// CMT.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include "SDL.h" #include "SDL_TTF.h" #include "hch\CVideoHandler.h" #include "SDL_mixer.h" #include "hch\CBuildingHandler.h" #include "SDL_Extensions.h" #include "SDL_framerate.h" #include #include #include #include #include #include #include "zlib.h" #include #include #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" #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 const char * NAME = "VCMI 0.3 \"Tol Galen\""; SDL_Surface * ekran, * screen, * screen2; TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM; //#include "lua.h" //#include "lualib.h" //#include "lauxlib.h" //#include //#include //#include // //#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; iscenarioOps.playerInfos.size();i++) { std::pair ins(cgi->scenarioOps.playerInfos[i].color,PlayerState()); cgi->state->players.insert(ins); } /******************RESOURCES****************************************************/ //TODO: zeby komputer dostawal inaczej niz gracz std::vector startres; std::ifstream tis("config/startres.txt"); int k; for (int j=0;jscenarioOps.difficulty;j++) { tis >> k; for (int z=0;z>k; } tis >> k; for (int i=0;i> k; startres.push_back(k); } tis.close(); for (std::map::iterator i = cgi->state->players.begin(); i!=cgi->state->players.end(); i++) { (*i).second.resources.resize(RESOURCE_QUANTITY); for (int x=0;xheroh->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()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::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k) { k->second.fogOfWarMap.resize(cgi->ac->map.width); for(int g=0; gac->map.width; ++g) k->second.fogOfWarMap[g].resize(cgi->ac->map.height); for(int g=0; gac->map.width; ++g) for(int h=0; hac->map.height; ++h) k->second.fogOfWarMap[g][h].resize(cgi->ac->map.twoLevel+1); for(int g=0; gac->map.width; ++g) for(int h=0; hac->map.height; ++h) for(int v=0; vac->map.twoLevel+1; ++v) k->second.fogOfWarMap[g][h][v] = 1; } /****************************TOWNS************************************************/ for (int i=0;itownh->townInstances.size();i++) { CTownInstance * vti = new CTownInstance(); (*vti)=*(cgi->townh->townInstances[i]); cgi->state->players[vti->owner].towns.push_back(vti); } } 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(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; srand ( time(NULL) ); SDL_Surface *temp; std::vector Sprites; float i; if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0) { CPG=NULL; 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); GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22); GEORM = TTF_OpenFont("Fonts\\georgia.ttf",10); CMusicHandler * mush = new CMusicHandler; //initializing audio mush->initMusics(); //audio initialized /*if(Mix_PlayMusic(mush->mainMenuWoG, -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... }*/ screen2 = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/); screen = SDL_ConvertSurface(screen2, screen2->format, SDL_SWSURFACE); ekran = screen; SDL_WM_SetCaption(NAME,""); //set window title 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; THC std::cout<<"Initializing screen, fonts and sound handling: "<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: "<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(); 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: "<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; 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(); cgi->state->cb = new CCallback(cgi->state); cgi->pathf = new CPathfinder(); THC std::cout<<"Handlers initailization: "<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; ssbufor); //czytanie nagłówka cgi->ac = ac; THC std::cout<<"Reading file: "<deh3m(); THC std::cout<<"Detecting file (together): "<loadDefs(); THC std::cout<<"Reading terrain defs: "<mh = mh; mh->reader = ac; THC std::cout<<"Creating mapHandler: "<init(); THC std::cout<<"Initializing mapHandler: "<scenarioOps.playerInfos.size();i++) //initializing interfaces { //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); } } while(1) //main game loop, one execution per turn { for (int i=0;iplayerint.size();i++) { cgi->state->currentPlayer=cgi->playerint[i]->playerID; cgi->playerint[i]->yourTurn(); } } } else { printf("Something was wrong: %s/n", SDL_GetError()); return -1; } }