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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 <stdio.h>
#include <string.h>
#include <string>
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#include <assert.h>
#include <vector>
#include "zlib.h"
#include <cmath>
#include <ctime>
#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\CSemiLodHandler.h"
#include "hch\CLodHandler.h"
#include "hch\CDefHandler.h"
#include "hch\CSndHandler.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"
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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 \"Tol Galen\"";
SDL_Surface * ekran, * screen, * screen2;
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TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
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//#include "lua.h"
//#include "lualib.h"
//#include "lauxlib.h"
//#include <luabind/luabind.hpp>
//#include <luabind/function.hpp>
//#include <luabind/class.hpp>
//
//#if (LUA_VERSION_NUM < 500)
//# define LUA_OPEN_LIB(L, lib) lib(L)
//#else
//# define LUA_OPEN_LIB(L, lib) \
// lua_pushcfunction((L), lib); \
// lua_pcall((L), 0, 0, 0);
//#endif
//void piszpowitanie2(std::string i)
//{
// std::cout<<"powitanie2zc++. Liczba dnia to " << i;
//}
void initGameState(CGameInfo * cgi)
{
cgi->state->day=1;
/*********creating players entries in gs****************************************/
for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++)
{
std::pair<int,PlayerState> ins(cgi->scenarioOps.playerInfos[i].color,PlayerState());
cgi->state->players.insert(ins);
}
/******************RESOURCES****************************************************/
//TODO: zeby komputer dostawal inaczej niz gracz
std::vector<int> startres;
std::ifstream tis("config/startres.txt");
int k;
for (int j=0;j<cgi->scenarioOps.difficulty;j++)
{
tis >> k;
for (int z=0;z<RESOURCE_QUANTITY;z++)
tis>>k;
}
tis >> k;
for (int i=0;i<RESOURCE_QUANTITY;i++)
{
tis >> k;
startres.push_back(k);
}
tis.close();
for (std::map<int,PlayerState>::iterator i = cgi->state->players.begin(); i!=cgi->state->players.end(); i++)
{
(*i).second.resources.resize(RESOURCE_QUANTITY);
for (int x=0;x<RESOURCE_QUANTITY;x++)
(*i).second.resources[x] = startres[x];
}
/*************************HEROES************************************************/
for (int i=0; i<cgi->heroh->heroInstances.size();i++) //heroes instances
{
if (!cgi->heroh->heroInstances[i]->type || cgi->heroh->heroInstances[i]->owner<0)
continue;
CHeroInstance * vhi = new CHeroInstance();
*vhi=*(cgi->heroh->heroInstances[i]);
if (!vhi->level)
{
vhi->exp=40+rand()%50;
vhi->level = 1;
}
if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
{
if (vhi->primSkills.size()<PRIMARY_SKILLS)
vhi->primSkills.resize(PRIMARY_SKILLS);
vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
vhi->primSkills[2] = vhi->type->heroClass->initialPower;
vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
vhi->mana = vhi->primSkills[3]*10;
}
if (!vhi->name.length())
{
vhi->name = vhi->type->name;
}
if (!vhi->biography.length())
{
vhi->biography = vhi->type->biography;
}
if (vhi->portrait < 0)
vhi->portrait = vhi->type->ID;
cgi->state->players[vhi->owner].heroes.push_back(vhi);
}
/*************************FOG**OF**WAR******************************************/
for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
{
k->second.fogOfWarMap.resize(cgi->ac->map.width);
for(int g=0; g<cgi->ac->map.width; ++g)
k->second.fogOfWarMap[g].resize(cgi->ac->map.height);
for(int g=0; g<cgi->ac->map.width; ++g)
for(int h=0; h<cgi->ac->map.height; ++h)
k->second.fogOfWarMap[g][h].resize(cgi->ac->map.twoLevel+1);
for(int g=0; g<cgi->ac->map.width; ++g)
for(int h=0; h<cgi->ac->map.height; ++h)
for(int v=0; v<cgi->ac->map.twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 1;
}
/****************************TOWNS************************************************/
for (int i=0;i<cgi->townh->townInstances.size();i++)
{
CTownInstance * vti = new CTownInstance();
(*vti)=*(cgi->townh->townInstances[i]);
cgi->state->players[vti->owner].towns.push_back(vti);
}
}
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int _tmain(int argc, _TCHAR* argv[])
{
//int iErr = 0;
//lua_State *lua = lua_open (); // Open Lua
// LUA_OPEN_LIB(lua, luaopen_base);
// LUA_OPEN_LIB(lua, luaopen_io);
//if ((iErr = luaL_loadfile (lua, "test.lua")) == 0)
//{
//
// // Call main...
// if ((iErr = lua_pcall (lua, 0, LUA_MULTRET, 0)) == 0)
// {
// luabind::open(lua);
// luabind::module(lua)
// [
// luabind::def("powitanie",&piszpowitanie2)
// ];
// //int ret = luabind::call_function<int>(lua, "helloWorld2");
// lua_pushstring (lua, "helloWorld2");
// lua_gettable (lua, LUA_GLOBALSINDEX);
// lua_pcall (lua, 0, 0, 0);
// // Push the function name onto the stack
// lua_pushstring (lua, "helloWorld");
// lua_gettable (lua, LUA_GLOBALSINDEX);
// lua_pcall (lua, 0, 0, 0);
// }
//}
//lua_close (lua);
//CBIKHandler cb;
//cb.open("CSECRET.BIK");
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 *temp;
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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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GEORM = TTF_OpenFont("Fonts\\georgia.ttf",10);
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CMusicHandler * mush = new CMusicHandler; //initializing audio
mush->initMusics();
//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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screen2 = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
screen = SDL_ConvertSurface(screen2, screen2->format, SDL_SWSURFACE);
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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->consoleh = new CConsoleHandler;
cgi->consoleh->runConsole();
cgi->mush = mush;
cgi->curh = new CCursorHandler;
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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"));
THC std::cout<<"Loading .lod files: "<<tmh.getDif()<<std::endl;
cgi->curh->initCursor();
cgi->curh->showGraphicCursor();
cgi->screenh = new CScreenHandler;
cgi->screenh->initScreen();
//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;
cgi->generaltexth = new CGeneralTextHandler;
cgi->generaltexth->load();
THC std::cout<<"Preparing first 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;
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->dobjinfo = new CDefObjInfoHandler;
cgi->dobjinfo->load();
cgi->state = new CGameState();
cgi->state->players = std::map<int, PlayerState>();
cgi->state->cb = new CCallback(cgi->state);
cgi->pathf = new CPathfinder();
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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("RoEtest"); //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;
initGameState(cgi);
THC std::cout<<"Initializing GameState: "<<tmh.getDif()<<std::endl;
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for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
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{
//TODO: uncomment when AI will be done
//if(cgi->scenarioOps.playerInfos[i].name=="AI")
// cgi->playerint.push_back(new CGlobalAI());
//else
{
cgi->state->currentPlayer=i;
cgi->playerint.push_back(new CPlayerInterface(cgi->scenarioOps.playerInfos[i].color,i));
((CPlayerInterface*)(cgi->playerint[i]))->init(cgi->state->cb);
}
}
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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;
}
}