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vcmi/client/CMT.cpp

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// CMT.cpp : Defines the entry point for the console application.
//
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#include "../stdafx.h"
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#include <cmath>
#include <string>
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#include <vector>
#include <queue>
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#include <cmath>
#include <boost/algorithm/string.hpp>
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#include <boost/filesystem/operations.hpp>
#include <boost/thread.hpp>
#include <SDL_mixer.h>
#include "SDL_Extensions.h"
#include "SDL_framerate.h"
#include "CGameInfo.h"
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#include "../mapHandler.h"
#include "../global.h"
#include "CPreGame.h"
#include "CCastleInterface.h"
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#include "../CConsoleHandler.h"
#include "CCursorHandler.h"
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#include "../lib/CGameState.h"
#include "../CCallback.h"
#include "CPlayerInterface.h"
#include "CAdvmapInterface.h"
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#include "../hch/CBuildingHandler.h"
#include "../hch/CVideoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CCreatureHandler.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CMusicHandler.h"
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#include "../hch/CVideoHandler.h"
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#include "../hch/CLodHandler.h"
#include "../hch/CDefHandler.h"
#include "../hch/CAmbarCendamo.h"
#include "../hch/CGeneralTextHandler.h"
#include "Graphics.h"
#include "Client.h"
#include "CConfigHandler.h"
#include "../lib/Connection.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include <cstdlib>
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#include "../lib/NetPacks.h"
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#include "CMessage.h"
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#ifdef _WIN32
#include "SDL_syswm.h"
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#endif
#if __MINGW32__
#undef main
#endif
/*
* 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
*
*/
std::string NAME_AFFIX = "client";
std::string NAME = NAME_VER + std::string(" (") + NAME_AFFIX + ')'; //application name
CGuiHandler GH;
static CClient *client;
SDL_Surface *screen = NULL, //main screen surface
*screen2 = NULL,//and hlp surface (used to store not-active interfaces layer)
*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
static boost::thread *mainGUIThread;
SystemOptions GDefaultOptions;
VCMIDirs GVCMIDirs;
std::queue<SDL_Event*> events;
boost::mutex eventsM;
static bool gOnlyAI = false;
void processCommand(const std::string &message);
static void setScreenRes(int w, int h, int bpp, bool fullscreen);
void dispose();
void playIntro();
static void listenForEvents();
void init()
{
timeHandler tmh, pomtime;
#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
CSDL_Ext::std32bppSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 32, rmask, gmask, bmask, amask);
tlog0 << "\tInitializing minors: " << pomtime.getDif() << std::endl;
{
//read system options
CLoadFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin", false);
if(settings.sfile)
{
settings >> GDefaultOptions;
}
else //file not found (probably, may be also some kind of access problem
{
tlog2 << "Warning: Cannot read system options, default settings will be used.\n";
//Try to create file
tlog2 << "VCMI will try to save default system options...\n";
GDefaultOptions.settingsChanged();
}
}
THC tlog0<<"\tLoading default system settings: "<<pomtime.getDif()<<std::endl;
//initializing audio
// Note: because of interface button range, volume can only be a
// multiple of 11, from 0 to 99.
CGI->soundh = new CSoundHandler;
CGI->soundh->init();
CGI->soundh->setVolume(GDefaultOptions.soundVolume);
CGI->musich = new CMusicHandler;
//CGI->musich->init();
//CGI->musich->setVolume(GDefaultOptions.musicVolume);
tlog0<<"\tInitializing sound: "<<pomtime.getDif()<<std::endl;
tlog0<<"Initializing screen and sound handling: "<<tmh.getDif()<<std::endl;
initDLL(::console,logfile);
CGI->setFromLib();
CGI->soundh->initCreaturesSounds(CGI->creh->creatures);
CGI->soundh->initSpellsSounds(CGI->spellh->spells);
tlog0<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
pomtime.getDif();
CGI->curh = new CCursorHandler;
CGI->curh->initCursor();
CGI->curh->show();
tlog0<<"Screen handler: "<<pomtime.getDif()<<std::endl;
pomtime.getDif();
graphics = new Graphics();
graphics->loadHeroAnims();
tlog0<<"\tMain graphics: "<<tmh.getDif()<<std::endl;
tlog0<<"Initializing game graphics: "<<tmh.getDif()<<std::endl;
CMessage::init();
tlog0<<"Message handler: "<<tmh.getDif()<<std::endl;
//CPG = new CPreGame(); //main menu and submenus
//tlog0<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
}
#ifndef __GNUC__
int _tmain(int argc, _TCHAR* argv[])
#else
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int main(int argc, char** argv)
#endif
{
//Set environment vars to make window centered. Sometimes work, sometimes not. :/
putenv("SDL_VIDEO_WINDOW_POS");
putenv("SDL_VIDEO_CENTERED=1");
tlog0 << "Starting... " << std::endl;
timeHandler total, pomtime;
std::cout.flags(std::ios::unitbuf);
logfile = new std::ofstream("VCMI_Client_log.txt");
console = new CConsoleHandler;
*console->cb = boost::bind(&processCommand, _1);
console->start();
atexit(dispose);
tlog0 <<"Creating console and logfile: "<<pomtime.getDif() << std::endl;
conf.init();
tlog0 <<"Loading settings: "<<pomtime.getDif() << std::endl;
tlog0 << NAME << std::endl;
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srand ( time(NULL) );
//CPG=NULL;
CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO))
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{
tlog1<<"Something was wrong: "<< SDL_GetError() << std::endl;
exit(-1);
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}
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atexit(SDL_Quit);
setScreenRes(800,600,conf.cc.bpp,conf.cc.fullscreen);
tlog0 <<"\tInitializing screen: "<<pomtime.getDif() << std::endl;
// Initialize video
CGI->videoh = new CVideoPlayer;
tlog0<<"\tInitializing video: "<<pomtime.getDif()<<std::endl;
//we can properly play intro only in the main thread, so we have to move loading to the separate thread
boost::thread loading(init);
playIntro();
SDL_FillRect(screen,NULL,0);
SDL_Flip(screen);
loading.join();
tlog0<<"Initialization of VCMI (together): "<<total.getDif()<<std::endl;
CGI->musich->playMusic(musicBase::mainMenu, -1);
GH.curInt = new CGPreGame; //will set CGP pointer to itself
mainGUIThread = new boost::thread(&CGuiHandler::run, boost::ref(GH));
listenForEvents();
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return 0;
}
void processCommand(const std::string &message)
{
std::istringstream readed;
readed.str(message);
std::string cn; //command name
readed >> cn;
int3 src, dst;
// int heronum;//TODO use me
int3 dest;
if(LOCPLINT && LOCPLINT->cingconsole)
LOCPLINT->cingconsole->print(message);
if(message==std::string("die, fool"))
exit(EXIT_SUCCESS);
else if(cn==std::string("activate"))
{
int what;
readed >> what;
switch (what)
{
case 0:
GH.topInt()->activate();
break;
case 1:
adventureInt->activate();
break;
case 2:
LOCPLINT->castleInt->activate();
break;
}
}
else if(cn=="redraw")
{
GH.totalRedraw();
}
else if(cn=="screen")
{
tlog0 << "Screenbuf points to ";
if(screenBuf == screen)
tlog1 << "screen";
else if(screenBuf == screen2)
tlog1 << "screen2";
else
tlog1 << "?!?";
tlog1 << std::endl;
SDL_SaveBMP(screen, "Screen_c.bmp");
SDL_SaveBMP(screen2, "Screen2_c.bmp");
}
else if(cn=="save")
{
std::string fname;
readed >> fname;
client->save(fname);
}
//else if(cn=="list")
//{
// if(CPG)
// for(int i = 0; i < CPG->ourScenSel->mapsel.ourGames.size(); i++)
// tlog0 << i << ".\t" << CPG->ourScenSel->mapsel.ourGames[i]->filename << std::endl;
//}
else if(cn=="load")
{
// TODO: this code should end the running game and manage to call startGame instead
std::string fname;
readed >> fname;
client->loadGame(fname);
}
//else if(cn=="ln")
//{
// int num;
// readed >> num;
// std::string &name = CPG->ourScenSel->mapsel.ourGames[num]->filename;
// client->load(name.substr(0, name.size()-6));
//}
else if(cn=="resolution" || cn == "r")
{
if(LOCPLINT)
{
tlog1 << "Resolution can be set only before starting the game.\n";
return;
}
std::map<std::pair<int,int>, config::GUIOptions >::iterator j;
int i=1, hlp=1;
tlog4 << "Available screen resolutions:\n";
for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end(); j++)
tlog4 << i++ <<". " << j->first.first << " x " << j->first.second << std::endl;
tlog4 << "Type number from 1 to " << i-1 << " to set appropriate resolution or 0 to cancel.\n";
std::cin >> i;
if(i < 0 || i > conf.guiOptions.size() || std::cin.bad() || std::cin.fail())
{
std::cin.clear();
tlog1 << "Invalid resolution ID! Not a number between 0 and " << conf.guiOptions.size() << ". No settings changed.\n";
}
else if(!i)
{
return;
}
else
{
for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end() && hlp++<i; j++); //move j to the i-th resolution info
conf.cc.resx = j->first.first;
conf.cc.resy = j->first.second;
tlog0 << "Screen resolution set to " << conf.cc.resx << " x " << conf.cc.resy <<". It will be aplied when the game starts.\n";
}
}
else if(message=="get txt")
{
boost::filesystem::create_directory("Extracted_txts");
tlog0<<"Command accepted. Opening .lod file...\t";
CLodHandler * txth = new CLodHandler;
txth->init(std::string(DATA_DIR "/Data/H3bitmap.lod"),"");
tlog0<<"done.\nScanning .lod file\n";
int curp=0;
std::string pattern = ".TXT", pom;
for(int i=0;i<txth->entries.size(); i++)
{
pom = txth->entries[i].nameStr;
if(boost::algorithm::find_last(pom,pattern))
{
txth->extractFile(std::string(DATA_DIR "/Extracted_txts/")+pom,pom);
}
if(i%8) continue;
int p2 = ((float)i/(float)txth->entries.size())*(float)100;
if(p2!=curp)
{
curp = p2;
tlog0<<"\r"<<curp<<"%";
}
}
tlog0<<"\rExtracting done :)\n";
}
else if(cn=="crash")
{
int *ptr = NULL;
*ptr = 666;
//disaster!
}
else if(cn == "onlyai")
{
gOnlyAI = true;
}
else if(client && client->serv && client->serv->connected) //send to server
{
PlayerMessage pm(LOCPLINT->playerID,message);
*client->serv << &pm;
}
}
//plays intro, ends when intro is over or button has been pressed (handles events)
void playIntro()
{
if(CGI->videoh->openAndPlayVideo("3DOLOGO.SMK", 60, 40, screen, true))
{
CGI->videoh->openAndPlayVideo("AZVS.SMK", 60, 80, screen, true);
}
}
void dispose()
{
delete logfile;
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if (console)
delete console;
}
static void setScreenRes(int w, int h, int bpp, bool fullscreen)
{
// VCMI will only work with 3 or 4 bytes per pixel
if (bpp < 24) bpp = 24;
if (bpp > 32) bpp = 32;
// Try to use the best screen depth for the display
int suggestedBpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
if(suggestedBpp == 0)
{
tlog1 << "Error: SDL says that " << w << "x" << h << " resolution is not available!\n";
return;
}
bool bufOnScreen = (screenBuf == screen);
if(suggestedBpp != bpp)
{
tlog2 << "Warning: SDL says that " << bpp << "bpp is wrong and suggests " << suggestedBpp << std::endl;
}
if(screen) //screen has been already initialized
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_InitSubSystem(SDL_INIT_VIDEO);
if((screen = SDL_SetVideoMode(w, h, suggestedBpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0))) == NULL)
{
tlog1 << "Requested screen resolution is not available (" << w << "x" << h << "x" << suggestedBpp << "bpp)\n";
throw "Requested screen resolution is not available\n";
}
tlog0 << "New screen flags: " << screen->flags << std::endl;
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);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
#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
{
tlog3 << "Something went wrong, getwm=" << getwm << std::endl;
tlog3 << "SDL says: " << SDL_GetError() << std::endl;
tlog3 << "Window won't be centered.\n";
}
#endif
//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
screenBuf = bufOnScreen ? screen : screen2;
}
static void listenForEvents()
{
while(1) //main SDL events loop
{
SDL_Event *ev = new SDL_Event();
//tlog0 << "Waiting... ";
int ret = SDL_WaitEvent(ev);
//tlog0 << "got " << (int)ev->type;
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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if (client)
client->stop();
if (mainGUIThread)
{
GH.terminate = true;
mainGUIThread->join();
delete mainGUIThread;
mainGUIThread = NULL;
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}
delete console;
console = NULL;
SDL_Delay(750);
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SDL_Quit();
tlog0 << "Ending...\n";
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break;
}
else if(LOCPLINT && ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4)
{
boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
bool full = !(screen->flags&SDL_FULLSCREEN);
setScreenRes(conf.cc.resx,conf.cc.resy,conf.cc.bpp,full);
GH.totalRedraw();
delete ev;
continue;
}
else if(ev->type == SDL_USEREVENT && ev->user.code == 1)
{
setScreenRes(conf.cc.resx,conf.cc.resy,conf.cc.bpp,conf.cc.fullscreen);
delete ev;
continue;
}
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else if (ev->type == SDL_USEREVENT && ev->user.code == 2) //something want to quit to main menu
{
client->stop();
delete client;
client = NULL;
delete ev;
GH.curInt = CGP;
continue;
}
//tlog0 << " pushing ";
eventsM.lock();
events.push(ev);
eventsM.unlock();
//tlog0 << " done\n";
}
}
void startGame(StartInfo * options)
{
GH.curInt =NULL;
if(gOnlyAI)
{
for (size_t i =0; i < options->playerInfos.size(); i++)
{
options->playerInfos[i].human = false;
}
}
if(screen->w != conf.cc.resx || screen->h != conf.cc.resy)
{
//push special event to order event reading thread to change resolution
SDL_Event ev;
ev.type = SDL_USEREVENT;
ev.user.code = 1;
SDL_PushEvent(&ev);
}
client = new CClient;
if(options->mode == 0) //new game
{
client->newGame(NULL, options);
}
else //load game
{
std::string fname = options->mapname;
boost::algorithm::erase_last(fname,".vlgm1");
client->loadGame(fname);
}
CGI->musich->stopMusic();
client->connectionHandler = new boost::thread(&CClient::run, client);
}