **> animacje;
for(std::vector<CHeroClass *>::iterator i = cgi->heroh->heroClasses.begin();i!=cgi->heroh->heroClasses.end();i++)
animacje.push_back(&((*i)->*(&CHeroClass::moveAnim)));
graphics->loadHeroAnim(animacje);
THC std::cout<<"\tHero animations: "<<tmh.getDif()<<std::endl;
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THC std::cout<<"Initializing game graphics: "<<tmh.getDif()<<std::endl;
CMessage::init();
cgi->generaltexth = new CGeneralTextHandler;
cgi->generaltexth->load();
THC std::cout<<"Preparing more handlers: "<<tmh.getDif()<<std::endl;
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CPreGame * cpg = new CPreGame(); //main menu and submenus
THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
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THC std::cout<<"Initialization of VCMI (togeter): "<<total.getDif()<<std::endl;
cpg->mush = mush;
StartInfo *options = new StartInfo(cpg->runLoop());
cgi->dobjinfo = new CDefObjInfoHandler;
cgi->dobjinfo->load();
THC std::cout<<"\tDef information handler: "<<pomtime.getDif()<<std::endl;
cgi->state = new CGameState();
cgi->state->scenarioOps = options;
THC std::cout<<"\tGamestate: "<<pomtime.getDif()<<std::endl;
THC tmh.getDif();pomtime.getDif();//reset timers
CArtHandler * arth = new CArtHandler;
arth->loadArtifacts();
cgi->arth = arth;
THC std::cout<<"\tArtifact handler: "<<pomtime.getDif()<<std::endl;
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CCreatureHandler * creh = new CCreatureHandler();
creh->loadCreatures();
cgi->creh = creh;
THC std::cout<<"\tCreature handler: "<<pomtime.getDif()<<std::endl;
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CSpellHandler * spellh = new CSpellHandler;
spellh->loadSpells();
cgi->spellh = spellh;
THC std::cout<<"\tSpell handler: "<<pomtime.getDif()<<std::endl;
CBuildingHandler * buildh = new CBuildingHandler;
buildh->loadBuildings();
cgi->buildh = buildh;
THC std::cout<<"\tBuilding handler: "<<pomtime.getDif()<<std::endl;
CObjectHandler * objh = new CObjectHandler;
objh->loadObjects();
cgi->objh = objh;
THC std::cout<<"\tObject handler: "<<pomtime.getDif()<<std::endl;
cgi->pathf = new CPathfinder();
THC std::cout<<"\tPathfinder: "<<pomtime.getDif()<<std::endl;
cgi->consoleh->cb = new CCallback(cgi->state,-1);
cgi->consoleh->runConsole();
THC std::cout<<"\tCallback and console: "<<pomtime.getDif()<<std::endl;
THC std::cout<<"Handlers initialization (together): "<<tmh.getDif()<<std::endl;
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std::string mapname = cpg->ourScenSel->mapsel.ourMaps[cpg->ourScenSel->mapsel.selected].filename;
std::cout<<"Opening map file: "<<mapname<<"\t\t"<<std::flush;
gzFile map = gzopen(mapname.c_str(),"rb");
std::vector<unsigned char> mapstr; int pom;
while((pom=gzgetc(map))>=0)
{
mapstr.push_back(pom);
}
gzclose(map);
unsigned char *initTable = new unsigned char[mapstr.size()];
for(int ss=0; ss<mapstr.size(); ++ss)
{
initTable[ss] = mapstr[ss];
}
std::cout<<"done."<<std::endl;
Mapa * mapa = new Mapa(initTable);
THC std::cout<<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
cgi->state->init(options,mapa,8);
CMapHandler * mh = cgi->mh = new CMapHandler();
THC std::cout<<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
mh->map = mapa;
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THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
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mh->loadDefs();
THC std::cout<<"Reading terrain defs: "<<tmh.getDif()<<std::endl;
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mh->init();
THC std::cout<<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
for (int i=0; i<cgi->state->scenarioOps->playerInfos.size();i++) //initializing interfaces
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{
if(!cgi->state->scenarioOps->playerInfos[i].human)
cgi->playerint.push_back(static_cast<CGameInterface*>(CAIHandler::getNewAI(new CCallback(cgi->state,cgi->state->scenarioOps->playerInfos[i].color),"EmptyAI.dll")));
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else
{
cgi->state->currentPlayer=cgi->state->scenarioOps->playerInfos[i].color;
cgi->playerint.push_back(new CPlayerInterface(cgi->state->scenarioOps->playerInfos[i].color,i));
((CPlayerInterface*)(cgi->playerint[i]))->init(new CCallback(cgi->state,cgi->state->scenarioOps->playerInfos[i].color));
}
}
///claculating FoWs for minimap
/****************************Minimaps' FoW******************************************/
for(int g=0; g<cgi->playerint.size(); ++g)
{
if(!cgi->playerint[g]->human)
continue;
CMinimap & mm = ((CPlayerInterface*)cgi->playerint[g])->adventureInt->minimap;
int mw = mm.map[0]->w, mh = mm.map[0]->h,
wo = mw/CGI->mh->sizes.x, ho = mh/CGI->mh->sizes.y;
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for(int d=0; d<cgi->mh->map->twoLevel+1; ++d)
{
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SDL_Surface * pt = CSDL_Ext::newSurface(mm.pos.w, mm.pos.h, CSDL_Ext::std32bppSurface);
for (int i=0; i<mw; i++)
{
for (int j=0; j<mh; j++)
{
int3 pp( ((i*CGI->mh->sizes.x)/mw), ((j*CGI->mh->sizes.y)/mh), d );
if ( !((CPlayerInterface*)cgi->playerint[g])->cb->isVisible(pp) )
{
CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0);
}
}
}
CSDL_Ext::update(pt);
mm.FoW.push_back(pt);
}
}
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while(1) //main game loop, one execution per turn
{
cgi->consoleh->cb->newTurn();
for (int i=0;i<cgi->playerint.size();i++)
{
cgi->state->currentPlayer=cgi->playerint[i]->playerID;
try
{
cgi->playerint[i]->yourTurn();
}HANDLE_EXCEPTION
}
}
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}
else
{
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printf("Something was wrong: %s/n", SDL_GetError());
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return -1;
}
}