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vcmi/client/CMT.cpp

1398 lines
40 KiB
C++

/*
* CMT.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
// CMT.cpp : Defines the entry point for the console application.
//
#include "StdInc.h"
#include <SDL_mixer.h>
#include <boost/program_options.hpp>
#include "gui/SDL_Extensions.h"
#include "CGameInfo.h"
#include "mapHandler.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/FileStream.h"
#include "CPreGame.h"
#include "windows/CCastleInterface.h"
#include "../lib/CConsoleHandler.h"
#include "gui/CCursorHandler.h"
#include "../lib/CGameState.h"
#include "../CCallback.h"
#include "CPlayerInterface.h"
#include "windows/CAdvmapInterface.h"
#include "../lib/CBuildingHandler.h"
#include "CVideoHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "CMusicHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "Graphics.h"
#include "Client.h"
#include "../lib/CConfigHandler.h"
#include "../lib/serializer/BinaryDeserializer.h"
#include "../lib/serializer/BinarySerializer.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "../lib/NetPacks.h"
#include "CMessage.h"
#include "../lib/CModHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CScriptingModule.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "../lib/logging/CBasicLogConfigurator.h"
#include "../lib/StringConstants.h"
#include "../lib/CPlayerState.h"
#include "gui/CAnimation.h"
#ifdef VCMI_WINDOWS
#include "SDL_syswm.h"
#endif
#ifdef VCMI_ANDROID
#include "lib/CAndroidVMHelper.h"
#endif
#include "../lib/UnlockGuard.h"
#include "CMT.h"
#if __MINGW32__
#undef main
#endif
namespace po = boost::program_options;
namespace po_style = boost::program_options::command_line_style;
namespace bfs = boost::filesystem;
std::string NAME_AFFIX = "client";
std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
CGuiHandler GH;
static CClient *client = nullptr;
int preferredDriverIndex = -1;
SDL_Window * mainWindow = nullptr;
SDL_Renderer * mainRenderer = nullptr;
SDL_Texture * screenTexture = nullptr;
extern boost::thread_specific_ptr<bool> inGuiThread;
SDL_Surface *screen = nullptr, //main screen surface
*screen2 = nullptr, //and hlp surface (used to store not-active interfaces layer)
*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
std::queue<SDL_Event> events;
boost::mutex eventsM;
CondSh<bool> serverAlive(false);
static po::variables_map vm;
//static bool setResolution = false; //set by event handling thread after resolution is adjusted
static bool ermInteractiveMode = false; //structurize when time is right
void processCommand(const std::string &message);
static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo=true);
void dispose();
void playIntro();
static void mainLoop();
//void requestChangingResolution();
void startGame(StartInfo * options, CConnection *serv = nullptr);
void endGame();
#ifndef VCMI_WINDOWS
#ifndef _GNU_SOURCE
#define _GNU_SOURCE
#endif
#include <getopt.h>
#endif
void startTestMap(const std::string &mapname)
{
StartInfo si;
si.mapname = mapname;
si.mode = StartInfo::NEW_GAME;
for (int i = 0; i < 8; i++)
{
PlayerSettings &pset = si.playerInfos[PlayerColor(i)];
pset.color = PlayerColor(i);
pset.name = CGI->generaltexth->allTexts[468];//Computer
pset.playerID = PlayerSettings::PLAYER_AI;
pset.compOnly = true;
pset.castle = 0;
pset.hero = -1;
pset.heroPortrait = -1;
pset.handicap = PlayerSettings::NO_HANDICAP;
}
while(GH.topInt())
GH.popIntTotally(GH.topInt());
startGame(&si);
}
void startGameFromFile(const bfs::path &fname)
{
StartInfo si;
try //attempt retrieving start info from given file
{
if(fname.empty() || !bfs::exists(fname))
throw std::runtime_error("Startfile \"" + fname.string() + "\" does not exist!");
CLoadFile out(fname);
if (!out.sfile || !*out.sfile)
throw std::runtime_error("Cannot read from startfile \"" + fname.string() +"\"!");
out >> si;
}
catch(std::exception &e)
{
logGlobal->errorStream() << "Failed to start from the file: " << fname << ". Error: " << e.what()
<< " Falling back to main menu.";
GH.curInt = CGPreGame::create();
return;
}
while(GH.topInt())
GH.popIntTotally(GH.topInt());
startGame(&si);
}
void init()
{
CStopWatch tmh, pomtime;
loadDLLClasses();
const_cast<CGameInfo*>(CGI)->setFromLib();
logGlobal->infoStream()<<"Initializing VCMI_Lib: "<<tmh.getDiff();
if(!settings["session"]["headless"].Bool())
{
pomtime.getDiff();
CCS->curh = new CCursorHandler();
graphics = new Graphics(); // should be before curh->init()
CCS->curh->initCursor();
CCS->curh->show();
logGlobal->infoStream()<<"Screen handler: "<<pomtime.getDiff();
pomtime.getDiff();
graphics->load();
logGlobal->infoStream()<<"\tMain graphics: "<<pomtime.getDiff();
logGlobal->infoStream()<<"Initializing game graphics: "<<tmh.getDiff();
CMessage::init();
logGlobal->infoStream()<<"Message handler: "<<tmh.getDiff();
}
}
static void prog_version(void)
{
printf("%s\n", GameConstants::VCMI_VERSION.c_str());
std::cout << VCMIDirs::get().genHelpString();
}
static void prog_help(const po::options_description &opts)
{
auto time = std::time(0);
printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
printf("This is free software; see the source for copying conditions. There is NO\n");
printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
printf("\n");
std::cout << opts;
}
static void SDLLogCallback(void* userdata,
int category,
SDL_LogPriority priority,
const char* message)
{
//todo: convert SDL log priority to vcmi log priority
//todo: make separate log domain for SDL
logGlobal->debugStream() << "SDL(category " << category << "; priority " <<priority <<") "<<message;
}
#ifdef VCMI_APPLE
void OSX_checkForUpdates();
#endif
#if defined(VCMI_WINDOWS) && !defined (__GNUC__)
int wmain(int argc, wchar_t* argv[])
#elif defined(VCMI_APPLE) || defined(VCMI_ANDROID)
int SDL_main(int argc, char *argv[])
#else
int main(int argc, char** argv)
#endif
{
#ifdef VCMI_ANDROID
// boost will crash without this
setenv("LANG", "C", 1);
#endif
#ifdef VCMI_APPLE
// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
std::string executablePath = argv[0];
std::string workDir = executablePath.substr(0, executablePath.rfind('/'));
chdir(workDir.c_str());
// Check for updates
OSX_checkForUpdates();
// Check that game data is prepared. Otherwise run vcmibuilder helper application
FILE* check = fopen((VCMIDirs::get().userDataPath() / "game_data_prepared").string().c_str(), "r");
if (check == nullptr) {
system("open ./vcmibuilder.app");
return 0;
}
fclose(check);
#endif
std::cout << "Starting... " << std::endl;
po::options_description opts("Allowed options");
opts.add_options()
("help,h", "display help and exit")
("version,v", "display version information and exit")
("disable-shm", "force disable shared memory usage")
("enable-shm-uuid", "use UUID for shared memory identifier")
("start", po::value<bfs::path>(), "starts game from saved StartInfo file")
("testmap", po::value<std::string>(), "")
("spectate,s", "enable spectator interface for AI-only games")
("spectate-ignore-hero", "wont follow heroes on adventure map")
("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
("spectate-skip-battle", "skip battles in spectator view")
("spectate-skip-battle-result", "skip battle result window")
("onlyAI", "runs without human player, all players will be default AI")
("headless", "runs without GUI, implies --onlyAI")
("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
("autoSkip", "automatically skip turns in GUI")
("disable-video", "disable video player")
("nointro,i", "skips intro movies")
("donotstartserver,d","do not attempt to start server and just connect to it instead server")
("loadserver","specifies we are the multiplayer server for loaded games")
("loadnumplayers",po::value<int>(),"specifies the number of players connecting to a multiplayer game")
("loadhumanplayerindices",po::value<std::vector<int>>(),"Indexes of human players (0=Red, etc.)")
("loadplayer", po::value<int>(),"specifies which player we are in multiplayer loaded games (0=Red, etc.)")
("loadserverip",po::value<std::string>(),"IP for loaded game server")
("loadserverport",po::value<std::string>(),"port for loaded game server")
("serverport", po::value<si64>(), "override port specified in config file")
("saveprefix", po::value<std::string>(), "prefix for auto save files")
("savefrequency", po::value<si64>(), "limit auto save creation to each N days");
if(argc > 1)
{
try
{
po::store(po::parse_command_line(argc, argv, opts, po_style::unix_style|po_style::case_insensitive), vm);
}
catch(std::exception &e)
{
std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
}
}
po::notify(vm);
if(vm.count("help"))
{
prog_help(opts);
return 0;
}
if(vm.count("version"))
{
prog_version();
return 0;
}
// Init old logging system and new (temporary) logging system
CStopWatch total, pomtime;
std::cout.flags(std::ios::unitbuf);
console = new CConsoleHandler();
*console->cb = processCommand;
console->start();
const bfs::path logPath = VCMIDirs::get().userCachePath() / "VCMI_Client_log.txt";
CBasicLogConfigurator logConfig(logPath, console);
logConfig.configureDefault();
logGlobal->infoStream() << NAME;
logGlobal->infoStream() << "Creating console and configuring logger: " << pomtime.getDiff();
logGlobal->infoStream() << "The log file will be saved to " << logPath;
// Init filesystem and settings
preinitDLL(::console);
settings.init();
Settings session = settings.write["session"];
session["onlyai"].Bool() = vm.count("onlyAI");
if(vm.count("headless"))
{
session["headless"].Bool() = true;
session["onlyai"].Bool() = true;
}
// Server settings
session["donotstartserver"].Bool() = vm.count("donotstartserver");
// Shared memory options
session["disable-shm"].Bool() = vm.count("disable-shm");
session["enable-shm-uuid"].Bool() = vm.count("enable-shm-uuid");
// Init special testing settings
session["serverport"].Integer() = vm.count("serverport") ? vm["serverport"].as<si64>() : 0;
session["saveprefix"].String() = vm.count("saveprefix") ? vm["saveprefix"].as<std::string>() : "";
session["savefrequency"].Integer() = vm.count("savefrequency") ? vm["savefrequency"].as<si64>() : 1;
// Initialize logging based on settings
logConfig.configure();
// Some basic data validation to produce better error messages in cases of incorrect install
auto testFile = [](std::string filename, std::string message) -> bool
{
if (CResourceHandler::get()->existsResource(ResourceID(filename)))
return true;
logGlobal->errorStream() << "Error: " << message << " was not found!";
return false;
};
if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
!testFile("MODS/VCMI/MOD.JSON", "VCMI data"))
{
exit(1); // These are unrecoverable errors
}
// these two are optional + some installs have them on CD and not in data directory
testFile("VIDEO/GOOD1A.SMK", "campaign movies");
testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
conf.init();
logGlobal->infoStream() << "Loading settings: " << pomtime.getDiff();
srand ( time(nullptr) );
const JsonNode& video = settings["video"];
const JsonNode& res = video["screenRes"];
//something is really wrong...
if (res["width"].Float() < 100 || res["height"].Float() < 100)
{
logGlobal->errorStream() << "Fatal error: failed to load settings!";
logGlobal->errorStream() << "Possible reasons:";
logGlobal->errorStream() << "\tCorrupted local configuration file at " << VCMIDirs::get().userConfigPath() << "/settings.json";
logGlobal->errorStream() << "\tMissing or corrupted global configuration file at " << VCMIDirs::get().userConfigPath() << "/schemas/settings.json";
logGlobal->errorStream() << "VCMI will now exit...";
exit(EXIT_FAILURE);
}
if(!settings["session"]["headless"].Bool())
{
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE))
{
logGlobal->errorStream()<<"Something was wrong: "<< SDL_GetError();
exit(-1);
}
#ifdef VCMI_ANDROID
// manually setting egl pixel format, as a possible solution for sdl2<->android problem
// https://bugzilla.libsdl.org/show_bug.cgi?id=2291
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
#endif // VCMI_ANDROID
GH.mainFPSmng->init(); //(!)init here AFTER SDL_Init() while using SDL for FPS management
SDL_LogSetOutputFunction(&SDLLogCallback, nullptr);
int driversCount = SDL_GetNumRenderDrivers();
std::string preferredDriverName = video["driver"].String();
logGlobal->infoStream() << "Found " << driversCount << " render drivers";
for(int it = 0; it < driversCount; it++)
{
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(it,&info);
std::string driverName(info.name);
if(!preferredDriverName.empty() && driverName == preferredDriverName)
{
preferredDriverIndex = it;
logGlobal->infoStream() << "\t" << driverName << " (active)";
}
else
logGlobal->infoStream() << "\t" << driverName;
}
config::CConfigHandler::GuiOptionsMap::key_type resPair(res["width"].Float(), res["height"].Float());
if (conf.guiOptions.count(resPair) == 0)
{
// selected resolution was not found - complain & fallback to something that we do have.
logGlobal->errorStream() << "Selected resolution " << resPair.first << "x" << resPair.second << " was not found!";
if (conf.guiOptions.empty())
{
logGlobal->errorStream() << "Unable to continue - no valid resolutions found! Please reinstall VCMI to fix this";
exit(1);
}
else
{
Settings newRes = settings.write["video"]["screenRes"];
newRes["width"].Float() = conf.guiOptions.begin()->first.first;
newRes["height"].Float() = conf.guiOptions.begin()->first.second;
conf.SetResolution(newRes["width"].Float(), newRes["height"].Float());
logGlobal->errorStream() << "Falling back to " << newRes["width"].Float() << "x" << newRes["height"].Float();
}
}
setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool(), video["displayIndex"].Float());
logGlobal->infoStream() <<"\tInitializing screen: "<<pomtime.getDiff();
}
CCS = new CClientState();
CGI = new CGameInfo(); //contains all global informations about game (texts, lodHandlers, map handler etc.)
// Initialize video
#ifdef DISABLE_VIDEO
CCS->videoh = new CEmptyVideoPlayer();
#else
if (!settings["session"]["headless"].Bool() && !vm.count("disable-video"))
CCS->videoh = new CVideoPlayer();
else
CCS->videoh = new CEmptyVideoPlayer();
#endif
logGlobal->infoStream()<<"\tInitializing video: "<<pomtime.getDiff();
//initializing audio
CCS->soundh = new CSoundHandler();
CCS->soundh->init();
CCS->soundh->setVolume(settings["general"]["sound"].Float());
CCS->musich = new CMusicHandler();
CCS->musich->init();
CCS->musich->setVolume(settings["general"]["music"].Float());
logGlobal->infoStream()<<"Initializing screen and sound handling: "<<pomtime.getDiff();
#ifdef __APPLE__
// Ctrl+click should be treated as a right click on Mac OS X
SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
#endif
#ifndef VCMI_NO_THREADED_LOAD
//we can properly play intro only in the main thread, so we have to move loading to the separate thread
boost::thread loading(init);
#else
init();
#endif
if(!settings["session"]["headless"].Bool())
{
if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
playIntro();
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
SDL_RenderClear(mainRenderer);
}
SDL_RenderPresent(mainRenderer);
#ifndef VCMI_NO_THREADED_LOAD
#ifdef VCMI_ANDROID // android loads the data quite slowly so we display native progressbar to prevent having only black screen for few seconds
{
CAndroidVMHelper vmHelper;
vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "showProgress");
#endif // ANDROID
loading.join();
#ifdef VCMI_ANDROID
vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "hideProgress");
}
#endif // ANDROID
#endif // THREADED
logGlobal->infoStream()<<"Initialization of VCMI (together): "<<total.getDiff();
session["autoSkip"].Bool() = vm.count("autoSkip");
session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
session["aiSolo"].Bool() = false;
bfs::path fileToStartFrom; //none by default
if(vm.count("start"))
fileToStartFrom = vm["start"].as<bfs::path>();
if(vm.count("testmap"))
{
session["testmap"].String() = vm["testmap"].as<std::string>();
}
session["spectate"].Bool() = vm.count("spectate");
if(session["spectate"].Bool())
{
session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
if(vm.count("spectate-hero-speed"))
session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
if(vm.count("spectate-battle-speed"))
session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
}
if(!session["testmap"].isNull())
{
startTestMap(session["testmap"].String());
}
else
{
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
}
}
if(!settings["session"]["headless"].Bool())
{
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 removeGUI()
{
// CClient::endGame
GH.curInt = nullptr;
if(GH.topInt())
GH.topInt()->deactivate();
GH.listInt.clear();
GH.objsToBlit.clear();
GH.statusbar = nullptr;
logGlobal->infoStream() << "Removed GUI.";
LOCPLINT = nullptr;
}
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")
{
if(!client)
{
std::cout << "Game in not active";
return;
}
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 == "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(*child).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;
logGlobal->info("Option %s enabled!", what);
}
else if (value == "off")
{
conf->Bool() = false;
logGlobal->info("Option %s disabled!", what);
}
}
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;
std::unique_ptr<CAnimation> anim = make_unique<CAnimation>(URI);
anim->preload();
anim->exportBitmaps(VCMIDirs::get().userCachePath() / "extracted");
}
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 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(*CPlayerInterface::pim);
if(!client)
{
std::cout << "Game in not active";
return;
}
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(*CPlayerInterface::pim);
if(!client)
{
std::cout << "Game in not active";
return;
}
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(*CPlayerInterface::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(VLC)
{
delete VLC;
VLC = nullptr;
}
// cleanup, mostly to remove false leaks from analyzer
CResourceHandler::clear();
if(CCS)
{
CCS->musich->release();
CCS->soundh->release();
}
CMessage::dispose();
vstd::clear_pointer(graphics);
if(console)
{
delete console; // should be removed after everything else since used by logging
console = nullptr;
}
}
static bool checkVideoMode(int monitorIndex, int w, int h)
{
//we only check that our desired window size fits on screen
SDL_DisplayMode mode;
if (0 != SDL_GetDesktopDisplayMode(monitorIndex, &mode))
{
logGlobal->error("SDL_GetDesktopDisplayMode failed");
logGlobal->error(SDL_GetError());
return false;
}
logGlobal->info("Check display mode: requested %d x %d; available up to %d x %d ", w, h, mode.w, mode.h);
if (!mode.w || !mode.h || (w <= mode.w && h <= mode.h))
{
return true;
}
return false;
}
static void cleanupRenderer()
{
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;
}
}
static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIndex)
{
// VCMI will only work with 2 or 4 bytes per pixel
vstd::amax(bpp, 16);
vstd::amin(bpp, 32);
if(bpp>16)
bpp = 32;
if(displayIndex < 0)
{
if (mainWindow != nullptr)
displayIndex = SDL_GetWindowDisplayIndex(mainWindow);
if (displayIndex < 0)
displayIndex = 0;
}
if(!checkVideoMode(displayIndex, w, h))
{
logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
return false;
}
bool bufOnScreen = (screenBuf == screen);
cleanupRenderer();
bool realFullscreen = settings["video"]["realFullscreen"].Bool();
#ifdef VCMI_ANDROID
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN);
#else
if(fullscreen)
{
if(realFullscreen)
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), w, h, SDL_WINDOW_FULLSCREEN);
else //in windowed full-screen mode use desktop resolution
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
}
else
{
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex),SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), w, h, 0);
}
#endif
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;
if(!(fullscreen && realFullscreen))
{
SDL_RenderSetLogicalSize(mainRenderer, w, h);
#ifndef VCMI_ANDROID
// on android this stretches the game to fit the screen, not preserving aspect and apparently this also breaks coordinates scaling in mouse events
SDL_RenderSetViewport(mainRenderer, nullptr);
#endif
}
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
int bmask = 0xff000000;
int gmask = 0x00ff0000;
int rmask = 0x0000ff00;
int amask = 0x000000ff;
#else
int bmask = 0x000000ff;
int gmask = 0x0000ff00;
int rmask = 0x00ff0000;
int amask = 0xFF000000;
#endif
screen = SDL_CreateRGBSurface(0,w,h,bpp,rmask,gmask,bmask,amask);
if(nullptr == screen)
{
logGlobal->errorStream() << "Unable to create surface";
logGlobal->errorStream() << w << " "<< h << " "<< bpp;
logGlobal->errorStream() << SDL_GetError();
throw std::runtime_error("Unable to create surface");
}
//No blending for screen itself. Required for proper cursor rendering.
SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
screenTexture = SDL_CreateTexture(mainRenderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
w, h);
if(nullptr == screenTexture)
{
logGlobal->errorStream() << "Unable to create screen texture";
logGlobal->errorStream() << SDL_GetError();
throw std::runtime_error("Unable to create screen texture");
}
screen2 = CSDL_Ext::copySurface(screen);
if(nullptr == screen2)
{
throw std::runtime_error("Unable to copy surface\n");
}
screenBuf = bufOnScreen ? screen : screen2;
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
SDL_RenderClear(mainRenderer);
SDL_RenderPresent(mainRenderer);
return true;
}
//used only once during initialization
static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo)
{
if(!recreateWindow(w, h, bpp, fullscreen, displayIndex))
{
throw std::runtime_error("Requested screen resolution is not available\n");
}
}
static void fullScreenChanged()
{
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
Settings full = settings.write["video"]["fullscreen"];
const bool toFullscreen = full->Bool();
auto bitsPerPixel = screen->format->BitsPerPixel;
auto w = screen->w;
auto h = screen->h;
if(!recreateWindow(w, h, bitsPerPixel, toFullscreen, -1))
{
//will return false and report error if video mode is not supported
return;
}
GH.totalRedraw();
}
static void handleEvent(SDL_Event & ev)
{
if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
{
#ifdef VCMI_ANDROID
handleQuit(false);
#else
handleQuit();
#endif
return;
}
#ifdef VCMI_ANDROID
else if (ev.type == SDL_KEYDOWN && ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
{
handleQuit(true);
}
#endif
else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
{
Settings full = settings.write["video"]["fullscreen"];
full->Bool() = !full->Bool();
return;
}
else if(ev.type == SDL_USEREVENT)
{
switch(ev.user.code)
{
case FORCE_QUIT:
{
handleQuit(false);
return;
}
break;
case RETURN_TO_MAIN_MENU:
{
endGame();
GH.curInt = CGPreGame::create();
GH.defActionsDef = 63;
}
break;
case RESTART_GAME:
{
StartInfo si = *client->getStartInfo(true);
si.seedToBeUsed = 0; //server gives new random generator seed if 0
endGame();
startGame(&si);
}
break;
case PREPARE_RESTART_CAMPAIGN:
{
auto si = reinterpret_cast<StartInfo *>(ev.user.data1);
endGame();
startGame(si);
}
break;
case RETURN_TO_MENU_LOAD:
endGame();
CGPreGame::create();
GH.defActionsDef = 63;
CGP->update();
CGP->menu->switchToTab(vstd::find_pos(CGP->menu->menuNameToEntry, "load"));
GH.curInt = CGP;
break;
case FULLSCREEN_TOGGLED:
fullScreenChanged();
break;
default:
logGlobal->errorStream() << "Unknown user event. Code " << ev.user.code;
break;
}
return;
}
else if(ev.type == SDL_WINDOWEVENT)
{
switch (ev.window.event) {
case SDL_WINDOWEVENT_RESTORED:
fullScreenChanged();
break;
}
return;
}
{
boost::unique_lock<boost::mutex> lock(eventsM);
events.push(ev);
}
}
static void mainLoop()
{
SettingsListener resChanged = settings.listen["video"]["fullscreen"];
resChanged([](const JsonNode &newState){ CGuiHandler::pushSDLEvent(SDL_USEREVENT, FULLSCREEN_TOGGLED); });
inGuiThread.reset(new bool(true));
GH.mainFPSmng->init();
while(1) //main SDL events loop
{
SDL_Event ev;
while(1 == SDL_PollEvent(&ev))
{
handleEvent(ev);
}
GH.renderFrame();
}
}
void startGame(StartInfo * options, CConnection *serv)
{
if(!settings["session"]["donotstartserver"].Bool())
{
serverAlive.waitWhileTrue();
serverAlive.setn(true);
}
if(settings["session"]["onlyai"].Bool())
{
auto ais = vm.count("ai") ? vm["ai"].as<std::vector<std::string>>() : std::vector<std::string>();
int i = 0;
for(auto & elem : options->playerInfos)
{
elem.second.playerID = PlayerSettings::PLAYER_AI;
if(i < ais.size())
elem.second.name = ais[i++];
}
}
client = new CClient();
CPlayerInterface::howManyPeople = 0;
switch(options->mode) //new game
{
case StartInfo::NEW_GAME:
case StartInfo::CAMPAIGN:
client->newGame(serv, options);
break;
case StartInfo::LOAD_GAME:
std::string fname = options->mapname;
boost::algorithm::erase_last(fname,".vlgm1");
if(!vm.count("loadplayer"))
client->loadGame(fname);
else
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<ui16>() : CServerHandler::getDefaultPort());
break;
}
{
TLockGuard _(client->connectionHandlerMutex);
client->connectionHandler = make_unique<boost::thread>(&CClient::run, client);
}
}
void endGame()
{
client->endGame();
vstd::clear_pointer(client);
}
void handleQuit(bool ask)
{
auto quitApplication = []()
{
if(client)
endGame();
dispose();
vstd::clear_pointer(console);
boost::this_thread::sleep(boost::posix_time::milliseconds(750));
if(!settings["session"]["headless"].Bool())
{
cleanupRenderer();
SDL_Quit();
}
std::cout << "Ending...\n";
exit(0);
};
if(client && LOCPLINT && ask)
{
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, 0);
}
else
{
quitApplication();
}
}