// CMT.cpp : Defines the entry point for the console application. // #include "StdInc.h" #include #include #include "UIFramework/SDL_Extensions.h" #include "CGameInfo.h" #include "mapHandler.h" #include "CPreGame.h" #include "CCastleInterface.h" #include "../lib/CConsoleHandler.h" #include "UIFramework/CCursorHandler.h" #include "../lib/CGameState.h" #include "../CCallback.h" #include "CPlayerInterface.h" #include "CAdvmapInterface.h" #include "../lib/CBuildingHandler.h" #include "CVideoHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/CCreatureHandler.h" #include "../lib/CSpellHandler.h" #include "CMusicHandler.h" #include "CVideoHandler.h" #include "../lib/CLodHandler.h" #include "CDefHandler.h" #include "../lib/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 "../lib/NetPacks.h" #include "CMessage.h" #include "../lib/CObjectHandler.h" #include "../lib/CArtHandler.h" #include "../lib/CScriptingModule.h" #include "../lib/GameConstants.h" #include "UIFramework/CGuiHandler.h" #ifdef _WIN32 #include "SDL_syswm.h" #endif #include "../lib/CDefObjInfoHandler.h" #include "../lib/UnlockGuard.h" #if __MINGW32__ #undef main #endif namespace po = boost::program_options; /* * 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 = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name CGuiHandler GH; static CClient *client=NULL; 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; VCMIDirs GVCMIDirs; std::queue events; boost::mutex eventsM; static bool gOnlyAI = false; //static bool setResolution = false; //set by event handling thread after resolution is adjusted static bool ermInteractiveMode = false; //structurize when time is right void processCommand(const std::string &message); static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo=true); void dispose(); void playIntro(); static void listenForEvents(); //void requestChangingResolution(); void startGame(StartInfo * options, CConnection *serv = NULL); #ifndef _WIN32 #ifndef _GNU_SOURCE #define _GNU_SOURCE #endif #include #endif void startGameFromFile(const std::string &fname) { if(fname.size() && boost::filesystem::exists(fname)) { StartInfo si; CLoadFile out(fname); if(!out.sfile || !*out.sfile) { tlog1 << "Failed to open startfile, falling back to the main menu!\n"; GH.curInt = CGPreGame::create(); return; } out >> si; while(GH.topInt()) GH.popIntTotally(GH.topInt()); startGame(&si); } } void init() { CStopWatch tmh, pomtime; tlog0 << "\tInitializing minors: " << pomtime.getDiff() << std::endl; //initializing audio // Note: because of interface button range, volume can only be a // multiple of 11, from 0 to 99. CCS->soundh = new CSoundHandler; CCS->soundh->init(); CCS->soundh->setVolume(settings["general"]["sound"].Float()); CCS->musich = new CMusicHandler; CCS->musich->init(); CCS->musich->setVolume(settings["general"]["music"].Float()); tlog0<<"\tInitializing sound: "<(CGI)->setFromLib(); CCS->soundh->initCreaturesSounds(CGI->creh->creatures); CCS->soundh->initSpellsSounds(CGI->spellh->spells); tlog0<<"Initializing VCMI_Lib: "<curh = new CCursorHandler; CCS->curh->initCursor(); CCS->curh->show(); tlog0<<"Screen handler: "<loadHeroAnims(); tlog0<<"\tMain graphics: "<(), "runs game in duel mode (battle-only") ("start", po::value(), "starts game from saved StartInfo file") ("onlyAI", "runs without GUI, all players will be default AI") ("oneGoodAI", "puts one default AI and the rest will be EmptyAI") ("autoSkip", "automatically skip turns in GUI") ("disable-video", "disable video player") ("nointro,i", "skips intro movies"); po::variables_map vm; if(argc > 1) { try { po::store(po::parse_command_line(argc, argv, opts), vm); } catch(std::exception &e) { tlog1 << "Failure during parsing command-line options:\n" << e.what() << std::endl; } } po::notify(vm); if(vm.count("help")) { prog_help(opts); return 0; } if(vm.count("version")) { prog_version(); return 0; } //Set environment vars to make window centered. Sometimes work, sometimes not. :/ putenv((char*)"SDL_VIDEO_WINDOW_POS"); putenv((char*)"SDL_VIDEO_CENTERED=1"); CStopWatch total, pomtime; std::cout.flags(std::ios::unitbuf); logfile = new std::ofstream((GVCMIDirs.UserPath + "/VCMI_Client_log.txt").c_str()); console = new CConsoleHandler; *console->cb = boost::bind(&processCommand, _1); console->start(); atexit(dispose); tlog0 <<"Creating console and logfile: "< cannot load 32-bit DLLs for video handling CCS->videoh = new CEmptyVideoPlayer; #else if (!vm.count("disable-video")) CCS->videoh = new CVideoPlayer; else CCS->videoh = new CEmptyVideoPlayer; #endif tlog0<<"\tInitializing video: "<()); } else { StartInfo *si = new StartInfo(); si->mode = StartInfo::DUEL; si->mapname = vm["battle"].as(); si->playerInfos[0].color = 0; si->playerInfos[1].color = 1; startGame(si); } mainGUIThread = new boost::thread(&CGuiHandler::run, boost::ref(GH)); listenForEvents(); return 0; } void printInfoAboutIntObject(const CIntObject *obj, int level) { int tabs = level; while(tabs--) tlog4 << '\t'; tlog4 << typeid(*obj).name() << " *** " << (obj->active ? "" : "not ") << "active"; tlog4 << " at " << obj->pos.x <<"x"<< obj->pos.y << "\n"; BOOST_FOREACH(const CIntObject *child, obj->children) printInfoAboutIntObject(child, level+1); } void processCommand(const std::string &message) { std::istringstream readed; readed.str(message); std::string cn; //command name readed >> cn; if(LOCPLINT && LOCPLINT->cingconsole) LOCPLINT->cingconsole->print(message); if(ermInteractiveMode) { if(cn == "exit") { ermInteractiveMode = false; return; } else { if(client && client->erm) client->erm->executeUserCommand(message); tlog0 << "erm>"; } } else if(message==std::string("die, fool")) { exit(EXIT_SUCCESS); } else if(cn == "erm") { ermInteractiveMode = true; tlog0 << "erm>"; } 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=="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=="resolution" || cn == "r") { if(LOCPLINT) { tlog1 << "Resolution can be set only before starting the game.\n"; return; } std::map, config::GUIOptions >::iterator j; int i=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 { auto j = conf.guiOptions.begin(); std::advance(j, i - 1); //move j to the i-th resolution info const int w = j->first.first, h = j->first.second; Settings screen = settings.write["video"]["screenRes"]; screen["width"].Float() = w; screen["height"].Float() = h; conf.SetResolution(screen["width"].Float(), screen["height"].Float()); tlog0 << "Screen resolution set to " << (int)screen["width"].Float() << " x " << (int)screen["height"].Float() <<". It will be applied afters game restart.\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(GameConstants::DATA_DIR + "/Data/H3bitmap.lod",""); tlog0<<"done.\nScanning .lod file\n"; BOOST_FOREACH(Entry e, txth->entries) if( e.type == FILE_TEXT ) txth->extractFile(std::string(GVCMIDirs.UserPath + "/Extracted_txts/")+e.name, e.name, FILE_TEXT); tlog0<<"\rExtracting done :)\n"; } else if(cn=="crash") { int *ptr = NULL; *ptr = 666; //disaster! } else if(cn == "onlyai") { gOnlyAI = true; } else if (cn == "ai") { VLC->IS_AI_ENABLED = !VLC->IS_AI_ENABLED; tlog4 << "Current AI status: " << (VLC->IS_AI_ENABLED ? "enabled" : "disabled") << std::endl; } else if(cn == "mp" && adventureInt) { if(const CGHeroInstance *h = dynamic_cast(adventureInt->selection)) tlog0 << h->movement << "; max: " << h->maxMovePoints(true) << "/" << h->maxMovePoints(false) << std::endl; } else if(cn == "bonuses") { tlog0 << "Bonuses of " << adventureInt->selection->getHoverText() << std::endl << adventureInt->selection->getBonusList() << std::endl; tlog0 << "\nInherited bonuses:\n"; TCNodes parents; adventureInt->selection->getParents(parents); BOOST_FOREACH(const CBonusSystemNode *parent, parents) { tlog0 << "\nBonuses from " << typeid(*parent).name() << std::endl << parent->getBonusList() << std::endl; } } else if(cn == "not dialog") { LOCPLINT->showingDialog->setn(false); } else if(cn == "gui") { BOOST_FOREACH(const IShowActivatable *child, GH.listInt) { if(const CIntObject *obj = dynamic_cast(child)) printInfoAboutIntObject(obj, 0); else tlog4 << typeid(*obj).name() << std::endl; } } else if(cn=="tell") { std::string what; int id1, id2; readed >> what >> id1 >> id2; if(what == "hs") { BOOST_FOREACH(const CGHeroInstance *h, LOCPLINT->cb->getHeroesInfo()) if(h->type->ID == id1) if(const CArtifactInstance *a = h->getArt(id2)) tlog4 << a->nodeName(); } } else if (cn == "set") { std::string what, value; readed >> what; Settings conf = settings.write["session"][what]; readed >> value; if (value == "on") conf->Bool() = true; else if (value == "off") conf->Bool() = false; } else if(cn == "sinfo") { std::string fname; readed >> fname; if(fname.size() && SEL) { CSaveFile out(fname); out << SEL->sInfo; } } else if(cn == "start") { std::string fname; readed >> fname; startGameFromFile(fname); } else if(cn == "unlock") { std::string mxname; readed >> mxname; if(mxname == "pim" && LOCPLINT) LOCPLINT->pim->unlock(); } else if(client && client->serv && client->serv->connected && LOCPLINT) //send to server { boost::unique_lock un(*LOCPLINT->pim); LOCPLINT->cb->sendMessage(message); } } //plays intro, ends when intro is over or button has been pressed (handles events) void playIntro() { if(CCS->videoh->openAndPlayVideo("3DOLOGO.SMK", 60, 40, screen, true)) { CCS->videoh->openAndPlayVideo("AZVS.SMK", 60, 80, screen, true); } } void dispose() { if (console) delete console; delete logfile; } //used only once during initialization static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo) { // VCMI will only work with 2, 3 or 4 bytes per pixel vstd::amax(bpp, 16); vstd::amin(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 << "Note: SDL suggests to use " << suggestedBpp << " bpp instead of" << bpp << " bpp " << std::endl; } //For some reason changing fullscreen via config window checkbox result in SDL_Quit event if (resetVideo) { 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 std::runtime_error("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; //setResolution = true; } static void fullScreenChanged(const JsonNode &newState) { boost::unique_lock lock(*LOCPLINT->pim); bool fullscreen = newState.Bool(); int bitsPerPixel = screen->format->BitsPerPixel; bitsPerPixel = SDL_VideoModeOK(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0)); if(bitsPerPixel == 0) { tlog1 << "Error: SDL says that " << screen->w << "x" << screen->h << " resolution is not available!\n"; return; } screen = SDL_SetVideoMode(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0)); GH.totalRedraw(); } static void listenForEvents() { SettingsListener resChanged = settings.listen["video"]["fullscreen"]; resChanged(fullScreenChanged); 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))) { if (client) client->endGame(); if (mainGUIThread) { GH.terminate = true; mainGUIThread->join(); delete mainGUIThread; mainGUIThread = NULL; } delete console; console = NULL; SDL_Delay(750); SDL_Quit(); tlog0 << "Ending...\n"; break; } else if(LOCPLINT && ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4) { Settings full = settings.write["video"]["fullscreen"]; full->Bool() = !full->Bool(); delete ev; continue; } else if(ev->type == SDL_USEREVENT) { auto endGame = [] { client->endGame(); vstd::clear_pointer(client); delete CGI->dobjinfo.get(); const_cast(CGI)->dobjinfo = new CDefObjInfoHandler; const_cast(CGI)->dobjinfo->load(); }; switch(ev->user.code) { /* case CHANGE_SCREEN_RESOLUTION: { tlog0 << "Changing resolution has been requested\n"; const JsonNode& video = settings["video"]; const JsonNode& res = video["gameRes"]; setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool()); break; }*/ case RETURN_TO_MAIN_MENU: endGame(); CGPreGame::create(); GH.curInt = CGP; GH.defActionsDef = 63; break; case STOP_CLIENT: client->endGame(false); break; case RESTART_GAME: { StartInfo si = *client->getStartInfo(); endGame(); startGame(&si); } break; case RETURN_TO_MENU_LOAD: endGame(); CGPreGame::create(); GH.defActionsDef = 63; CGP->update(); CGP->menu->switchToTab(vstd::find_pos(CGP->menu->menuNameToEntry, "load")); GH.curInt = CGP; break; default: tlog1 << "Error: unknown user event. Code " << ev->user.code << std::endl; assert(0); } delete ev; continue; } //tlog0 << " pushing "; { boost::unique_lock lock(eventsM); events.push(ev); } //tlog0 << " done\n"; } } void startGame(StartInfo * options, CConnection *serv/* = NULL*/) { GH.curInt =NULL; SDL_FillRect(screen, 0, 0); if(gOnlyAI) { for(std::map::iterator it = options->playerInfos.begin(); it != options->playerInfos.end(); ++it) { it->second.human = false; } } /* const JsonNode& res = settings["video"]["screenRes"]; if(screen->w != res["width"].Float() || screen->h != res["height"].Float()) { requestChangingResolution(); //allow event handling thread change resolution auto unlock = vstd::makeUnlockGuard(eventsM); while(!setResolution) boost::this_thread::sleep(boost::posix_time::milliseconds(50)); } else setResolution = true;*/ client = new CClient; CPlayerInterface::howManyPeople = 0; switch(options->mode) //new game { case StartInfo::NEW_GAME: case StartInfo::CAMPAIGN: case StartInfo::DUEL: client->newGame(serv, options); break; case StartInfo::LOAD_GAME: std::string fname = options->mapname; boost::algorithm::erase_last(fname,".vlgm1"); client->loadGame(fname); break; } client->connectionHandler = new boost::thread(&CClient::run, client); } /* void requestChangingResolution() { //mark that we are going to change resolution setResolution = false; //push special event to order event reading thread to change resolution SDL_Event ev; ev.type = SDL_USEREVENT; ev.user.code = CHANGE_SCREEN_RESOLUTION; SDL_PushEvent(&ev); } */