// CMT.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include "SDL.h" #include "SDL_TTF.h" #include "SDL_mixer.h" #include "CBuildingHandler.h" #include "SDL_Extensions.h" #include #include #include #include #include #include "zlib.h" #include #include #include "CArtHandler.h" #include "CHeroHandler.h" #include "CCreatureHandler.h" #include "CAbilityHandler.h" #include "CSpellHandler.h" #include "CBuildingHandler.h" #include "CObjectHandler.h" #include "CGameInfo.h" #if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__) # include # include # define SET_BINARY_MODE(file) setmode(fileno(file), O_BINARY) #else # define SET_BINARY_MODE(file) #endif #define CHUNK 16384 #define pi 3.14159 const char * NAME = "VCMI 0.2"; #include "CAmbarCendamo.h" #include "mapHandler.h" #include "global.h" #include "CPreGame.h" /* Compress from file source to file dest until EOF on source. def() returns Z_OK on success, Z_MEM_ERROR if memory could not be allocated for processing, Z_STREAM_ERROR if an invalid compression level is supplied, Z_VERSION_ERROR if the version of zlib.h and the version of the library linked do not match, or Z_ERRNO if there is an error reading or writing the files. */ SDL_Surface * ekran; TTF_Font * TNRB16, *TNR, *GEOR13; int def(FILE *source, FILE *dest, int level, int winBits=15, int memLevel =8) { int ret, flush; unsigned have; z_stream strm; unsigned char in[CHUNK]; unsigned char out[CHUNK]; /* allocate deflate state */ strm.zalloc = Z_NULL; strm.zfree = Z_NULL; strm.opaque = Z_NULL; ret = deflateInit2(&strm, level,Z_DEFLATED,winBits,memLevel,0);//8-15, 1-9, 0-2 if (ret != Z_OK) return ret; /* compress until end of file */ do { strm.avail_in = fread(in, 1, CHUNK, source); if (ferror(source)) { (void)deflateEnd(&strm); return Z_ERRNO; } flush = feof(source) ? Z_FINISH : Z_NO_FLUSH; strm.next_in = in; /* run deflate() on input until output buffer not full, finish compression if all of source has been read in */ do { strm.avail_out = CHUNK; strm.next_out = out; ret = deflate(&strm, flush); /* no bad return value */ assert(ret != Z_STREAM_ERROR); /* state not clobbered */ have = CHUNK - strm.avail_out; if (fwrite(out, 1, have, dest) != have || ferror(dest)) { (void)deflateEnd(&strm); return Z_ERRNO; } } while (strm.avail_out == 0); assert(strm.avail_in == 0); /* all input will be used */ /* done when last data in file processed */ } while (flush != Z_FINISH); assert(ret == Z_STREAM_END); /* stream will be complete */ /* clean up and return */ (void)deflateEnd(&strm); return Z_OK; } /* Decompress from file source to file dest until stream ends or EOF. inf() returns Z_OK on success, Z_MEM_ERROR if memory could not be allocated for processing, Z_DATA_ERROR if the deflate data is invalid or incomplete, Z_VERSION_ERROR if the version of zlib.h and the version of the library linked do not match, or Z_ERRNO if there is an error reading or writing the files. */ int inf(FILE *source, FILE *dest, int wBits = 15) { int ret; unsigned have; z_stream strm; unsigned char in[CHUNK]; unsigned char out[CHUNK]; /* allocate inflate state */ strm.zalloc = Z_NULL; strm.zfree = Z_NULL; strm.opaque = Z_NULL; strm.avail_in = 0; strm.next_in = Z_NULL; ret = inflateInit2(&strm, wBits); if (ret != Z_OK) return ret; /* decompress until deflate stream ends or end of file */ do { strm.avail_in = fread(in, 1, CHUNK, source); if (ferror(source)) { (void)inflateEnd(&strm); return Z_ERRNO; } if (strm.avail_in == 0) break; strm.next_in = in; /* run inflate() on input until output buffer not full */ do { strm.avail_out = CHUNK; strm.next_out = out; ret = inflate(&strm, Z_NO_FLUSH); assert(ret != Z_STREAM_ERROR); /* state not clobbered */ switch (ret) { case Z_NEED_DICT: ret = Z_DATA_ERROR; /* and fall through */ case Z_DATA_ERROR: case Z_MEM_ERROR: (void)inflateEnd(&strm); return ret; } have = CHUNK - strm.avail_out; if (fwrite(out, 1, have, dest) != have || ferror(dest)) { (void)inflateEnd(&strm); return Z_ERRNO; } } while (strm.avail_out == 0); /* done when inflate() says it's done */ } while (ret != Z_STREAM_END); /* clean up and return */ (void)inflateEnd(&strm); return ret == Z_STREAM_END ? Z_OK : Z_DATA_ERROR; } /* report a zlib or i/o error */ void zerr(int ret) { fputs("zpipe: ", stderr); switch (ret) { case Z_ERRNO: if (ferror(stdin)) fputs("error reading stdin\n", stderr); if (ferror(stdout)) fputs("error writing stdout\n", stderr); break; case Z_STREAM_ERROR: fputs("invalid compression level\n", stderr); break; case Z_DATA_ERROR: fputs("invalid or incomplete deflate data\n", stderr); break; case Z_MEM_ERROR: fputs("out of memory\n", stderr); break; case Z_VERSION_ERROR: fputs("zlib version mismatch!\n", stderr); } } void SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B) { Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel; if(SDL_BYTEORDER == SDL_BIG_ENDIAN) { p[0] = R; p[1] = G; p[2] = B; } else { p[0] = B; p[1] = G; p[2] = R; } SDL_UpdateRect(ekran, x, y, 1, 1); } int _tmain(int argc, _TCHAR* argv[]) { int xx=0, yy=0, zz=0; SDL_Event sEvent; srand ( time(NULL) ); SDL_Surface *screen, *temp; std::vector Sprites; float i; if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0) { TTF_Init(); atexit(TTF_Quit); 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); //initializing audio if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048)==-1) { printf("Mix_OpenAudio: %s\n", Mix_GetError()); exit(2); } atexit(Mix_CloseAudio); //audio initialized Mix_Music *music; music = Mix_LoadMUS("MP3\\MainMenuWoG.mp3"); if(!music) { printf("Mix_LoadMUS(\"MainMenuWoG.mp3\"): %s\n", Mix_GetError()); // this might be a critical error... } if(Mix_PlayMusic(music, -1)==-1) //uncomment this fragment to have music { printf("Mix_PlayMusic: %s\n", Mix_GetError()); // well, there's no music, but most games don't break without music... } screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/); ekran = screen; //FILE * zr = fopen("mal.txt","r"); //FILE * ko = fopen("wyn.txt","w"); //FILE * kodd = fopen("kod.txt","r"); //FILE * deko = fopen("dekod.txt","w"); //def(zr,ko,1); //inf(kodd, deko); //fclose(ko);fclose(zr); //for (int i=0;i<=20;i++) //{ // zr = fopen("kod2.txt","r"); // char c [200]; // sprintf(c,"wyn%d.txt",i); // ko = fopen(c,"w"); // def(zr,ko,i); // fclose(ko);fclose(zr); //} SDL_WM_SetCaption(NAME,""); //set window title CPreGame * cpg = new CPreGame(); cpg->runLoop(); THC timeHandler tmh; CGameInfo * cgi = new CGameInfo; CGameInfo::mainObj = cgi; CArtHandler * arth = new CArtHandler; arth->loadArtifacts(); cgi->arth = arth; CCreatureHandler * creh = new CCreatureHandler; creh->loadCreatures(); cgi->creh = creh; CAbilityHandler * abilh = new CAbilityHandler; abilh->loadAbilities(); cgi->abilh = abilh; CHeroHandler * heroh = new CHeroHandler; heroh->loadHeroes(); cgi->heroh = heroh; 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; CAmbarCendamo * ac = new CAmbarCendamo("Arrogance"); //4gryf cgi->ac = ac; THC std::cout<<"Wczytywanie pliku: "<deh3m(); THC std::cout<<"Rozpoznawianie pliku lacznie: "<loadDefs(); THC std::cout<<"Wczytywanie defow: "<reader = ac; THC std::cout<<"Stworzenie mapHandlera: "<init(); THC std::cout<<"Inicjalizacja mapHandlera: "<h=64;sr->w=64;sr->x=0;sr->y=0; SDL_Surface * teren = mh->terrainRect(xx,yy,32,24); THC std::cout<<"Przygotowanie terenu do wyswietlenia: "<defs[0]->ourImages[0].bitmap; //SDL_BlitSurface(ss, NULL, ekran, NULL); bool scrollingLeft = false; bool scrollingRight = false; bool scrollingUp = false; bool scrollingDown = false; for(;;) // main loop { try { if(SDL_PollEvent(&sEvent)) //wait for event... { if(sEvent.type==SDL_QUIT) return 0; else if (sEvent.type==SDL_KEYDOWN) { switch (sEvent.key.keysym.sym) { case SDLK_LEFT: { scrollingLeft = true; break; } case (SDLK_RIGHT): { scrollingRight = true; break; } case (SDLK_UP): { scrollingUp = true; break; } case (SDLK_DOWN): { scrollingDown = true; break; } case (SDLK_q): { return 0; break; } case (SDLK_u): { if(!ac->map.twoLevel) break; if (zz) zz--; else zz++; break; } } } //keydown end else if(sEvent.type==SDL_KEYUP) { switch (sEvent.key.keysym.sym) { case SDLK_LEFT: { scrollingLeft = false; break; } case (SDLK_RIGHT): { scrollingRight = false; break; } case (SDLK_UP): { scrollingUp = false; break; } case (SDLK_DOWN): { scrollingDown = false; break; } } }//keyup end } //event end /////////////// scrolling terrain if(scrollingLeft) { if(xx>0) xx--; } if(scrollingRight) { if(xxmap.width-25) xx++; } if(scrollingUp) { if(yy>0) yy--; } if(scrollingDown) { if(yymap.height-18) yy++; } SDL_FillRect(ekran, NULL, SDL_MapRGB(ekran->format, 0, 0, 0)); SDL_Surface * help = mh->terrainRect(xx,yy,25,18,zz); SDL_BlitSurface(help,NULL,ekran,NULL); SDL_FreeSurface(help); SDL_Flip(ekran); ///////// } catch(...) { continue; } SDL_Delay(25); //give time for other apps } return 0; } else { printf("Coś poszło nie tak: %s/n",SDL_GetError()); return -1; } }