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vcmi/CMT.cpp
mateuszb 47bc007d8c Common changes (ours):
* Improvements for console
* Speed bonus support
* Minor improvements
2009-04-04 19:26:41 +00:00

337 lines
11 KiB
C++

// CMT.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <cmath>
#include <string>
#include <vector>
#include <queue>
#include <cmath>
#include <boost/algorithm/string.hpp>
#include "boost/filesystem/operations.hpp"
#include <boost/thread.hpp>
#include <SDL_ttf.h>
#include <SDL_mixer.h>
#include "SDL_Extensions.h"
#include "SDL_framerate.h"
#include "CGameInfo.h"
#include "mapHandler.h"
#include "global.h"
#include "CPreGame.h"
#include "CCastleInterface.h"
#include "CConsoleHandler.h"
#include "CCursorHandler.h"
#include "CGameState.h"
#include "CCallback.h"
#include "CPlayerInterface.h"
#include "CAdvmapInterface.h"
#include "hch/CBuildingHandler.h"
#include "hch/CVideoHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CCreatureHandler.h"
#include "hch/CSpellHandler.h"
#include "hch/CMusicHandler.h"
#include "hch/CLodHandler.h"
#include "hch/CDefHandler.h"
#include "hch/CAmbarCendamo.h"
#include "hch/CGeneralTextHandler.h"
#include "client/Graphics.h"
#include "client/Client.h"
#include "client/CConfigHandler.h"
#include "lib/Connection.h"
#include "lib/VCMI_Lib.h"
#include <cstdlib>
#include "lib/NetPacks.h"
#if __MINGW32__
#undef main
#endif
std::string NAME = NAME_VER + std::string(" (client)");
SDL_Surface * screen, * screen2;
std::queue<SDL_Event*> events;
boost::mutex eventsM;
TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
void processCommand(const std::string &message, CClient *&client);
#ifndef __GNUC__
int _tmain(int argc, _TCHAR* argv[])
#else
int main(int argc, char** argv)
#endif
{
tlog0 << "Starting... " << std::endl;
THC timeHandler tmh, total, pomtime;
CClient *client = NULL;
boost::thread *console = NULL;
std::cout.flags(std::ios::unitbuf);
logfile = new std::ofstream("VCMI_Client_log.txt");
::console = new CConsoleHandler;
*::console->cb = boost::bind(processCommand,_1,boost::ref(client));
console = new boost::thread(boost::bind(&CConsoleHandler::run,::console));
tlog0 <<"Creating console and logfile: "<<pomtime.getDif() << std::endl;
conf.init();
tlog0 <<"Loading settings: "<<pomtime.getDif() << std::endl;
tlog0 << NAME << std::endl;
srand ( time(NULL) );
CPG=NULL;
atexit(SDL_Quit);
CGameInfo * cgi = CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO)==0)
{
SDL_EnableUNICODE(1);
screen = SDL_SetVideoMode(800,600,conf.cc.bpp,SDL_SWSURFACE|SDL_DOUBLEBUF|(conf.cc.fullscreen?SDL_FULLSCREEN:0)); //initializing important global surface
tlog0 <<"\tInitializing screen: "<<pomtime.getDif();
tlog0 << std::endl;
SDL_WM_SetCaption(NAME.c_str(),""); //set window title
#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
CSDL_Ext::std32bppSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 32, rmask, gmask, bmask, amask);
tlog0 << "\tInitializing minors: " << pomtime.getDif() << std::endl;
TTF_Init();
TNRB16 = TTF_OpenFont("Fonts" PATHSEPARATOR "tnrb.ttf",16);
GEOR13 = TTF_OpenFont("Fonts" PATHSEPARATOR "georgia.ttf",13);
GEOR16 = TTF_OpenFont("Fonts" PATHSEPARATOR "georgia.ttf",16);
GEORXX = TTF_OpenFont("Fonts" PATHSEPARATOR "tnrb.ttf",22);
GEORM = TTF_OpenFont("Fonts" PATHSEPARATOR "georgia.ttf",10);
if(! (TNRB16 && GEOR16 && GEORXX && GEORM))
{
tlog1 << "One of the fonts couldn't be loaded!\n";
throw "One of the fonts couldn't be loaded!\n";
}
atexit(TTF_Quit);
THC tlog0<<"\tInitializing fonts: "<<pomtime.getDif()<<std::endl;
CMusicHandler * mush = new CMusicHandler; //initializing audio
mush->initMusics();
//audio initialized
cgi->mush = mush;
tlog0<<"\tInitializing sound: "<<pomtime.getDif()<<std::endl;
tlog0<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
CDefHandler::Spriteh = cgi->spriteh = new CLodHandler();
cgi->spriteh->init("Data" PATHSEPARATOR "H3sprite.lod","Sprites");
BitmapHandler::bitmaph = cgi->bitmaph = new CLodHandler;
cgi->bitmaph->init("Data" PATHSEPARATOR "H3bitmap.lod","Data");
tlog0<<"Loading .lod files: "<<tmh.getDif()<<std::endl;
initDLL(cgi->bitmaph,::console,logfile);
CGI->setFromLib();
tlog0<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
pomtime.getDif();
cgi->curh = new CCursorHandler;
cgi->curh->initCursor();
cgi->curh->show();
tlog0<<"Screen handler: "<<pomtime.getDif()<<std::endl;
pomtime.getDif();
graphics = new Graphics();
graphics->loadHeroAnim();
tlog0<<"\tMain graphics: "<<tmh.getDif()<<std::endl;
tlog0<<"Initializing game graphics: "<<tmh.getDif()<<std::endl;
CMessage::init();
tlog0<<"Message handler: "<<tmh.getDif()<<std::endl;
CPreGame * cpg = new CPreGame(); //main menu and submenus
tlog0<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
tlog0<<"Initialization of VCMI (together): "<<total.getDif()<<std::endl;
cpg->mush = mush;
StartInfo *options = new StartInfo(cpg->runLoop());
if(screen->w != conf.cc.resx || screen->h != conf.cc.resy)
{
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_InitSubSystem(SDL_INIT_VIDEO);
screen = SDL_SetVideoMode(conf.cc.resx,conf.cc.resy,conf.cc.bpp,SDL_SWSURFACE|SDL_DOUBLEBUF|(conf.cc.fullscreen?SDL_FULLSCREEN:0)); //initializing important global surface
SDL_EnableUNICODE(1);
SDL_WM_SetCaption(NAME.c_str(),""); //set window title
SDL_ShowCursor(SDL_DISABLE);
}
CClient cl;
if(options->mode == 0) //new game
{
tmh.getDif();
char portc[10];
SDL_itoa(conf.cc.port,portc,10);
CClient::runServer(portc);
tlog0<<"Preparing shared memory and starting server: "<<tmh.getDif()<<std::endl;
tmh.getDif();pomtime.getDif();//reset timers
CConnection *c=NULL;
//wait until server is ready
tlog0<<"Waiting for server... ";
cl.waitForServer();
tlog0 << tmh.getDif()<<std::endl;
while(!c)
{
try
{
tlog0 << "Establishing connection...\n";
c = new CConnection(conf.cc.server,portc,NAME);
}
catch(...)
{
tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
SDL_Delay(2000);
}
}
THC tlog0<<"\tConnecting to the server: "<<tmh.getDif()<<std::endl;
cl.newGame(c,options);
client = &cl;
boost::thread t(boost::bind(&CClient::run,&cl));
}
else //load game
{
std::string fname = options->mapname;
boost::algorithm::erase_last(fname,".vlgm1");
cl.load(fname);
client = &cl;
boost::thread t(boost::bind(&CClient::run,&cl));
}
SDL_Event *ev = NULL;
while(1) //main SDL events loop
{
ev = new SDL_Event();
SDL_WaitEvent(ev);
if((ev->type==SDL_QUIT) || (ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4 && (ev->key.keysym.mod & KMOD_ALT)))
{
cl.close();
#ifndef __unix__
::console->killConsole(console->native_handle());
#endif
LOCPLINT->pim->lock();
SDL_Delay(750);
tlog0 << "Ending...\n";
exit(EXIT_SUCCESS);
}
else if(ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4)
{
LOCPLINT->pim->lock();
bool full = !(screen->flags&SDL_FULLSCREEN);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
SDL_InitSubSystem(SDL_INIT_VIDEO);
screen = SDL_SetVideoMode(conf.cc.resx,conf.cc.resy,conf.cc.bpp,SDL_SWSURFACE|SDL_DOUBLEBUF|(full?SDL_FULLSCREEN:0)); //initializing important global surface
SDL_WM_SetCaption(NAME.c_str(),""); //set window title
SDL_ShowCursor(SDL_DISABLE);
LOCPLINT->curint->show();
if(LOCPLINT->curint != LOCPLINT->adventureInt)
LOCPLINT->adventureInt->show();
if(LOCPLINT->curint == LOCPLINT->castleInt)
LOCPLINT->castleInt->showAll(0,true);
if(LOCPLINT->curint->subInt)
LOCPLINT->curint->subInt->show();
LOCPLINT->pim->unlock();
}
eventsM.lock();
events.push(ev);
eventsM.unlock();
}
}
else
{
tlog1<<"Something was wrong: "<<SDL_GetError()<<std::endl;
return -1;
}
}
void processCommand(const std::string &message, CClient *&client)
{
std::istringstream readed;
readed.str(message);
std::string cn; //command name
readed >> cn;
int3 src, dst;
// int heronum;//TODO use me
int3 dest;
if(LOCPLINT && LOCPLINT->cingconsole)
LOCPLINT->cingconsole->print(message);
if(message==std::string("die, fool"))
exit(EXIT_SUCCESS);
else if(cn==std::string("activate"))
{
int what;
readed >> what;
switch (what)
{
case 0:
LOCPLINT->curint->activate();
break;
case 1:
LOCPLINT->adventureInt->activate();
break;
case 2:
LOCPLINT->castleInt->activate();
break;
}
}
else if(cn=="save")
{
std::string fname;
readed >> fname;
client->save(fname);
}
else if(cn=="load")
{
std::string fname;
readed >> fname;
client->load(fname);
}
else if(cn=="resolution")
{
std::map<std::pair<int,int>, config::GUIOptions >::iterator j;
int i=1, hlp=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)
return;
else if(i < 0 || i > conf.guiOptions.size())
{
tlog1 << "Invalid resolution ID! Not a number between 0 and " << conf.guiOptions.size() << ". No settings changed.\n";
}
else
{
for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end() && hlp++<i; j++); //move j to the i-th resolution info
conf.cc.resx = j->first.first;
conf.cc.resy = j->first.second;
tlog0 << "Screen resolution set to " << conf.cc.resx << " x " << conf.cc.resy <<". It will be aplied when the game starts.\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(std::string(DATA_DIR "Data" PATHSEPARATOR "H3bitmap.lod"),"");
tlog0<<"done.\nScanning .lod file\n";
int curp=0;
std::string pattern = ".TXT", pom;
for(int i=0;i<txth->entries.size(); i++)
{
pom = txth->entries[i].nameStr;
if(boost::algorithm::find_last(pom,pattern))
{
txth->extractFile(std::string("Extracted_txts\\")+pom,pom);
}
if(i%8) continue;
int p2 = ((float)i/(float)txth->entries.size())*(float)100;
if(p2!=curp)
{
curp = p2;
tlog0<<"\r"<<curp<<"%";
}
}
tlog0<<"\rExtracting done :)\n";
}
else if(client && client->serv && client->serv->connected) //send to server
{
PlayerMessage pm(LOCPLINT->playerID,message);
*client->serv << &pm;
}
}