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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

Rest of commit: broken battles, starting hero, town displaying and linker errors.

Further changes for netcode.
This commit is contained in:
Michał W. Urbańczyk
2008-06-30 00:06:41 +00:00
parent b26024e607
commit ea8562a6b1
33 changed files with 1027 additions and 2450 deletions

368
CMT.cpp
View File

@@ -9,14 +9,10 @@
#include "SDL_Extensions.h"
#include "SDL_framerate.h"
#include <cmath>
#include <stdio.h>
#include <string.h>
#include <string>
#include <assert.h>
#include <vector>
#include "zlib.h"
#include <cmath>
#include <ctime>
#include "hch\CArtHandler.h"
#include "hch\CHeroHandler.h"
#include "hch\CCreatureHandler.h"
@@ -28,7 +24,6 @@
#include "hch\CMusicHandler.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"
@@ -46,12 +41,11 @@
#include "CLuaHandler.h"
#include "CLua.h"
#include "CAdvmapInterface.h"
#include "CCastleInterface.h"
#include "client\Graphics.h"
const char * NAME = "VCMI \"Altanatse\" 0.7";
#include <boost/asio.hpp>
std::string NAME = NAME_VER + std::string(" (client)");
DLL_EXPORT void initDLL(CLodHandler *b);
SDL_Color playerColorPalette[256]; //palette to make interface colors good
using boost::asio::ip::tcp;
SDL_Surface * screen, * screen2;
extern SDL_Surface * CSDL_Ext::std32bppSurface;
TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
@@ -64,258 +58,30 @@ void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * sc
}
CGI->state->cppscripts.insert(script);
}
void initGameState(Mapa * map, CGameInfo * cgi)
{
cgi->state->day=0;
/*********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());
ins.second.color=ins.first;
ins.second.serial=i;
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<map->heroes.size();i++) //heroes instances
{
if (map->heroes[i]->getOwner()<0)
continue;
CGHeroInstance * vhi = (map->heroes[i]);
if(!vhi->type)
vhi->type = cgi->heroh->heroes[vhi->subID];
//vhi->subID = vhi->type->ID;
if (vhi->level<1)
{
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;
//initial army
if (!vhi->army.slots.size()) //standard army
{
int pom, pom2=0;
for(int x=0;x<3;x++)
{
pom = (cgi->creh->nameToID[vhi->type->refTypeStack[x]]);
if(pom>=145 && pom<=149) //war machine
{
pom2++;
switch (pom)
{
case 145: //catapult
vhi->artifWorn[16] = 3;
break;
default:
pom-=145;
vhi->artifWorn[13+pom] = 4+pom;
break;
}
continue;
}
vhi->army.slots[x-pom2].first = &(cgi->creh->creatures[pom]);
if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
vhi->army.slots[x-pom2].second = (rand()%pom)+vhi->type->lowStack[x];
else
vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
}
}
cgi->state->players[vhi->getOwner()].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(map->width, Woff);
for(int g=-Woff; g<map->width+Woff; ++g)
k->second.fogOfWarMap[g].resize(map->height, Hoff);
for(int g=-Woff; g<map->width+Woff; ++g)
for(int h=-Hoff; h<map->height+Hoff; ++h)
k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
for(int g=-Woff; g<map->width+Woff; ++g)
for(int h=-Hoff; h<map->height+Hoff; ++h)
for(int v=0; v<map->twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 0;
for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
{
for(int yd=0; yd<map->height; ++yd)
{
for(int ch=0; ch<k->second.heroes.size(); ++ch)
{
int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
}
}
}
}
/****************************TOWNS************************************************/
for (int i=0;i<map->towns.size();i++)
{
CGTownInstance * vti =(map->towns[i]);
if(!vti->town)
vti->town = &CGI->townh->towns[vti->subID];
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name=vti->town->names[rand()%vti->town->names.size()];
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.insert(10);
vti->builtBuildings.insert(5);
vti->builtBuildings.insert(30);
if(rand()%2)
vti->builtBuildings.insert(31);
}
cgi->state->players[vti->getOwner()].towns.push_back(vti);
}
for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
{
for(int yd=0; yd<map->height; ++yd)
{
for(int ch=0; ch<k->second.towns.size(); ++ch)
{
int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
}
}
}
//init visiting heroes
for(int l=0; l<k->second.heroes.size();l++)
{
for(int m=0; m<k->second.towns.size();m++)
{
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
if(vistile == k->second.heroes[l]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
break;
}
}
}
}
/****************************SCRIPTS************************************************/
std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &cgi->state->objscr; //alias for easier access
/****************************C++ OBJECT SCRIPTS************************************************/
std::map<int,CCPPObjectScript*> scripts;
CScriptCallback * csc = new CScriptCallback();
csc->gs = cgi->state;
handleCPPObjS(&scripts,new CVisitableOPH(csc));
handleCPPObjS(&scripts,new CVisitableOPW(csc));
handleCPPObjS(&scripts,new CPickable(csc));
handleCPPObjS(&scripts,new CMines(csc));
handleCPPObjS(&scripts,new CTownScript(csc));
handleCPPObjS(&scripts,new CHeroScript(csc));
handleCPPObjS(&scripts,new CMonsterS(csc));
handleCPPObjS(&scripts,new CCreatureGen(csc));
//created map
/****************************LUA OBJECT SCRIPTS************************************************/
std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
for (int i=0; i<lf->size(); i++)
{
try
{
std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
CLuaCallback::registerFuncs(objs->is);
//objs
for (int j=0; j<temp->size(); j++)
{
int obid ; //obj ID
int dspos = (*temp)[j].find_first_of('_');
obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
std::string fname = (*temp)[j].substr(0,dspos);
if (skrypty->find(obid)==skrypty->end())
skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
}
delete temp;
}HANDLE_EXCEPTION
}
/****************************INITIALIZING OBJECT SCRIPTS************************************************/
std::string temps("newObject");
for (int i=0; i<map->objects.size(); i++)
{
//c++ scripts
if (scripts.find(map->objects[i]->ID) != scripts.end())
{
map->objects[i]->state = scripts[map->objects[i]->ID];
map->objects[i]->state->newObject(map->objects[i]);
}
else
{
map->objects[i]->state = NULL;
}
// lua scripts
if(cgi->state->checkFunc(map->objects[i]->ID,temps))
(*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
}
delete lf;
}
int _tmain(int argc, _TCHAR* argv[])
{
{ /*
boost::asio::io_service io_service;
boost::system::error_code error = boost::asio::error::host_not_found;
tcp::socket socket(io_service);
tcp::resolver resolver(io_service);
tcp::resolver::query query("127.0.0.1", "3030");
tcp::resolver::iterator endpoint_iterator = resolver.resolve(tcp::resolver::query("127.0.0.1", "3030"));
socket.connect(*endpoint_iterator, error);
boost::array<char, 128> buf;
size_t len = socket.read_some(boost::asio::buffer(buf), error);
if (error == boost::asio::error::eof)
; // Connection closed cleanly by peer.
else if (error)
throw boost::system::system_error(error); // Some other error.
std::cout.write(buf.data(), len);
len = socket.read_some(boost::asio::buffer(buf), error);
std::cout.write(buf.data(), len);*/
srand ( time(NULL) );
CPG=NULL;
atexit(SDL_Quit);
@@ -330,7 +96,7 @@ int _tmain(int argc, _TCHAR* argv[])
{
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,""); //set window title
SDL_WM_SetCaption(NAME.c_str(),""); //set window title
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int rmask = 0xff000000;int gmask = 0x00ff0000;int bmask = 0x0000ff00;int amask = 0x000000ff;
#else
@@ -390,43 +156,6 @@ int _tmain(int argc, _TCHAR* argv[])
graphics->loadHeroAnim(animacje);
THC std::cout<<"\tHero animations: "<<tmh.getDif()<<std::endl;
THC std::cout<<"Initializing game graphics: "<<tmh.getDif()<<std::endl;
//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
//palette initialization
std::string pals = cgi->bitmaph->getTextFile("PLAYERS.PAL");
int startPoint = 24; //beginning byte; used to read
for(int i=0; i<256; ++i)
{
SDL_Color col;
col.r = pals[startPoint++];
col.g = pals[startPoint++];
col.b = pals[startPoint++];
col.unused = pals[startPoint++];
playerColorPalette[i] = col;
}
//palette initialized
THC std::cout<<"Preparing players' colours: "<<tmh.getDif()<<std::endl;
CMessage::init();
cgi->generaltexth = new CGeneralTextHandler;
cgi->generaltexth->load();
@@ -435,8 +164,17 @@ int _tmain(int argc, _TCHAR* argv[])
THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
THC std::cout<<"Initialization of VCMI (togeter): "<<total.getDif()<<std::endl;
cpg->mush = mush;
cgi->scenarioOps = cpg->runLoop();
THC tmh.getDif();pomtime.getDif();
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;
@@ -462,20 +200,13 @@ int _tmain(int argc, _TCHAR* argv[])
cgi->objh = objh;
THC std::cout<<"\tObject handler: "<<pomtime.getDif()<<std::endl;
cgi->dobjinfo = new CDefObjInfoHandler;
cgi->dobjinfo->load();
THC std::cout<<"\tDef information handler: "<<pomtime.getDif()<<std::endl;
cgi->state = new CGameState();
cgi->state->players = std::map<int, PlayerState>();
THC std::cout<<"\tGamestate: "<<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 initailization (together): "<<tmh.getDif()<<std::endl;
THC std::cout<<"Handlers initialization (together): "<<tmh.getDif()<<std::endl;
std::string mapname = cpg->ourScenSel->mapsel.ourMaps[cpg->ourScenSel->mapsel.selected].filename;
std::cout<<"Opening map file: "<<mapname<<"\t\t"<<std::flush;
@@ -494,8 +225,11 @@ int _tmain(int argc, _TCHAR* argv[])
std::cout<<"done."<<std::endl;
Mapa * mapa = new Mapa(initTable);
THC std::cout<<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
CMapHandler * mh = new CMapHandler();
cgi->mh = mh;
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;
THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
mh->loadDefs();
@@ -503,18 +237,16 @@ int _tmain(int argc, _TCHAR* argv[])
mh->init();
THC std::cout<<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
initGameState(mapa,cgi);
THC std::cout<<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
for (int i=0; i<cgi->state->scenarioOps->playerInfos.size();i++) //initializing interfaces
{
if(!cgi->scenarioOps.playerInfos[i].human)
cgi->playerint.push_back(static_cast<CGameInterface*>(CAIHandler::getNewAI(new CCallback(cgi->state,cgi->scenarioOps.playerInfos[i].color),"EmptyAI.dll")));
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")));
else
{
cgi->state->currentPlayer=cgi->scenarioOps.playerInfos[i].color;
cgi->playerint.push_back(new CPlayerInterface(cgi->scenarioOps.playerInfos[i].color,i));
((CPlayerInterface*)(cgi->playerint[i]))->init(new CCallback(cgi->state,cgi->scenarioOps.playerInfos[i].color));
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