mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
10dbbead2d
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase. Fixed it everywhere since in most files that is the only code with wrong indentation.
1286 lines
36 KiB
C++
1286 lines
36 KiB
C++
// CMT.cpp : Defines the entry point for the console application.
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//
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#include "StdInc.h"
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#include <SDL_mixer.h>
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#include "gui/SDL_Extensions.h"
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#include "CGameInfo.h"
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#include "mapHandler.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/FileStream.h"
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#include "CPreGame.h"
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#include "windows/CCastleInterface.h"
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#include "../lib/CConsoleHandler.h"
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#include "gui/CCursorHandler.h"
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#include "../lib/CGameState.h"
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#include "../CCallback.h"
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#include "CPlayerInterface.h"
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#include "windows/CAdvmapInterface.h"
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#include "../lib/CBuildingHandler.h"
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#include "CVideoHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "CMusicHandler.h"
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#include "CVideoHandler.h"
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#include "CDefHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "Graphics.h"
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#include "Client.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/Connection.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/NetPacks.h"
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#include "CMessage.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CScriptingModule.h"
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#include "../lib/GameConstants.h"
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#include "gui/CGuiHandler.h"
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#include "../lib/logging/CBasicLogConfigurator.h"
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#include "../lib/CondSh.h"
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#include "../lib/StringConstants.h"
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#include "../lib/CPlayerState.h"
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#ifdef VCMI_WINDOWS
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#include "SDL_syswm.h"
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#endif
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#include "../lib/UnlockGuard.h"
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#include "CMT.h"
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#if __MINGW32__
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#undef main
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#endif
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namespace po = boost::program_options;
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namespace bfs = boost::filesystem;
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/*
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* CMT.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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std::string NAME_AFFIX = "client";
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std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
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CGuiHandler GH;
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static CClient *client=nullptr;
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int preferredDriverIndex = -1;
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SDL_Window * mainWindow = nullptr;
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SDL_Renderer * mainRenderer = nullptr;
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SDL_Texture * screenTexture = nullptr;
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extern boost::thread_specific_ptr<bool> inGuiThread;
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SDL_Surface *screen = nullptr, //main screen surface
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*screen2 = nullptr, //and hlp surface (used to store not-active interfaces layer)
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*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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std::queue<SDL_Event> events;
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boost::mutex eventsM;
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bool gNoGUI = false;
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static po::variables_map vm;
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//static bool setResolution = false; //set by event handling thread after resolution is adjusted
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static bool ermInteractiveMode = false; //structurize when time is right
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void processCommand(const std::string &message);
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static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo=true);
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void dispose();
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void playIntro();
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static void mainLoop();
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//void requestChangingResolution();
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void startGame(StartInfo * options, CConnection *serv = nullptr);
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void endGame();
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#ifndef VCMI_WINDOWS
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#ifndef _GNU_SOURCE
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#define _GNU_SOURCE
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#endif
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#include <getopt.h>
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#endif
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void startGameFromFile(const bfs::path &fname)
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{
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StartInfo si;
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try //attempt retrieving start info from given file
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{
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if(fname.empty() || !bfs::exists(fname))
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throw std::runtime_error("Startfile \"" + fname.string() + "\" does not exist!");
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CLoadFile out(fname);
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if (!out.sfile || !*out.sfile)
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throw std::runtime_error("Cannot read from startfile \"" + fname.string() +"\"!");
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out >> si;
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}
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catch(std::exception &e)
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{
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logGlobal->errorStream() << "Failed to start from the file: " << fname << ". Error: " << e.what()
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<< " Falling back to main menu.";
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GH.curInt = CGPreGame::create();
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return;
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}
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while(GH.topInt())
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GH.popIntTotally(GH.topInt());
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startGame(&si);
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}
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void init()
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{
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CStopWatch tmh, pomtime;
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loadDLLClasses();
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const_cast<CGameInfo*>(CGI)->setFromLib();
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logGlobal->infoStream()<<"Initializing VCMI_Lib: "<<tmh.getDiff();
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if(!gNoGUI)
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{
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pomtime.getDiff();
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CCS->curh = new CCursorHandler;
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graphics = new Graphics(); // should be before curh->init()
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CCS->curh->initCursor();
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CCS->curh->show();
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logGlobal->infoStream()<<"Screen handler: "<<pomtime.getDiff();
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pomtime.getDiff();
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graphics->loadHeroAnims();
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logGlobal->infoStream()<<"\tMain graphics: "<<pomtime.getDiff();
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logGlobal->infoStream()<<"Initializing game graphics: "<<tmh.getDiff();
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CMessage::init();
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logGlobal->infoStream()<<"Message handler: "<<tmh.getDiff();
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}
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}
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static void prog_version(void)
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{
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printf("%s\n", GameConstants::VCMI_VERSION.c_str());
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std::cout << VCMIDirs::get().genHelpString();
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}
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static void prog_help(const po::options_description &opts)
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{
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printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
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printf("Copyright (C) 2007-2016 VCMI dev team - see AUTHORS file\n");
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printf("This is free software; see the source for copying conditions. There is NO\n");
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printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
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printf("\n");
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printf("Usage:\n");
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std::cout << opts;
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// printf(" -h, --help display this help and exit\n");
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// printf(" -v, --version display version information and exit\n");
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}
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static void SDLLogCallback(void* userdata,
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int category,
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SDL_LogPriority priority,
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const char* message)
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{
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//todo: convert SDL log priority to vcmi log priority
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//todo: make separate log domain for SDL
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logGlobal->debugStream() << "SDL(category " << category << "; priority " <<priority <<") "<<message;
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}
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#ifdef VCMI_APPLE
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void OSX_checkForUpdates();
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#endif
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#if defined(VCMI_WINDOWS) && !defined (__GNUC__)
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int wmain(int argc, wchar_t* argv[])
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#elif defined(VCMI_APPLE)
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int SDL_main(int argc, char *argv[])
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#else
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int main(int argc, char** argv)
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#endif
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{
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#ifdef VCMI_ANDROID
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// boost will crash without this
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setenv("LANG", "C", 1);
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#endif
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#ifdef VCMI_APPLE
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// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
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std::string executablePath = argv[0];
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std::string workDir = executablePath.substr(0, executablePath.rfind('/'));
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chdir(workDir.c_str());
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// Check for updates
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OSX_checkForUpdates();
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// Check that game data is prepared. Otherwise run vcmibuilder helper application
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FILE* check = fopen((VCMIDirs::get().userDataPath() / "game_data_prepared").string().c_str(), "r");
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if (check == nullptr) {
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system("open ./vcmibuilder.app");
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return 0;
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}
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fclose(check);
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#endif
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std::cout << "Starting... " << std::endl;
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po::options_description opts("Allowed options");
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opts.add_options()
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("help,h", "display help and exit")
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("version,v", "display version information and exit")
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("battle,b", po::value<std::string>(), "runs game in duel mode (battle-only")
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("start", po::value<bfs::path>(), "starts game from saved StartInfo file")
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("onlyAI", "runs without human player, all players will be default AI")
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("noGUI", "runs without GUI, implies --onlyAI")
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("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
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("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
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("autoSkip", "automatically skip turns in GUI")
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("disable-video", "disable video player")
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("nointro,i", "skips intro movies")
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("loadserver","specifies we are the multiplayer server for loaded games")
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("loadnumplayers",po::value<int>(),"specifies the number of players connecting to a multiplayer game")
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("loadhumanplayerindices",po::value<std::vector<int>>(),"Indexes of human players (0=Red, etc.)")
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("loadplayer", po::value<int>(),"specifies which player we are in multiplayer loaded games (0=Red, etc.)")
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("loadserverip",po::value<std::string>(),"IP for loaded game server")
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("loadserverport",po::value<std::string>(),"port for loaded game server")
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("testingport",po::value<std::string>(),"port for testing, override specified in config file")
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("testingfileprefix",po::value<std::string>(),"prefix for auto save files");
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if(argc > 1)
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{
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try
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{
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po::store(po::parse_command_line(argc, argv, opts), vm);
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}
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catch(std::exception &e)
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{
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std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
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}
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}
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po::notify(vm);
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if(vm.count("help"))
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{
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prog_help(opts);
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return 0;
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}
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if(vm.count("version"))
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{
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prog_version();
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return 0;
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}
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if(vm.count("noGUI"))
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{
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gNoGUI = true;
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vm.insert(std::pair<std::string, po::variable_value>("onlyAI", po::variable_value()));
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}
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// Have effect on X11 system only (Linux).
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// For whatever reason in fullscreen mode SDL takes "raw" mouse input from DGA X11 extension
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// (DGA = Direct graphics access). Because this is raw input (before any speed\acceleration proceesing)
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// it may result in very small \ very fast mouse when game in fullscreen mode
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putenv((char*)"SDL_VIDEO_X11_DGAMOUSE=0");
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// Init old logging system and new (temporary) logging system
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CStopWatch total, pomtime;
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std::cout.flags(std::ios::unitbuf);
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console = new CConsoleHandler;
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*console->cb = processCommand;
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console->start();
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atexit(dispose);
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const bfs::path logPath = VCMIDirs::get().userCachePath() / "VCMI_Client_log.txt";
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CBasicLogConfigurator logConfig(logPath, console);
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logConfig.configureDefault();
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logGlobal->infoStream() << "Creating console and configuring logger: " << pomtime.getDiff();
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logGlobal->infoStream() << "The log file will be saved to " << logPath;
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// Init filesystem and settings
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preinitDLL(::console);
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settings.init();
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// Init special testing settings
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Settings testingSettings = settings.write["testing"];
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if(vm.count("testingport") && vm.count("testingfileprefix"))
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{
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testingSettings["enabled"].Bool() = true;
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testingSettings["port"].String() = vm["testingport"].as<std::string>();
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testingSettings["prefix"].String() = vm["testingfileprefix"].as<std::string>();
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}
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// Initialize logging based on settings
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logConfig.configure();
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// Some basic data validation to produce better error messages in cases of incorrect install
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auto testFile = [](std::string filename, std::string message) -> bool
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{
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if (CResourceHandler::get()->existsResource(ResourceID(filename)))
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return true;
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logGlobal->errorStream() << "Error: " << message << " was not found!";
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return false;
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};
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if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
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!testFile("MODS/VCMI/MOD.JSON", "VCMI data"))
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{
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exit(1); // These are unrecoverable errors
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}
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// these two are optional + some installs have them on CD and not in data directory
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testFile("VIDEO/GOOD1A.SMK", "campaign movies");
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testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
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conf.init();
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logGlobal->infoStream() << "Loading settings: " << pomtime.getDiff();
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logGlobal->infoStream() << NAME;
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srand ( time(nullptr) );
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const JsonNode& video = settings["video"];
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const JsonNode& res = video["screenRes"];
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//something is really wrong...
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if (res["width"].Float() < 100 || res["height"].Float() < 100)
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{
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logGlobal->errorStream() << "Fatal error: failed to load settings!";
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logGlobal->errorStream() << "Possible reasons:";
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logGlobal->errorStream() << "\tCorrupted local configuration file at " << VCMIDirs::get().userConfigPath() << "/settings.json";
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logGlobal->errorStream() << "\tMissing or corrupted global configuration file at " << VCMIDirs::get().userConfigPath() << "/schemas/settings.json";
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logGlobal->errorStream() << "VCMI will now exit...";
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exit(EXIT_FAILURE);
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}
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if(!gNoGUI)
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{
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE))
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{
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logGlobal->errorStream()<<"Something was wrong: "<< SDL_GetError();
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exit(-1);
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}
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GH.mainFPSmng->init(); //(!)init here AFTER SDL_Init() while using SDL for FPS management
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atexit(SDL_Quit);
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SDL_LogSetOutputFunction(&SDLLogCallback, nullptr);
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int driversCount = SDL_GetNumRenderDrivers();
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std::string preferredDriverName = video["driver"].String();
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logGlobal->infoStream() << "Found " << driversCount << " render drivers";
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for(int it = 0; it < driversCount; it++)
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{
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SDL_RendererInfo info;
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SDL_GetRenderDriverInfo(it,&info);
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std::string driverName(info.name);
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if(!preferredDriverName.empty() && driverName == preferredDriverName)
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{
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preferredDriverIndex = it;
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logGlobal->infoStream() << "\t" << driverName << " (active)";
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}
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else
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logGlobal->infoStream() << "\t" << driverName;
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}
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config::CConfigHandler::GuiOptionsMap::key_type resPair(res["width"].Float(), res["height"].Float());
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if (conf.guiOptions.count(resPair) == 0)
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{
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// selected resolution was not found - complain & fallback to something that we do have.
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logGlobal->errorStream() << "Selected resolution " << resPair.first << "x" << resPair.second << " was not found!";
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if (conf.guiOptions.empty())
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{
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logGlobal->errorStream() << "Unable to continue - no valid resolutions found! Please reinstall VCMI to fix this";
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exit(1);
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}
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else
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{
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Settings newRes = settings.write["video"]["screenRes"];
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newRes["width"].Float() = conf.guiOptions.begin()->first.first;
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newRes["height"].Float() = conf.guiOptions.begin()->first.second;
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conf.SetResolution(newRes["width"].Float(), newRes["height"].Float());
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logGlobal->errorStream() << "Falling back to " << newRes["width"].Float() << "x" << newRes["height"].Float();
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}
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}
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setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool());
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logGlobal->infoStream() <<"\tInitializing screen: "<<pomtime.getDiff();
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}
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CCS = new CClientState;
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CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler etc.)
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// Initialize video
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#ifdef DISABLE_VIDEO
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CCS->videoh = new CEmptyVideoPlayer;
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#else
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if (!gNoGUI && !vm.count("disable-video"))
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CCS->videoh = new CVideoPlayer;
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else
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CCS->videoh = new CEmptyVideoPlayer;
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#endif
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logGlobal->infoStream()<<"\tInitializing video: "<<pomtime.getDiff();
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#if defined(VCMI_ANDROID)
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//on Android threaded init is broken
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#define VCMI_NO_THREADED_LOAD
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#endif // defined
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//initializing audio
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CCS->soundh = new CSoundHandler;
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CCS->soundh->init();
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CCS->soundh->setVolume(settings["general"]["sound"].Float());
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CCS->musich = new CMusicHandler;
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CCS->musich->init();
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CCS->musich->setVolume(settings["general"]["music"].Float());
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logGlobal->infoStream()<<"Initializing screen and sound handling: "<<pomtime.getDiff();
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#ifdef __APPLE__
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// Ctrl+click should be treated as a right click on Mac OS X
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SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
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#endif
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#ifndef VCMI_NO_THREADED_LOAD
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//we can properly play intro only in the main thread, so we have to move loading to the separate thread
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boost::thread loading(init);
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#else
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init();
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#endif
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if(!gNoGUI )
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{
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if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
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playIntro();
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SDL_FillRect(screen,nullptr,0);
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}
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CSDL_Ext::update(screen);
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#ifndef VCMI_NO_THREADED_LOAD
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loading.join();
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#endif
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logGlobal->infoStream()<<"Initialization of VCMI (together): "<<total.getDiff();
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if(!vm.count("battle"))
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{
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Settings session = settings.write["session"];
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session["autoSkip"].Bool() = vm.count("autoSkip");
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session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
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session["aiSolo"].Bool() = false;
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bfs::path fileToStartFrom; //none by default
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if(vm.count("start"))
|
|
fileToStartFrom = vm["start"].as<bfs::path>();
|
|
|
|
if(!fileToStartFrom.empty() && bfs::exists(fileToStartFrom))
|
|
startGameFromFile(fileToStartFrom); //ommit pregame and start the game using settings from file
|
|
else
|
|
{
|
|
if(!fileToStartFrom.empty())
|
|
{
|
|
logGlobal->warnStream() << "Warning: cannot find given file to start from (" << fileToStartFrom
|
|
<< "). Falling back to main menu.";
|
|
}
|
|
GH.curInt = CGPreGame::create(); //will set CGP pointer to itself
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto si = new StartInfo();
|
|
si->mode = StartInfo::DUEL;
|
|
si->mapname = vm["battle"].as<std::string>();
|
|
si->playerInfos[PlayerColor(0)].color = PlayerColor(0);
|
|
si->playerInfos[PlayerColor(1)].color = PlayerColor(1);
|
|
startGame(si);
|
|
}
|
|
|
|
if(!gNoGUI)
|
|
{
|
|
mainLoop();
|
|
}
|
|
else
|
|
{
|
|
while(true)
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void printInfoAboutIntObject(const CIntObject *obj, int level)
|
|
{
|
|
std::stringstream sbuffer;
|
|
sbuffer << std::string(level, '\t');
|
|
|
|
sbuffer << typeid(*obj).name() << " *** ";
|
|
if (obj->active)
|
|
{
|
|
#define PRINT(check, text) if (obj->active & CIntObject::check) sbuffer << text
|
|
PRINT(LCLICK, 'L');
|
|
PRINT(RCLICK, 'R');
|
|
PRINT(HOVER, 'H');
|
|
PRINT(MOVE, 'M');
|
|
PRINT(KEYBOARD, 'K');
|
|
PRINT(TIME, 'T');
|
|
PRINT(GENERAL, 'A');
|
|
PRINT(WHEEL, 'W');
|
|
PRINT(DOUBLECLICK, 'D');
|
|
#undef PRINT
|
|
}
|
|
else
|
|
sbuffer << "inactive";
|
|
sbuffer << " at " << obj->pos.x <<"x"<< obj->pos.y;
|
|
sbuffer << " (" << obj->pos.w <<"x"<< obj->pos.h << ")";
|
|
logGlobal->infoStream() << sbuffer.str();
|
|
|
|
for(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;
|
|
|
|
// Check mantis issue 2292 for details
|
|
// 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);
|
|
std::cout << "erm>";
|
|
}
|
|
}
|
|
else if(message==std::string("die, fool"))
|
|
{
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
else if(cn == "erm")
|
|
{
|
|
ermInteractiveMode = true;
|
|
std::cout << "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")
|
|
{
|
|
std::cout << "Screenbuf points to ";
|
|
|
|
if(screenBuf == screen)
|
|
logGlobal->errorStream() << "screen";
|
|
else if(screenBuf == screen2)
|
|
logGlobal->errorStream() << "screen2";
|
|
else
|
|
logGlobal->errorStream() << "?!?";
|
|
|
|
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(message=="get txt")
|
|
{
|
|
std::cout << "Command accepted.\t";
|
|
|
|
const bfs::path outPath =
|
|
VCMIDirs::get().userCachePath() / "extracted";
|
|
|
|
auto list = CResourceHandler::get()->getFilteredFiles([](const ResourceID & ident)
|
|
{
|
|
return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");
|
|
});
|
|
|
|
for (auto & filename : list)
|
|
{
|
|
const bfs::path filePath = outPath / (filename.getName() + ".TXT");
|
|
|
|
bfs::create_directories(filePath.parent_path());
|
|
|
|
bfs::ofstream file(filePath);
|
|
auto text = CResourceHandler::get()->load(filename)->readAll();
|
|
|
|
file.write((char*)text.first.get(), text.second);
|
|
}
|
|
|
|
std::cout << "\rExtracting done :)\n";
|
|
std::cout << " Extracted files can be found in " << outPath << " directory\n";
|
|
}
|
|
else if(cn=="crash")
|
|
{
|
|
int *ptr = nullptr;
|
|
*ptr = 666;
|
|
//disaster!
|
|
}
|
|
else if(cn == "onlyai")
|
|
{
|
|
vm.insert(std::pair<std::string, po::variable_value>("onlyAI", po::variable_value()));
|
|
}
|
|
else if (cn == "ai")
|
|
{
|
|
VLC->IS_AI_ENABLED = !VLC->IS_AI_ENABLED;
|
|
std::cout << "Current AI status: " << (VLC->IS_AI_ENABLED ? "enabled" : "disabled") << std::endl;
|
|
}
|
|
else if(cn == "mp" && adventureInt)
|
|
{
|
|
if(const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(adventureInt->selection))
|
|
std::cout << h->movement << "; max: " << h->maxMovePoints(true) << "/" << h->maxMovePoints(false) << std::endl;
|
|
}
|
|
else if(cn == "bonuses")
|
|
{
|
|
std::cout << "Bonuses of " << adventureInt->selection->getObjectName() << std::endl
|
|
<< adventureInt->selection->getBonusList() << std::endl;
|
|
|
|
std::cout << "\nInherited bonuses:\n";
|
|
TCNodes parents;
|
|
adventureInt->selection->getParents(parents);
|
|
for(const CBonusSystemNode *parent : parents)
|
|
{
|
|
std::cout << "\nBonuses from " << typeid(*parent).name() << std::endl << parent->getBonusList() << std::endl;
|
|
}
|
|
}
|
|
else if(cn == "not dialog")
|
|
{
|
|
LOCPLINT->showingDialog->setn(false);
|
|
}
|
|
else if(cn == "gui")
|
|
{
|
|
for(const IShowActivatable *child : GH.listInt)
|
|
{
|
|
if(const CIntObject *obj = dynamic_cast<const CIntObject *>(child))
|
|
printInfoAboutIntObject(obj, 0);
|
|
else
|
|
std::cout << typeid(*obj).name() << std::endl;
|
|
}
|
|
}
|
|
else if(cn=="tell")
|
|
{
|
|
std::string what;
|
|
int id1, id2;
|
|
readed >> what >> id1 >> id2;
|
|
if(what == "hs")
|
|
{
|
|
for(const CGHeroInstance *h : LOCPLINT->cb->getHeroesInfo())
|
|
if(h->type->ID.getNum() == id1)
|
|
if(const CArtifactInstance *a = h->getArt(ArtifactPosition(id2)))
|
|
std::cout << 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(cn == "def2bmp")
|
|
{
|
|
std::string URI;
|
|
readed >> URI;
|
|
if (CResourceHandler::get()->existsResource(ResourceID("SPRITES/" + URI)))
|
|
{
|
|
CDefEssential * cde = CDefHandler::giveDefEss(URI);
|
|
|
|
const bfs::path outPath = VCMIDirs::get().userCachePath() / "extracted" / URI;
|
|
bfs::create_directories(outPath);
|
|
|
|
for (size_t i = 0; i < cde->ourImages.size(); ++i)
|
|
{
|
|
const bfs::path filePath = outPath / (boost::lexical_cast<std::string>(i)+".bmp");
|
|
SDL_SaveBMP(cde->ourImages[i].bitmap, filePath.string().c_str());
|
|
}
|
|
}
|
|
else
|
|
logGlobal->errorStream() << "File not found!";
|
|
}
|
|
else if(cn == "extract")
|
|
{
|
|
std::string URI;
|
|
readed >> URI;
|
|
|
|
if (CResourceHandler::get()->existsResource(ResourceID(URI)))
|
|
{
|
|
const bfs::path outPath = VCMIDirs::get().userCachePath() / "extracted" / URI;
|
|
|
|
auto data = CResourceHandler::get()->load(ResourceID(URI))->readAll();
|
|
|
|
bfs::create_directories(outPath.parent_path());
|
|
bfs::ofstream outFile(outPath, bfs::ofstream::binary);
|
|
outFile.write((char*)data.first.get(), data.second);
|
|
}
|
|
else
|
|
logGlobal->errorStream() << "File not found!";
|
|
}
|
|
else if(cn == "setBattleAI")
|
|
{
|
|
std::string fname;
|
|
readed >> fname;
|
|
std::cout << "Will try loading that AI to see if it is correct name...\n";
|
|
try
|
|
{
|
|
if(auto ai = CDynLibHandler::getNewBattleAI(fname)) //test that given AI is indeed available... heavy but it is easy to make a typo and break the game
|
|
{
|
|
Settings neutralAI = settings.write["server"]["neutralAI"];
|
|
neutralAI->String() = fname;
|
|
std::cout << "Setting changed, from now the battle ai will be " << fname << "!\n";
|
|
}
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logGlobal->warnStream() << "Failed opening " << fname << ": " << e.what();
|
|
logGlobal->warnStream() << "Setting not changes, AI not found or invalid!";
|
|
}
|
|
}
|
|
|
|
auto removeGUI = [&]()
|
|
{
|
|
// CClient::endGame
|
|
GH.curInt = nullptr;
|
|
if(GH.topInt())
|
|
GH.topInt()->deactivate();
|
|
GH.listInt.clear();
|
|
GH.objsToBlit.clear();
|
|
GH.statusbar = nullptr;
|
|
logNetwork->infoStream() << "Removed GUI.";
|
|
|
|
LOCPLINT = nullptr;
|
|
|
|
};
|
|
auto giveTurn = [&](PlayerColor player)
|
|
{
|
|
YourTurn yt;
|
|
yt.player = player;
|
|
yt.daysWithoutCastle = client->getPlayer(player)->daysWithoutCastle;
|
|
yt.applyCl(client);
|
|
};
|
|
|
|
Settings session = settings.write["session"];
|
|
if(cn == "autoskip")
|
|
{
|
|
session["autoSkip"].Bool() = !session["autoSkip"].Bool();
|
|
}
|
|
else if(cn == "gosolo")
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
PlayerColor color;
|
|
if(session["aiSolo"].Bool())
|
|
{
|
|
for(auto & elem : client->gameState()->players)
|
|
{
|
|
if(elem.second.human)
|
|
client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(elem.first), elem.first);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
color = LOCPLINT->playerID;
|
|
removeGUI();
|
|
for(auto & elem : client->gameState()->players)
|
|
{
|
|
if(elem.second.human)
|
|
{
|
|
auto AiToGive = client->aiNameForPlayer(*client->getPlayerSettings(elem.first), false);
|
|
logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % elem.first % AiToGive;
|
|
client->installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), elem.first);
|
|
}
|
|
}
|
|
GH.totalRedraw();
|
|
giveTurn(color);
|
|
}
|
|
session["aiSolo"].Bool() = !session["aiSolo"].Bool();
|
|
}
|
|
else if(cn == "controlai")
|
|
{
|
|
std::string colorName;
|
|
readed >> colorName;
|
|
boost::to_lower(colorName);
|
|
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
PlayerColor color;
|
|
if(LOCPLINT)
|
|
color = LOCPLINT->playerID;
|
|
for(auto & elem : client->gameState()->players)
|
|
{
|
|
if(elem.second.human || (colorName.length() &&
|
|
elem.first.getNum() != vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, colorName)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
removeGUI();
|
|
client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(elem.first), elem.first);
|
|
}
|
|
GH.totalRedraw();
|
|
if(color != PlayerColor::NEUTRAL)
|
|
giveTurn(color);
|
|
}
|
|
// Check mantis issue 2292 for details
|
|
/* else if(client && client->serv && client->serv->connected && LOCPLINT) //send to server
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> 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, true))
|
|
{
|
|
CCS->videoh->openAndPlayVideo("AZVS.SMK", 60, 80, screen, true, true);
|
|
}
|
|
}
|
|
|
|
void dispose()
|
|
{
|
|
if (console)
|
|
delete console;
|
|
|
|
// cleanup, mostly to remove false leaks from analyzer
|
|
CResourceHandler::clear();
|
|
if (CCS)
|
|
{
|
|
CCS->musich->release();
|
|
CCS->soundh->release();
|
|
}
|
|
CMessage::dispose();
|
|
}
|
|
|
|
static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullscreen)
|
|
{
|
|
SDL_DisplayMode mode;
|
|
const int modeCount = SDL_GetNumDisplayModes(monitorIndex);
|
|
for (int i = 0; i < modeCount; i++) {
|
|
SDL_GetDisplayMode(0, i, &mode);
|
|
if (!mode.w || !mode.h || (w >= mode.w && h >= mode.h)) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
|
|
{
|
|
// VCMI will only work with 2 or 4 bytes per pixel
|
|
vstd::amax(bpp, 16);
|
|
vstd::amin(bpp, 32);
|
|
if(bpp>16)
|
|
bpp = 32;
|
|
|
|
int suggestedBpp = bpp;
|
|
|
|
if(!checkVideoMode(0,w,h,suggestedBpp,fullscreen))
|
|
{
|
|
logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
|
|
return false;
|
|
}
|
|
|
|
bool bufOnScreen = (screenBuf == screen);
|
|
|
|
screenBuf = nullptr; //it`s a link - just nullify
|
|
|
|
if(nullptr != screen2)
|
|
{
|
|
SDL_FreeSurface(screen2);
|
|
screen2 = nullptr;
|
|
}
|
|
|
|
|
|
if(nullptr != screen)
|
|
{
|
|
SDL_FreeSurface(screen);
|
|
screen = nullptr;
|
|
}
|
|
|
|
|
|
if(nullptr != screenTexture)
|
|
{
|
|
SDL_DestroyTexture(screenTexture);
|
|
screenTexture = nullptr;
|
|
}
|
|
|
|
if(nullptr != mainRenderer)
|
|
{
|
|
SDL_DestroyRenderer(mainRenderer);
|
|
mainRenderer = nullptr;
|
|
}
|
|
|
|
if(nullptr != mainWindow)
|
|
{
|
|
SDL_DestroyWindow(mainWindow);
|
|
mainWindow = nullptr;
|
|
}
|
|
|
|
|
|
if(fullscreen)
|
|
{
|
|
//in full-screen mode always use desktop resolution
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
|
|
}
|
|
else
|
|
{
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED, w, h, 0);
|
|
}
|
|
|
|
|
|
|
|
if(nullptr == mainWindow)
|
|
{
|
|
throw std::runtime_error("Unable to create window\n");
|
|
}
|
|
|
|
|
|
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
|
|
mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0);
|
|
|
|
if(nullptr == mainRenderer)
|
|
{
|
|
throw std::runtime_error("Unable to create renderer\n");
|
|
}
|
|
|
|
SDL_RendererInfo info;
|
|
SDL_GetRendererInfo(mainRenderer,&info);
|
|
logGlobal->infoStream() << "Created renderer " << info.name;
|
|
|
|
SDL_RenderSetLogicalSize(mainRenderer, w, h);
|
|
|
|
SDL_RenderSetViewport(mainRenderer, nullptr);
|
|
|
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#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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int bmask = 0xff000000;
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int gmask = 0x00ff0000;
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int rmask = 0x0000ff00;
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int amask = 0x000000ff;
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#else
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int bmask = 0x000000ff;
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int gmask = 0x0000ff00;
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int rmask = 0x00ff0000;
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int amask = 0xFF000000;
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#endif
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screen = SDL_CreateRGBSurface(0,w,h,bpp,rmask,gmask,bmask,amask);
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if(nullptr == screen)
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{
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logGlobal->errorStream() << "Unable to create surface";
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logGlobal->errorStream() << w << " "<< h << " "<< bpp;
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logGlobal->errorStream() << SDL_GetError();
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throw std::runtime_error("Unable to create surface");
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}
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//No blending for screen itself. Required for proper cursor rendering.
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SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
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screenTexture = SDL_CreateTexture(mainRenderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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w, h);
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if(nullptr == screenTexture)
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{
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logGlobal->errorStream() << "Unable to create screen texture";
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logGlobal->errorStream() << SDL_GetError();
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throw std::runtime_error("Unable to create screen texture");
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}
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screen2 = CSDL_Ext::copySurface(screen);
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if(nullptr == screen2)
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{
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throw std::runtime_error("Unable to copy surface\n");
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}
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screenBuf = bufOnScreen ? screen : screen2;
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SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
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SDL_RenderClear(mainRenderer);
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SDL_RenderPresent(mainRenderer);
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return true;
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}
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//used only once during initialization
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static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo)
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{
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if(!recreateWindow(w,h,bpp,fullscreen))
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{
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throw std::runtime_error("Requested screen resolution is not available\n");
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}
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}
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static void fullScreenChanged()
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{
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boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
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Settings full = settings.write["video"]["fullscreen"];
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const bool toFullscreen = full->Bool();
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auto bitsPerPixel = screen->format->BitsPerPixel;
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auto w = screen->w;
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auto h = screen->h;
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if(!recreateWindow(w,h,bitsPerPixel,toFullscreen))
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{
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//will return false and report error if video mode is not supported
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return;
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}
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GH.totalRedraw();
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}
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static void handleEvent(SDL_Event & ev)
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{
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if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
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{
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handleQuit();
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return;
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}
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else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
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{
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Settings full = settings.write["video"]["fullscreen"];
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full->Bool() = !full->Bool();
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return;
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}
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else if(ev.type == SDL_USEREVENT)
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{
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switch(ev.user.code)
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{
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case FORCE_QUIT:
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{
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handleQuit(false);
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return;
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}
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break;
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case RETURN_TO_MAIN_MENU:
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{
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endGame();
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GH.curInt = CGPreGame::create();;
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GH.defActionsDef = 63;
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}
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break;
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case STOP_CLIENT:
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client->endGame(false);
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break;
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case RESTART_GAME:
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{
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StartInfo si = *client->getStartInfo(true);
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endGame();
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startGame(&si);
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}
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break;
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case PREPARE_RESTART_CAMPAIGN:
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{
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auto si = reinterpret_cast<StartInfo *>(ev.user.data1);
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endGame();
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startGame(si);
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}
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break;
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case RETURN_TO_MENU_LOAD:
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endGame();
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CGPreGame::create();
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GH.defActionsDef = 63;
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CGP->update();
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CGP->menu->switchToTab(vstd::find_pos(CGP->menu->menuNameToEntry, "load"));
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GH.curInt = CGP;
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break;
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case FULLSCREEN_TOGGLED:
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fullScreenChanged();
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break;
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default:
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logGlobal->errorStream() << "Unknown user event. Code " << ev.user.code;
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break;
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}
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return;
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}
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else if(ev.type == SDL_WINDOWEVENT)
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{
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switch (ev.window.event) {
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case SDL_WINDOWEVENT_RESTORED:
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fullScreenChanged();
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break;
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}
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return;
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}
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{
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boost::unique_lock<boost::mutex> lock(eventsM);
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events.push(ev);
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}
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}
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static void mainLoop()
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{
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SettingsListener resChanged = settings.listen["video"]["fullscreen"];
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resChanged([](const JsonNode &newState){ CGuiHandler::pushSDLEvent(SDL_USEREVENT, FULLSCREEN_TOGGLED); });
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inGuiThread.reset(new bool(true));
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GH.mainFPSmng->init();
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while(1) //main SDL events loop
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{
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SDL_Event ev;
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while(1 == SDL_PollEvent(&ev))
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{
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handleEvent(ev);
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}
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GH.renderFrame();
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}
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}
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void startGame(StartInfo * options, CConnection *serv/* = nullptr*/)
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{
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if(vm.count("onlyAI"))
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{
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auto ais = vm.count("ai") ? vm["ai"].as<std::vector<std::string>>() : std::vector<std::string>();
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int i = 0;
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for(auto & elem : options->playerInfos)
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{
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elem.second.playerID = PlayerSettings::PLAYER_AI;
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if(i < ais.size())
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elem.second.name = ais[i++];
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}
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}
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client = new CClient;
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CPlayerInterface::howManyPeople = 0;
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switch(options->mode) //new game
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{
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case StartInfo::NEW_GAME:
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case StartInfo::CAMPAIGN:
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case StartInfo::DUEL:
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client->newGame(serv, options);
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break;
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case StartInfo::LOAD_GAME:
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std::string fname = options->mapname;
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boost::algorithm::erase_last(fname,".vlgm1");
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if(!vm.count("loadplayer"))
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client->loadGame(fname);
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else
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client->loadGame(fname,vm.count("loadserver"),vm.count("loadhumanplayerindices") ? vm["loadhumanplayerindices"].as<std::vector<int>>() : std::vector<int>(),vm.count("loadnumplayers") ? vm["loadnumplayers"].as<int>() : 1,vm["loadplayer"].as<int>(),vm.count("loadserverip") ? vm["loadserverip"].as<std::string>() : "", vm.count("loadserverport") ? vm["loadserverport"].as<std::string>() : "3030");
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break;
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}
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client->connectionHandler = new boost::thread(&CClient::run, client);
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}
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void endGame()
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{
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client->endGame();
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vstd::clear_pointer(client);
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}
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void handleQuit(bool ask/* = true*/)
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{
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auto quitApplication = []()
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{
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if(client)
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endGame();
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delete console;
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console = nullptr;
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boost::this_thread::sleep(boost::posix_time::milliseconds(750));
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if(!gNoGUI)
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SDL_Quit();
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std::cout << "Ending...\n";
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exit(0);
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};
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if(client && LOCPLINT && ask)
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{
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, 0);
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}
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else
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{
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quitApplication();
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}
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}
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