// 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" #include "CPlayerInterface.h" #include "CLuaHandler.h" #include "CLua.h" #include "CAdvmapInterface.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 0.5 \"Tirion\""; SDL_Surface * ekran, * screen, * screen2; TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM; void handleCPPObjS(std::map * mapa, CCPPObjectScript * script) { std::vector tempv = script->yourObjects(); for (int i=0;istate->cppscripts.insert(script); } void initGameState(CGameInfo * cgi) { cgi->state->day=0; /*********creating players entries in gs****************************************/ for (int i=0; iscenarioOps.playerInfos.size();i++) { std::pair 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 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]->getOwner()<0) continue; //CGHeroInstance * vhi = new CGHeroInstance(); //*vhi=*(cgi->heroh->heroInstances[i]); CGHeroInstance * vhi = (cgi->heroh->heroInstances[i]); vhi->subID = vhi->type->ID; 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; //initial army if (!vhi->army.slots.size()) { vhi->army.slots[0].first = &(cgi->creh->creatures[(cgi->creh->nameToID[vhi->type->refType1stack])]); vhi->army.slots[0].second = (rand()%(vhi->type->high1stack-vhi->type->low1stack))+vhi->type->low1stack; vhi->army.slots[1].first = &(cgi->creh->creatures[(cgi->creh->nameToID[vhi->type->refType2stack])]); vhi->army.slots[1].second = (rand()%(vhi->type->high2stack-vhi->type->low2stack))+vhi->type->low2stack; vhi->army.slots[2].first = &(cgi->creh->creatures[(cgi->creh->nameToID[vhi->type->refType3stack])]); vhi->army.slots[2].second = (rand()%(vhi->type->high3stack-vhi->type->low3stack))+vhi->type->low3stack; } cgi->state->players[vhi->getOwner()].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, Woff); for(int g=-Woff; gac->map.width+Woff; ++g) k->second.fogOfWarMap[g].resize(cgi->ac->map.height, Hoff); for(int g=-Woff; gac->map.width+Woff; ++g) for(int h=-Hoff; hac->map.height+Hoff; ++h) k->second.fogOfWarMap[g][h].resize(cgi->ac->map.twoLevel+1, 0); for(int g=-Woff; gac->map.width+Woff; ++g) for(int h=-Hoff; hac->map.height+Hoff; ++h) for(int v=0; vac->map.twoLevel+1; ++v) k->second.fogOfWarMap[g][h][v] = 0; for(int xd=0; xdac->map.width; ++xd) //revealing part of map around heroes { for(int yd=0; ydac->map.height; ++yd) { for(int ch=0; chsecond.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+deltaYsecond.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;itownh->townInstances.size();i++) { CGTownInstance * vti = new CGTownInstance(); (*vti)=*(cgi->townh->townInstances[i]); if (vti->name.length()==0) // if town hasn't name we draw it vti->name=vti->town->names[rand()%vti->town->names.size()]; cgi->state->players[vti->getOwner()].towns.push_back(vti); } for(std::map::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k) { if(k->first==-1 || k->first==255) continue; for(int xd=0; xdac->map.width; ++xd) //revealing part of map around towns { for(int yd=0; ydac->map.height; ++yd) { for(int ch=0; chsecond.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+deltaYsecond.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance()) k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1; } } } } /****************************SCRIPTS************************************************/ std::map > * skrypty = &cgi->state->objscr; //alias for easier access /****************************C++ OBJECT SCRIPTS************************************************/ std::map 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)); //created map /****************************LUA OBJECT SCRIPTS************************************************/ std::vector * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files for (int i=0; isize(); i++) { try { std::vector * temp = CLuaHandler::functionList((*lf)[i]); CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]); CLuaCallback::registerFuncs(objs->is); //objs for (int j=0; jsize(); 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 >(obid,std::map())); (*skrypty)[obid].insert(std::pair(fname,objs)); } delete temp; }HANDLE_EXCEPTION } /****************************INITIALIZING OBJECT SCRIPTS************************************************/ std::string temps("newObject"); for (int i=0; iobjh->objInstances.size(); i++) { //c++ scripts if (scripts.find(CGI->objh->objInstances[i]->ID) != scripts.end()) { CGI->objh->objInstances[i]->state = scripts[CGI->objh->objInstances[i]->ID]; CGI->objh->objInstances[i]->state->newObject(CGI->objh->objInstances[i]); } else { CGI->objh->objInstances[i]->state = NULL; } // lua scripts if(cgi->state->checkFunc(CGI->objh->objInstances[i]->ID,temps)) (*skrypty)[CGI->objh->objInstances[i]->ID][temps]->newObject(CGI->objh->objInstances[i]); } delete lf; } int _tmain(int argc, _TCHAR* argv[]) { //CLuaHandler luatest; //luatest.test(); //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_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->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(); THC std::cout<<"Preparing first handlers: "<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 THC std::cout<<"Preparing players' colours: "<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 more handlers: "<heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01L.DEF")); //red cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01G.DEF")); //blue cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01R.DEF")); //tan cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01D.DEF")); //green cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01B.DEF")); //orange cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01P.DEF")); //purple cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01W.DEF")); //teal cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01K.DEF")); //pink for(int q=0; q<8; ++q) { for(int o=0; oheroh->flags1[q]->ourImages.size(); ++o) { if(cgi->heroh->flags1[q]->ourImages[o].groupNumber==6) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags1[q]->ourImages[o+e].bitmap); nci.groupNumber = 10; nci.imName = std::string(); cgi->heroh->flags1[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags1[q]->ourImages[o].groupNumber==7) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags1[q]->ourImages[o+e].bitmap); nci.groupNumber = 11; nci.imName = std::string(); cgi->heroh->flags1[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags1[q]->ourImages[o].groupNumber==8) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags1[q]->ourImages[o+e].bitmap); nci.groupNumber = 12; nci.imName = std::string(); cgi->heroh->flags1[q]->ourImages.push_back(nci); } o+=8; } } for(int ff=80; ffheroh->flags1[q]->ourImages.size(); ++ff) { CSDL_Ext::fullAlphaTransform(cgi->heroh->flags1[q]->ourImages[ff].bitmap); } cgi->heroh->flags1[q]->alphaTransformed = true; } cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02L.DEF")); //red cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02G.DEF")); //blue cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02R.DEF")); //tan cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02D.DEF")); //green cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02B.DEF")); //orange cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02P.DEF")); //purple cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02W.DEF")); //teal cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02K.DEF")); //pink for(int q=0; q<8; ++q) { for(int o=0; oheroh->flags2[q]->ourImages.size(); ++o) { if(cgi->heroh->flags2[q]->ourImages[o].groupNumber==6) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags2[q]->ourImages[o+e].bitmap); nci.groupNumber = 10; nci.imName = std::string(); cgi->heroh->flags2[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags2[q]->ourImages[o].groupNumber==7) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags2[q]->ourImages[o+e].bitmap); nci.groupNumber = 11; nci.imName = std::string(); cgi->heroh->flags2[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags2[q]->ourImages[o].groupNumber==8) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags2[q]->ourImages[o+e].bitmap); nci.groupNumber = 12; nci.imName = std::string(); cgi->heroh->flags2[q]->ourImages.push_back(nci); } o+=8; } } for(int ff=80; ffheroh->flags2[q]->ourImages.size(); ++ff) { CSDL_Ext::fullAlphaTransform(cgi->heroh->flags2[q]->ourImages[ff].bitmap); } cgi->heroh->flags2[q]->alphaTransformed = true; } cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03L.DEF")); //red cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03G.DEF")); //blue cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03R.DEF")); //tan cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03D.DEF")); //green cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03B.DEF")); //orange cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03P.DEF")); //purple cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03W.DEF")); //teal cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03K.DEF")); //pink for(int q=0; q<8; ++q) { for(int o=0; oheroh->flags3[q]->ourImages.size(); ++o) { if(cgi->heroh->flags3[q]->ourImages[o].groupNumber==6) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags3[q]->ourImages[o+e].bitmap); nci.groupNumber = 10; nci.imName = std::string(); cgi->heroh->flags3[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags3[q]->ourImages[o].groupNumber==7) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags3[q]->ourImages[o+e].bitmap); nci.groupNumber = 11; nci.imName = std::string(); cgi->heroh->flags3[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags3[q]->ourImages[o].groupNumber==8) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags3[q]->ourImages[o+e].bitmap); nci.groupNumber = 12; nci.imName = std::string(); cgi->heroh->flags3[q]->ourImages.push_back(nci); } o+=8; } } for(int ff=80; ffheroh->flags3[q]->ourImages.size(); ++ff) { CSDL_Ext::fullAlphaTransform(cgi->heroh->flags3[q]->ourImages[ff].bitmap); } cgi->heroh->flags3[q]->alphaTransformed = true; } cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF00.DEF")); //red cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF01.DEF")); //blue cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF02.DEF")); //tan cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF03.DEF")); //green cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF04.DEF")); //orange cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF05.DEF")); //purple cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF06.DEF")); //teal cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF07.DEF")); //pink for(int q=0; q<8; ++q) { for(int o=0; oheroh->flags4[q]->ourImages.size(); ++o) { if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==6) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap); nci.groupNumber = 10; nci.imName = std::string(); cgi->heroh->flags4[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==7) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap); nci.groupNumber = 11; nci.imName = std::string(); cgi->heroh->flags4[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==8) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap); nci.groupNumber = 12; nci.imName = std::string(); cgi->heroh->flags4[q]->ourImages.push_back(nci); } o+=8; } } for(int o=0; oheroh->flags4[q]->ourImages.size(); ++o) { if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==1) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap); nci.groupNumber = 13; nci.imName = std::string(); cgi->heroh->flags4[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==2) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap); nci.groupNumber = 14; nci.imName = std::string(); cgi->heroh->flags4[q]->ourImages.push_back(nci); } o+=8; } if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==3) { for(int e=0; e<8; ++e) { Cimage nci; nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap); nci.groupNumber = 15; nci.imName = std::string(); cgi->heroh->flags4[q]->ourImages.push_back(nci); } o+=8; } } for(int ff=80; ffheroh->flags4[q]->ourImages.size(); ++ff) { CSDL_Ext::fullAlphaTransform(cgi->heroh->flags4[q]->ourImages[ff].bitmap); } cgi->heroh->flags4[q]->alphaTransformed = true; } //hero flags initialized THC std::cout<<"Initializing colours and flags: "<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->pathf = new CPathfinder(); cgi->consoleh->cb = new CCallback(cgi->state,-1); cgi->consoleh->runConsole(); 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: "<playerint.push_back(NULL); }*/ for (int i=0; iscenarioOps.playerInfos.size();i++) //initializing interfaces { if(cgi->scenarioOps.playerInfos[i].name=="Computer") cgi->playerint.push_back(static_cast(CAIHandler::getNewAI(new CCallback(cgi->state,cgi->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)); } } ///claculating FoWs for minimap /****************************Minimaps' FoW******************************************/ for(int g=0; gplayerint.size(); ++g) { if(!cgi->playerint[g]->human) continue; CMinimap & mm = ((CPlayerInterface*)cgi->playerint[g])->adventureInt->minimap; int mw = mm.map[0]->w, mh = mm.map[0]->h, wo = mw/CGI->mh->sizes.x, ho = mh/CGI->mh->sizes.y; for(int d=0; dmh->reader->map.twoLevel+1; ++d) { #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 SDL_Surface * pt = SDL_CreateRGBSurface(SDL_SWSURFACE, mm.pos.w, mm.pos.h, 32, rmask, gmask, bmask, amask); for (int i=0; imh->sizes.x)/mw), ((j*CGI->mh->sizes.y)/mh), d ); if ( !((CPlayerInterface*)cgi->playerint[g])->cb->isVisible(pp) ) { CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0); } } } CSDL_Ext::update(pt); mm.FoW.push_back(pt); } } while(1) //main game loop, one execution per turn { cgi->consoleh->cb->newTurn(); 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; } }