mirror of
https://github.com/vcmi/vcmi.git
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7d4aa0c803
* function in CCallback for getting onfo about res * giving resources at the beginning of game * moved several txt files to /config subfolder * minor changes
406 lines
12 KiB
C++
406 lines
12 KiB
C++
// CMT.cpp : Defines the entry point for the console application.
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//
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#include "stdafx.h"
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#include "SDL.h"
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#include "SDL_TTF.h"
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#include "hch\CVideoHandler.h"
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#include "SDL_mixer.h"
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#include "hch\CBuildingHandler.h"
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#include "SDL_Extensions.h"
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#include "SDL_framerate.h"
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#include <cmath>
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#include <stdio.h>
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#include <string.h>
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#include <string>
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#include <assert.h>
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#include <vector>
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#include "zlib.h"
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#include <cmath>
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#include <ctime>
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#include "hch\CArtHandler.h"
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#include "hch\CHeroHandler.h"
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#include "hch\CCreatureHandler.h"
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#include "hch\CAbilityHandler.h"
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#include "hch\CSpellHandler.h"
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#include "hch\CBuildingHandler.h"
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#include "hch\CObjectHandler.h"
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#include "CGameInfo.h"
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#include "hch\CMusicHandler.h"
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#include "hch\CSemiLodHandler.h"
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#include "hch\CLodHandler.h"
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#include "hch\CDefHandler.h"
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#include "hch\CSndHandler.h"
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#include "hch\CTownHandler.h"
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#include "hch\CDefObjInfoHandler.h"
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#include "hch\CAmbarCendamo.h"
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#include "mapHandler.h"
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#include "global.h"
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#include "CPreGame.h"
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#include "hch\CGeneralTextHandler.h"
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#include "CConsoleHandler.h"
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#include "CCursorHandler.h"
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#include "CScreenHandler.h"
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#include "CPathfinder.h"
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#include "CGameState.h"
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#include "CCallback.h"
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#if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
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# include <fcntl.h>
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# include <io.h>
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# define SET_BINARY_MODE(file) setmode(fileno(file), O_BINARY)
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#else
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# define SET_BINARY_MODE(file)
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#endif
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#define CHUNK 16384
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const char * NAME = "VCMI 0.3 \"Tol Galen\"";
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/* Compress from file source to file dest until EOF on source.
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def() returns Z_OK on success, Z_MEM_ERROR if memory could not be
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allocated for processing, Z_STREAM_ERROR if an invalid compression
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level is supplied, Z_VERSION_ERROR if the version of zlib.h and the
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version of the library linked do not match, or Z_ERRNO if there is
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an error reading or writing the files. */
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SDL_Surface * ekran, * screen, * screen2;
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TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
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//#include "lua.h"
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//#include "lualib.h"
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//#include "lauxlib.h"
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//#include <luabind/luabind.hpp>
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//#include <luabind/function.hpp>
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//#include <luabind/class.hpp>
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//
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//#if (LUA_VERSION_NUM < 500)
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//# define LUA_OPEN_LIB(L, lib) lib(L)
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//#else
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//# define LUA_OPEN_LIB(L, lib) \
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// lua_pushcfunction((L), lib); \
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// lua_pcall((L), 0, 0, 0);
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//#endif
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//void piszpowitanie2(std::string i)
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//{
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// std::cout<<"powitanie2zc++. Liczba dnia to " << i;
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//}
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void initGameState(CGameInfo * cgi)
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{
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/******************RESOURCES****************************************************/
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//TODO: zeby komputer dostawal inaczej niz gracz
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std::vector<int> startres;
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std::ifstream tis("config/startres.txt");
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int k;
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for (int j=0;j<cgi->scenarioOps.difficulty;j++)
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{
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tis >> k;
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for (int z=0;z<RESOURCE_QUANTITY;z++)
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tis>>k;
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}
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tis >> k;
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for (int i=0;i<RESOURCE_QUANTITY;i++)
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{
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tis >> k;
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startres.push_back(k);
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}
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tis.close();
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for (std::map<int,PlayerState>::iterator i = cgi->state->players.begin(); i!=cgi->state->players.end(); i++)
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{
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(*i).second.resources.resize(RESOURCE_QUANTITY);
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for (int x=0;x<RESOURCE_QUANTITY;x++)
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(*i).second.resources[x] = startres[x];
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}
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/*************************HEROES************************************************/
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for (int i=0; i<cgi->heroh->heroInstances.size();i++) //heroes instances
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{
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if (!cgi->heroh->heroInstances[i]->type || cgi->heroh->heroInstances[i]->owner<0)
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continue;
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CHeroInstance * vhi = new CHeroInstance();
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*vhi=*(cgi->heroh->heroInstances[i]);
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if (!vhi->level)
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{
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vhi->exp=40+rand()%50;
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vhi->level = 1;
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}
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if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
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if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
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{
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if (vhi->primSkills.size()<PRIMARY_SKILLS)
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vhi->primSkills.resize(PRIMARY_SKILLS);
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vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
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vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
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vhi->primSkills[2] = vhi->type->heroClass->initialPower;
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vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
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vhi->mana = vhi->primSkills[3]*10;
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}
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if (!vhi->name.length())
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{
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vhi->name = vhi->type->name;
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}
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if (!vhi->biography.length())
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{
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vhi->biography = vhi->type->biography;
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}
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if (vhi->portrait < 0)
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vhi->portrait = vhi->type->ID;
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cgi->state->players[vhi->owner].heroes.push_back(vhi);
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}
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/*************************FOG**OF**WAR******************************************/
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for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
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{
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k->second.fogOfWarMap.resize(cgi->ac->map.width);
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for(int g=0; g<cgi->ac->map.width; ++g)
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k->second.fogOfWarMap[g].resize(cgi->ac->map.height);
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for(int g=0; g<cgi->ac->map.width; ++g)
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for(int h=0; h<cgi->ac->map.height; ++h)
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k->second.fogOfWarMap[g][h].resize(cgi->ac->map.twoLevel+1);
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for(int g=0; g<cgi->ac->map.width; ++g)
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for(int h=0; h<cgi->ac->map.height; ++h)
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for(int v=0; v<cgi->ac->map.twoLevel+1; ++v)
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k->second.fogOfWarMap[g][h][v] = 1;
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}
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/****************************TOWNS************************************************/
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}
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int _tmain(int argc, _TCHAR* argv[])
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{
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//int iErr = 0;
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//lua_State *lua = lua_open (); // Open Lua
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// LUA_OPEN_LIB(lua, luaopen_base);
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// LUA_OPEN_LIB(lua, luaopen_io);
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//if ((iErr = luaL_loadfile (lua, "test.lua")) == 0)
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//{
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//
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// // Call main...
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// if ((iErr = lua_pcall (lua, 0, LUA_MULTRET, 0)) == 0)
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// {
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// luabind::open(lua);
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// luabind::module(lua)
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// [
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// luabind::def("powitanie",&piszpowitanie2)
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// ];
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// //int ret = luabind::call_function<int>(lua, "helloWorld2");
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// lua_pushstring (lua, "helloWorld2");
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// lua_gettable (lua, LUA_GLOBALSINDEX);
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// lua_pcall (lua, 0, 0, 0);
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// // Push the function name onto the stack
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// lua_pushstring (lua, "helloWorld");
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// lua_gettable (lua, LUA_GLOBALSINDEX);
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// lua_pcall (lua, 0, 0, 0);
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// }
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//}
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//lua_close (lua);
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//CBIKHandler cb;
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//cb.open("CSECRET.BIK");
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THC timeHandler tmh;
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THC tmh.getDif();
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int xx=0, yy=0, zz=0;
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SDL_Event sEvent;
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srand ( time(NULL) );
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SDL_Surface *temp;
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std::vector<SDL_Surface*> Sprites;
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float i;
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0)
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{
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CPG=NULL;
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TTF_Init();
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atexit(TTF_Quit);
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atexit(SDL_Quit);
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//TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
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TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
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//TNR = TTF_OpenFont("Fonts\\tnr.ttf",10);
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GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
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GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22);
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GEORM = TTF_OpenFont("Fonts\\georgia.ttf",10);
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//initializing audio
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CMusicHandler * mush = new CMusicHandler;
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mush->initMusics();
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//CSndHandler snd("Heroes3.snd");
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//snd.extract("AELMMOVE.wav","snddd.wav");
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//audio initialized
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/*if(Mix_PlayMusic(mush->mainMenuWoG, -1)==-1) //uncomment this fragment to have music
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{
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printf("Mix_PlayMusic: %s\n", Mix_GetError());
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// well, there's no music, but most games don't break without music...
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}*/
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screen2 = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
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screen = SDL_ConvertSurface(screen2, screen2->format, SDL_SWSURFACE);
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ekran = screen;
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SDL_WM_SetCaption(NAME,""); //set window title
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CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
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CGameInfo::mainObj = cgi;
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cgi->consoleh = new CConsoleHandler;
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cgi->consoleh->runConsole();
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cgi->mush = mush;
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cgi->curh = new CCursorHandler;
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THC std::cout<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
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cgi->spriteh = new CLodHandler;
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cgi->spriteh->init(std::string("Data\\H3sprite.lod"));
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cgi->bitmaph = new CLodHandler;
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cgi->bitmaph->init(std::string("Data\\H3bitmap.lod"));
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THC std::cout<<"Loading .lod files: "<<tmh.getDif()<<std::endl;
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cgi->curh->initCursor();
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cgi->curh->showGraphicCursor();
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cgi->screenh = new CScreenHandler;
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cgi->screenh->initScreen();
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//colors initialization
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SDL_Color p;
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p.unused = 0;
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p.r = 0xff; p.g = 0x0; p.b = 0x0; //red
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cgi->playerColors.push_back(p); //red
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p.r = 0x31; p.g = 0x52; p.b = 0xff; //blue
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cgi->playerColors.push_back(p); //blue
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p.r = 0x9c; p.g = 0x73; p.b = 0x52;//tan
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cgi->playerColors.push_back(p);//tan
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p.r = 0x42; p.g = 0x94; p.b = 0x29; //green
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cgi->playerColors.push_back(p); //green
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p.r = 0xff; p.g = 0x84; p.b = 0x0; //orange
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cgi->playerColors.push_back(p); //orange
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p.r = 0x8c; p.g = 0x29; p.b = 0xa5; //purple
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cgi->playerColors.push_back(p); //purple
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p.r = 0x09; p.g = 0x9c; p.b = 0xa5;//teal
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cgi->playerColors.push_back(p);//teal
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p.r = 0xc6; p.g = 0x7b; p.b = 0x8c;//pink
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cgi->playerColors.push_back(p);//pink
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p.r = 0x84; p.g = 0x84; p.b = 0x84;//gray
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cgi->neutralColor = p;//gray
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//colors initialized
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cgi->townh = new CTownHandler;
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cgi->townh->loadNames();
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CAbilityHandler * abilh = new CAbilityHandler;
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abilh->loadAbilities();
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cgi->abilh = abilh;
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CHeroHandler * heroh = new CHeroHandler;
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heroh->loadHeroes();
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heroh->loadPortraits();
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cgi->heroh = heroh;
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cgi->generaltexth = new CGeneralTextHandler;
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cgi->generaltexth->load();
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THC std::cout<<"Preparing first handlers: "<<tmh.getDif()<<std::endl;
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CPreGame * cpg = new CPreGame(); //main menu and submenus
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THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
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cpg->mush = mush;
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cgi->scenarioOps = cpg->runLoop();
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THC tmh.getDif();
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cgi->sspriteh = new CSemiLodHandler();
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cgi->sspriteh->openLod("H3sprite.lod");
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CArtHandler * arth = new CArtHandler;
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arth->loadArtifacts();
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cgi->arth = arth;
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CCreatureHandler * creh = new CCreatureHandler;
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creh->loadCreatures();
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cgi->creh = creh;
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CSpellHandler * spellh = new CSpellHandler;
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spellh->loadSpells();
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cgi->spellh = spellh;
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CBuildingHandler * buildh = new CBuildingHandler;
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buildh->loadBuildings();
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cgi->buildh = buildh;
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CObjectHandler * objh = new CObjectHandler;
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objh->loadObjects();
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cgi->objh = objh;
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cgi->dobjinfo = new CDefObjInfoHandler;
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cgi->dobjinfo->load();
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cgi->state = new CGameState();
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cgi->state->players = std::map<int, PlayerState>();
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cgi->state->cb = new CCallback(cgi->state);
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cgi->pathf = new CPathfinder();
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THC std::cout<<"Handlers initailization: "<<tmh.getDif()<<std::endl;
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std::string mapname;
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if(CPG->ourScenSel->mapsel.selected==0) CPG->ourScenSel->mapsel.selected = 1; //only for tests
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if (CPG) mapname = CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected].filename;
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gzFile map = gzopen(mapname.c_str(),"rb");
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std::string mapstr;int pom;
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while((pom=gzgetc(map))>=0)
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{
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mapstr+=pom;
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}
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gzclose(map);
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unsigned char *initTable = new unsigned char[mapstr.size()];
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for(int ss=0; ss<mapstr.size(); ++ss)
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{
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initTable[ss] = mapstr[ss];
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}
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#define CHOOSE
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#ifdef CHOOSE
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CAmbarCendamo * ac = new CAmbarCendamo(initTable); //4gryf
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#else
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CAmbarCendamo * ac = new CAmbarCendamo("RoEtest"); //4gryf
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#endif
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CMapHeader * mmhh = new CMapHeader(ac->bufor); //czytanie nag��wka
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cgi->ac = ac;
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THC std::cout<<"Reading file: "<<tmh.getDif()<<std::endl;
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ac->deh3m();
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THC std::cout<<"Detecting file (together): "<<tmh.getDif()<<std::endl;
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ac->loadDefs();
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THC std::cout<<"Reading terrain defs: "<<tmh.getDif()<<std::endl;
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CMapHandler * mh = new CMapHandler();
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cgi->mh = mh;
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mh->reader = ac;
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THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
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mh->init();
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THC std::cout<<"Initializing mapHandler: "<<tmh.getDif()<<std::endl;
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initGameState(cgi);
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THC std::cout<<"Initializing GameState: "<<tmh.getDif()<<std::endl;
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for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
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{
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//TODO: uncomment when AI will be done
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//if(cgi->scenarioOps.playerInfos[i].name=="AI")
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// cgi->playerint.push_back(new CGlobalAI());
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//else
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{
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cgi->state->currentPlayer=i;
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cgi->playerint.push_back(new CPlayerInterface(cgi->scenarioOps.playerInfos[i].color,i));
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((CPlayerInterface*)(cgi->playerint[i]))->init(cgi->state->cb);
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}
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}
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while(1) //main game loop, one execution per turn
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{
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for (int i=0;i<cgi->playerint.size();i++)
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{
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cgi->state->currentPlayer=cgi->playerint[i]->playerID;
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cgi->playerint[i]->yourTurn();
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}
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}
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}
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else
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{
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printf("Something was wrong: %s/n", SDL_GetError());
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return -1;
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}
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}
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