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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/CMT.cpp
Michał W. Urbańczyk 92525f6d31 * version set to 0.61
* Splitting: when moving slider to the right so that 0 is left in old slot the army is moved.
2008-06-06 12:35:23 +00:00

938 lines
31 KiB
C++

// CMT.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include "SDL.h"
#include "SDL_TTF.h"
#include "hch\CVideoHandler.h"
#include "SDL_mixer.h"
#include "hch\CBuildingHandler.h"
#include "SDL_Extensions.h"
#include "SDL_framerate.h"
#include <cmath>
#include <stdio.h>
#include <string.h>
#include <string>
#include <assert.h>
#include <vector>
#include "zlib.h"
#include <cmath>
#include <ctime>
#include "hch\CArtHandler.h"
#include "hch\CHeroHandler.h"
#include "hch\CCreatureHandler.h"
#include "hch\CAbilityHandler.h"
#include "hch\CSpellHandler.h"
#include "hch\CBuildingHandler.h"
#include "hch\CObjectHandler.h"
#include "CGameInfo.h"
#include "hch\CMusicHandler.h"
#include "hch\CSemiLodHandler.h"
#include "hch\CLodHandler.h"
#include "hch\CDefHandler.h"
#include "hch\CSndHandler.h"
#include "hch\CTownHandler.h"
#include "hch\CDefObjInfoHandler.h"
#include "hch\CAmbarCendamo.h"
#include "mapHandler.h"
#include "global.h"
#include "CPreGame.h"
#include "hch\CGeneralTextHandler.h"
#include "CConsoleHandler.h"
#include "CCursorHandler.h"
#include "CScreenHandler.h"
#include "CPathfinder.h"
#include "CGameState.h"
#include "CCallback.h"
#include "CPlayerInterface.h"
#include "CLuaHandler.h"
#include "CLua.h"
#include "CAdvmapInterface.h"
#include "CCastleInterface.h"
#include "boost/filesystem/operations.hpp"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
# include <fcntl.h>
# include <io.h>
# define SET_BINARY_MODE(file) setmode(fileno(file), O_BINARY)
#else
# define SET_BINARY_MODE(file)
#endif
#ifdef _DEBUG
CGameInfo* CGI;
#endif
#define CHUNK 16384
const char * NAME = "VCMI 0.61";
SDL_Color playerColorPalette[256]; //palette to make interface colors good
SDL_Surface * screen, * screen2;
extern SDL_Surface * CSDL_Ext::std32bppSurface;
TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
{
std::vector<int> tempv = script->yourObjects();
for (int i=0;i<tempv.size();i++)
{
(*mapa)[tempv[i]]=script;
}
CGI->state->cppscripts.insert(script);
}
void initGameState(CGameInfo * cgi)
{
cgi->state->day=0;
/*********creating players entries in gs****************************************/
for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++)
{
std::pair<int,PlayerState> ins(cgi->scenarioOps.playerInfos[i].color,PlayerState());
ins.second.color=ins.first;
ins.second.serial=i;
cgi->state->players.insert(ins);
}
/******************RESOURCES****************************************************/
//TODO: zeby komputer dostawal inaczej niz gracz
std::vector<int> startres;
std::ifstream tis("config/startres.txt");
int k;
for (int j=0;j<cgi->scenarioOps.difficulty;j++)
{
tis >> k;
for (int z=0;z<RESOURCE_QUANTITY;z++)
tis>>k;
}
tis >> k;
for (int i=0;i<RESOURCE_QUANTITY;i++)
{
tis >> k;
startres.push_back(k);
}
tis.close();
for (std::map<int,PlayerState>::iterator i = cgi->state->players.begin(); i!=cgi->state->players.end(); i++)
{
(*i).second.resources.resize(RESOURCE_QUANTITY);
for (int x=0;x<RESOURCE_QUANTITY;x++)
(*i).second.resources[x] = startres[x];
}
/*************************HEROES************************************************/
for (int i=0; i<cgi->heroh->heroInstances.size();i++) //heroes instances
{
if (!cgi->heroh->heroInstances[i]->type || cgi->heroh->heroInstances[i]->getOwner()<0)
continue;
//CGHeroInstance * vhi = new CGHeroInstance();
//*vhi=*(cgi->heroh->heroInstances[i]);
CGHeroInstance * vhi = (cgi->heroh->heroInstances[i]);
vhi->subID = vhi->type->ID;
if (vhi->level<1)
{
vhi->exp=40+rand()%50;
vhi->level = 1;
}
if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
{
if (vhi->primSkills.size()<PRIMARY_SKILLS)
vhi->primSkills.resize(PRIMARY_SKILLS);
vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
vhi->primSkills[2] = vhi->type->heroClass->initialPower;
vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
vhi->mana = vhi->primSkills[3]*10;
}
if (!vhi->name.length())
{
vhi->name = vhi->type->name;
}
if (!vhi->biography.length())
{
vhi->biography = vhi->type->biography;
}
if (vhi->portrait < 0)
vhi->portrait = vhi->type->ID;
//initial army
if (!vhi->army.slots.size()) //standard army
{
int pom, pom2=0;
for(int x=0;x<3;x++)
{
pom = (cgi->creh->nameToID[vhi->type->refTypeStack[x]]);
if(pom>=145 && pom<=149) //war machine
{
pom2++;
switch (pom)
{
case 145: //catapult
vhi->artifWorn[16] = &CGI->arth->artifacts[3];
break;
default:
pom-=145;
vhi->artifWorn[13+pom] = &CGI->arth->artifacts[4+pom];
break;
}
continue;
}
vhi->army.slots[x-pom2].first = &(cgi->creh->creatures[pom]);
if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
vhi->army.slots[x-pom2].second = (rand()%pom)+vhi->type->lowStack[x];
else
vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
}
}
cgi->state->players[vhi->getOwner()].heroes.push_back(vhi);
}
/*************************FOG**OF**WAR******************************************/
for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
{
k->second.fogOfWarMap.resize(cgi->ac->map.width, Woff);
for(int g=-Woff; g<cgi->ac->map.width+Woff; ++g)
k->second.fogOfWarMap[g].resize(cgi->ac->map.height, Hoff);
for(int g=-Woff; g<cgi->ac->map.width+Woff; ++g)
for(int h=-Hoff; h<cgi->ac->map.height+Hoff; ++h)
k->second.fogOfWarMap[g][h].resize(cgi->ac->map.twoLevel+1, 0);
for(int g=-Woff; g<cgi->ac->map.width+Woff; ++g)
for(int h=-Hoff; h<cgi->ac->map.height+Hoff; ++h)
for(int v=0; v<cgi->ac->map.twoLevel+1; ++v)
k->second.fogOfWarMap[g][h][v] = 0;
for(int xd=0; xd<cgi->ac->map.width; ++xd) //revealing part of map around heroes
{
for(int yd=0; yd<cgi->ac->map.height; ++yd)
{
for(int ch=0; ch<k->second.heroes.size(); ++ch)
{
int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
}
}
}
}
/****************************TOWNS************************************************/
for (int i=0;i<cgi->townh->townInstances.size();i++)
{
//CGTownInstance * vti = new CGTownInstance();
//(*vti)=*(cgi->townh->townInstances[i]);
CGTownInstance * vti =(cgi->townh->townInstances[i]);
//vti->creatureIncome.resize(CREATURES_PER_TOWN);
//vti->creaturesLeft.resize(CREATURES_PER_TOWN);
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name=vti->town->names[rand()%vti->town->names.size()];
cgi->state->players[vti->getOwner()].towns.push_back(vti);
}
for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
for(int xd=0; xd<cgi->ac->map.width; ++xd) //revealing part of map around towns
{
for(int yd=0; yd<cgi->ac->map.height; ++yd)
{
for(int ch=0; ch<k->second.towns.size(); ++ch)
{
int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
}
}
}
//init visiting heroes
for(int l=0; l<k->second.heroes.size();l++)
{
for(int m=0; m<k->second.towns.size();m++)
{
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
if(vistile == k->second.heroes[l]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
break;
}
}
}
}
/****************************SCRIPTS************************************************/
std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &cgi->state->objscr; //alias for easier access
/****************************C++ OBJECT SCRIPTS************************************************/
std::map<int,CCPPObjectScript*> scripts;
CScriptCallback * csc = new CScriptCallback();
csc->gs = cgi->state;
handleCPPObjS(&scripts,new CVisitableOPH(csc));
handleCPPObjS(&scripts,new CVisitableOPW(csc));
handleCPPObjS(&scripts,new CPickable(csc));
handleCPPObjS(&scripts,new CMines(csc));
handleCPPObjS(&scripts,new CTownScript(csc));
handleCPPObjS(&scripts,new CHeroScript(csc));
handleCPPObjS(&scripts,new CMonsterS(csc));
handleCPPObjS(&scripts,new CCreatureGen(csc));
//created map
/****************************LUA OBJECT SCRIPTS************************************************/
std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
for (int i=0; i<lf->size(); i++)
{
try
{
std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
CLuaCallback::registerFuncs(objs->is);
//objs
for (int j=0; j<temp->size(); j++)
{
int obid ; //obj ID
int dspos = (*temp)[j].find_first_of('_');
obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
std::string fname = (*temp)[j].substr(0,dspos);
if (skrypty->find(obid)==skrypty->end())
skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
}
delete temp;
}HANDLE_EXCEPTION
}
/****************************INITIALIZING OBJECT SCRIPTS************************************************/
std::string temps("newObject");
for (int i=0; i<CGI->objh->objInstances.size(); i++)
{
//c++ scripts
if (scripts.find(CGI->objh->objInstances[i]->ID) != scripts.end())
{
CGI->objh->objInstances[i]->state = scripts[CGI->objh->objInstances[i]->ID];
CGI->objh->objInstances[i]->state->newObject(CGI->objh->objInstances[i]);
}
else
{
CGI->objh->objInstances[i]->state = NULL;
}
// lua scripts
if(cgi->state->checkFunc(CGI->objh->objInstances[i]->ID,temps))
(*skrypty)[CGI->objh->objInstances[i]->ID][temps]->newObject(CGI->objh->objInstances[i]);
}
delete lf;
}
int _tmain(int argc, _TCHAR* argv[])
{
//std::ios_base::sync_with_stdio(0);
//CLuaHandler luatest;
//luatest.test();
//CBIKHandler cb;
//cb.open("CSECRET.BIK");
THC timeHandler tmh;
THC tmh.getDif();
timeHandler pomtime;pomtime.getDif();
int xx=0, yy=0, zz=0;
srand ( time(NULL) );
std::vector<SDL_Surface*> Sprites;
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0)
{
screen = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
//initializing important global surface
#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);
CPG=NULL;
TTF_Init();
atexit(TTF_Quit);
atexit(SDL_Quit);
//TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
//TNR = TTF_OpenFont("Fonts\\tnr.ttf",10);
GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
GEOR16 = TTF_OpenFont("Fonts\\georgia.ttf",16);
GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22);
GEORM = TTF_OpenFont("Fonts\\georgia.ttf",10);
CMusicHandler * mush = new CMusicHandler; //initializing audio
mush->initMusics();
//audio initialized
/*if(Mix_PlayMusic(mush->mainMenuWoG, -1)==-1) //uncomment this fragment to have music
{
printf("Mix_PlayMusic: %s\n", Mix_GetError());
// well, there's no music, but most games don't break without music...
}*/
//screen2 = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
//screen = SDL_ConvertSurface(screen2, screen2->format, SDL_SWSURFACE);
SDL_WM_SetCaption(NAME,""); //set window title
CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
CGameInfo::mainObj = cgi;
#ifdef _DEBUG
CGI = cgi;
#endif
cgi->consoleh = new CConsoleHandler;
cgi->mush = mush;
cgi->curh = new CCursorHandler;
THC std::cout<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
cgi->spriteh = new CLodHandler;
cgi->spriteh->init(std::string("Data\\H3sprite.lod"));
cgi->bitmaph = new CLodHandler;
cgi->bitmaph->init(std::string("Data\\H3bitmap.lod"));
THC std::cout<<"Loading .lod files: "<<tmh.getDif()<<std::endl;
boost::filesystem::directory_iterator enddir;
for (boost::filesystem::directory_iterator dir("Data");dir!=enddir;dir++)
{
if(boost::filesystem::is_regular(dir->status()))
{
std::string name = dir->path().leaf();
std::transform(name.begin(), name.end(), name.begin(), (int(*)(int))toupper);
boost::algorithm::replace_all(name,".BMP",".PCX");
Entry * e = cgi->bitmaph->entries.znajdz(name);
if(e)
{
e->offset = -1;
e->realSize = e->size = boost::filesystem::file_size(dir->path());
}
}
}
if(boost::filesystem::exists("Sprites"))
{
for (boost::filesystem::directory_iterator dir("Sprites");dir!=enddir;dir++)
{
if(boost::filesystem::is_regular(dir->status()))
{
std::string name = dir->path().leaf();
std::transform(name.begin(), name.end(), name.begin(), (int(*)(int))toupper);
boost::algorithm::replace_all(name,".BMP",".PCX");
Entry * e = cgi->spriteh->entries.znajdz(name);
if(e)
{
e->offset = -1;
e->realSize = e->size = boost::filesystem::file_size(dir->path());
}
}
}
}
else
std::cout<<"Warning: No sprites/ folder!"<<std::endl;
THC std::cout<<"Scanning Data/ and Sprites/ folders: "<<tmh.getDif()<<std::endl;
cgi->curh->initCursor();
cgi->curh->showGraphicCursor();
cgi->screenh = new CScreenHandler;
cgi->screenh->initScreen();
THC std::cout<<"Preparing first handlers: "<<tmh.getDif()<<std::endl;
//colors initialization
SDL_Color p;
p.unused = 0;
p.r = 0xff; p.g = 0x0; p.b = 0x0; //red
cgi->playerColors.push_back(p); //red
p.r = 0x31; p.g = 0x52; p.b = 0xff; //blue
cgi->playerColors.push_back(p); //blue
p.r = 0x9c; p.g = 0x73; p.b = 0x52;//tan
cgi->playerColors.push_back(p);//tan
p.r = 0x42; p.g = 0x94; p.b = 0x29; //green
cgi->playerColors.push_back(p); //green
p.r = 0xff; p.g = 0x84; p.b = 0x0; //orange
cgi->playerColors.push_back(p); //orange
p.r = 0x8c; p.g = 0x29; p.b = 0xa5; //purple
cgi->playerColors.push_back(p); //purple
p.r = 0x09; p.g = 0x9c; p.b = 0xa5;//teal
cgi->playerColors.push_back(p);//teal
p.r = 0xc6; p.g = 0x7b; p.b = 0x8c;//pink
cgi->playerColors.push_back(p);//pink
p.r = 0x84; p.g = 0x84; p.b = 0x84;//gray
cgi->neutralColor = p;//gray
//colors initialized
//palette initialization
std::string pals = cgi->bitmaph->getTextFile("PLAYERS.PAL");
int startPoint = 24; //beginning byte; used to read
for(int i=0; i<256; ++i)
{
SDL_Color col;
col.r = pals[startPoint++];
col.g = pals[startPoint++];
col.b = pals[startPoint++];
col.unused = pals[startPoint++];
playerColorPalette[i] = col;
}
//palette initialized
THC std::cout<<"Preparing players' colours: "<<tmh.getDif()<<std::endl;
CMessage::init();
cgi->townh = new CTownHandler;
cgi->townh->loadNames();
CAbilityHandler * abilh = new CAbilityHandler;
abilh->loadAbilities();
cgi->abilh = abilh;
CHeroHandler * heroh = new CHeroHandler;
heroh->loadHeroes();
heroh->loadPortraits();
cgi->heroh = heroh;
cgi->generaltexth = new CGeneralTextHandler;
cgi->generaltexth->load();
THC std::cout<<"Preparing more handlers: "<<tmh.getDif()<<std::endl;
//initializing hero flags
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01L.DEF")); //red
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01G.DEF")); //blue
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01R.DEF")); //tan
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01D.DEF")); //green
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01B.DEF")); //orange
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01P.DEF")); //purple
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01W.DEF")); //teal
cgi->heroh->flags1.push_back(cgi->spriteh->giveDef("ABF01K.DEF")); //pink
for(int q=0; q<8; ++q)
{
for(int o=0; o<cgi->heroh->flags1[q]->ourImages.size(); ++o)
{
if(cgi->heroh->flags1[q]->ourImages[o].groupNumber==6)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags1[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.imName = std::string();
cgi->heroh->flags1[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags1[q]->ourImages[o].groupNumber==7)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags1[q]->ourImages[o+e].bitmap);
nci.groupNumber = 11;
nci.imName = std::string();
cgi->heroh->flags1[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags1[q]->ourImages[o].groupNumber==8)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags1[q]->ourImages[o+e].bitmap);
nci.groupNumber = 12;
nci.imName = std::string();
cgi->heroh->flags1[q]->ourImages.push_back(nci);
}
o+=8;
}
}
for(int ff=0; ff<cgi->heroh->flags1[q]->ourImages.size(); ++ff)
{
SDL_SetColorKey(cgi->heroh->flags1[q]->ourImages[ff].bitmap, SDL_SRCCOLORKEY,
SDL_MapRGB(cgi->heroh->flags1[q]->ourImages[ff].bitmap->format, 0, 255, 255)
);
}
cgi->heroh->flags1[q]->alphaTransformed = true;
}
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02L.DEF")); //red
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02G.DEF")); //blue
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02R.DEF")); //tan
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02D.DEF")); //green
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02B.DEF")); //orange
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02P.DEF")); //purple
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02W.DEF")); //teal
cgi->heroh->flags2.push_back(cgi->spriteh->giveDef("ABF02K.DEF")); //pink
for(int q=0; q<8; ++q)
{
for(int o=0; o<cgi->heroh->flags2[q]->ourImages.size(); ++o)
{
if(cgi->heroh->flags2[q]->ourImages[o].groupNumber==6)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags2[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.imName = std::string();
cgi->heroh->flags2[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags2[q]->ourImages[o].groupNumber==7)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags2[q]->ourImages[o+e].bitmap);
nci.groupNumber = 11;
nci.imName = std::string();
cgi->heroh->flags2[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags2[q]->ourImages[o].groupNumber==8)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags2[q]->ourImages[o+e].bitmap);
nci.groupNumber = 12;
nci.imName = std::string();
cgi->heroh->flags2[q]->ourImages.push_back(nci);
}
o+=8;
}
}
for(int ff=0; ff<cgi->heroh->flags2[q]->ourImages.size(); ++ff)
{
SDL_SetColorKey(cgi->heroh->flags2[q]->ourImages[ff].bitmap, SDL_SRCCOLORKEY,
SDL_MapRGB(cgi->heroh->flags2[q]->ourImages[ff].bitmap->format, 0, 255, 255)
);
}
cgi->heroh->flags2[q]->alphaTransformed = true;
}
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03L.DEF")); //red
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03G.DEF")); //blue
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03R.DEF")); //tan
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03D.DEF")); //green
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03B.DEF")); //orange
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03P.DEF")); //purple
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03W.DEF")); //teal
cgi->heroh->flags3.push_back(cgi->spriteh->giveDef("ABF03K.DEF")); //pink
for(int q=0; q<8; ++q)
{
for(int o=0; o<cgi->heroh->flags3[q]->ourImages.size(); ++o)
{
if(cgi->heroh->flags3[q]->ourImages[o].groupNumber==6)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags3[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.imName = std::string();
cgi->heroh->flags3[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags3[q]->ourImages[o].groupNumber==7)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags3[q]->ourImages[o+e].bitmap);
nci.groupNumber = 11;
nci.imName = std::string();
cgi->heroh->flags3[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags3[q]->ourImages[o].groupNumber==8)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags3[q]->ourImages[o+e].bitmap);
nci.groupNumber = 12;
nci.imName = std::string();
cgi->heroh->flags3[q]->ourImages.push_back(nci);
}
o+=8;
}
}
for(int ff=0; ff<cgi->heroh->flags3[q]->ourImages.size(); ++ff)
{
SDL_SetColorKey(cgi->heroh->flags3[q]->ourImages[ff].bitmap, SDL_SRCCOLORKEY,
SDL_MapRGB(cgi->heroh->flags3[q]->ourImages[ff].bitmap->format, 0, 255, 255)
);
}
cgi->heroh->flags3[q]->alphaTransformed = true;
}
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF00.DEF")); //red
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF01.DEF")); //blue
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF02.DEF")); //tan
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF03.DEF")); //green
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF04.DEF")); //orange
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF05.DEF")); //purple
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF06.DEF")); //teal
cgi->heroh->flags4.push_back(cgi->spriteh->giveDef("AF07.DEF")); //pink
for(int q=0; q<8; ++q)
{
for(int o=0; o<cgi->heroh->flags4[q]->ourImages.size(); ++o)
{
if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==6)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.imName = std::string();
cgi->heroh->flags4[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==7)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.groupNumber = 11;
nci.imName = std::string();
cgi->heroh->flags4[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==8)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.groupNumber = 12;
nci.imName = std::string();
cgi->heroh->flags4[q]->ourImages.push_back(nci);
}
o+=8;
}
}
for(int o=0; o<cgi->heroh->flags4[q]->ourImages.size(); ++o)
{
if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==1)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.groupNumber = 13;
nci.imName = std::string();
cgi->heroh->flags4[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==2)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.groupNumber = 14;
nci.imName = std::string();
cgi->heroh->flags4[q]->ourImages.push_back(nci);
}
o+=8;
}
if(cgi->heroh->flags4[q]->ourImages[o].groupNumber==3)
{
for(int e=0; e<8; ++e)
{
Cimage nci;
nci.bitmap = CSDL_Ext::rotate01(cgi->heroh->flags4[q]->ourImages[o+e].bitmap);
nci.groupNumber = 10;
nci.groupNumber = 15;
nci.imName = std::string();
cgi->heroh->flags4[q]->ourImages.push_back(nci);
}
o+=8;
}
}
for(int ff=0; ff<cgi->heroh->flags4[q]->ourImages.size(); ++ff)
{
SDL_SetColorKey(cgi->heroh->flags4[q]->ourImages[ff].bitmap, SDL_SRCCOLORKEY,
SDL_MapRGB(cgi->heroh->flags4[q]->ourImages[ff].bitmap->format, 0, 255, 255)
);
}
cgi->heroh->flags4[q]->alphaTransformed = true;
}
//hero flags initialized
THC std::cout<<"Initializing colours and flags: "<<tmh.getDif()<<std::endl;
CPreGame * cpg = new CPreGame(); //main menu and submenus
THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
cpg->mush = mush;
cgi->scenarioOps = cpg->runLoop();
THC tmh.getDif();
CArtHandler * arth = new CArtHandler;
arth->loadArtifacts();
cgi->arth = arth;
THC std::cout<<"\tArtifact handler: "<<pomtime.getDif()<<std::endl;
CCreatureHandler * creh = new CCreatureHandler;
creh->loadCreatures();
cgi->creh = creh;
THC std::cout<<"\tCreature handler: "<<pomtime.getDif()<<std::endl;
CSpellHandler * spellh = new CSpellHandler;
spellh->loadSpells();
cgi->spellh = spellh;
THC std::cout<<"\tSpell handler: "<<pomtime.getDif()<<std::endl;
CBuildingHandler * buildh = new CBuildingHandler;
buildh->loadBuildings();
cgi->buildh = buildh;
THC std::cout<<"\tBuilding handler: "<<pomtime.getDif()<<std::endl;
CObjectHandler * objh = new CObjectHandler;
objh->loadObjects();
cgi->objh = objh;
THC std::cout<<"\tObject handler: "<<pomtime.getDif()<<std::endl;
cgi->dobjinfo = new CDefObjInfoHandler;
cgi->dobjinfo->load();
THC std::cout<<"\tDef information handler: "<<pomtime.getDif()<<std::endl;
cgi->state = new CGameState();
cgi->state->players = std::map<int, PlayerState>();
THC std::cout<<"\tGamestate: "<<pomtime.getDif()<<std::endl;
cgi->pathf = new CPathfinder();
THC std::cout<<"\tPathfinder: "<<pomtime.getDif()<<std::endl;
cgi->consoleh->cb = new CCallback(cgi->state,-1);
cgi->consoleh->runConsole();
THC std::cout<<"\tCallback and console: "<<pomtime.getDif()<<std::endl;
THC std::cout<<"Handlers initailization (together): "<<tmh.getDif()<<std::endl;
std::string mapname;
//if(CPG->ourScenSel->mapsel.selected==0)
// CPG->ourScenSel->mapsel.selected = 1; //only for tests
if (CPG)
mapname = CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected].filename;
else
{
std::cout<<"Critical error: CPG==NULL"<<std::endl;
}
std::cout<<"Opening map file: "<<mapname<<"\t\t"<<std::flush;
gzFile map = gzopen(mapname.c_str(),"rb");
std::vector<unsigned char> mapstr; int pom;
while((pom=gzgetc(map))>=0)
{
mapstr.push_back(pom);
}
gzclose(map);
unsigned char *initTable = new unsigned char[mapstr.size()];
for(int ss=0; ss<mapstr.size(); ++ss)
{
initTable[ss] = mapstr[ss];
}
std::cout<<"done."<<std::endl;
CAmbarCendamo * ac = new CAmbarCendamo(initTable); //4gryf
cgi->ac = ac;
THC std::cout<<"Reading file: "<<tmh.getDif()<<std::endl;
ac->deh3m();
THC std::cout<<"Detecting file (together): "<<tmh.getDif()<<std::endl;
ac->loadDefs();
THC std::cout<<"Reading terrain defs: "<<tmh.getDif()<<std::endl;
CMapHandler * mh = new CMapHandler();
cgi->mh = mh;
mh->reader = ac;
THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
mh->init();
THC std::cout<<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
initGameState(cgi);
THC std::cout<<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
/*for(int d=0; d<PLAYER_LIMIT; ++d)
{
cgi->playerint.push_back(NULL);
}*/
for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
{
if(!cgi->scenarioOps.playerInfos[i].human)
cgi->playerint.push_back(static_cast<CGameInterface*>(CAIHandler::getNewAI(new CCallback(cgi->state,cgi->scenarioOps.playerInfos[i].color),"EmptyAI.dll")));
else
{
cgi->state->currentPlayer=cgi->scenarioOps.playerInfos[i].color;
cgi->playerint.push_back(new CPlayerInterface(cgi->scenarioOps.playerInfos[i].color,i));
((CPlayerInterface*)(cgi->playerint[i]))->init(new CCallback(cgi->state,cgi->scenarioOps.playerInfos[i].color));
}
}
///claculating FoWs for minimap
/****************************Minimaps' FoW******************************************/
for(int g=0; g<cgi->playerint.size(); ++g)
{
if(!cgi->playerint[g]->human)
continue;
CMinimap & mm = ((CPlayerInterface*)cgi->playerint[g])->adventureInt->minimap;
int mw = mm.map[0]->w, mh = mm.map[0]->h,
wo = mw/CGI->mh->sizes.x, ho = mh/CGI->mh->sizes.y;
for(int d=0; d<cgi->mh->reader->map.twoLevel+1; ++d)
{
SDL_Surface * pt = CSDL_Ext::newSurface(mm.pos.w, mm.pos.h, CSDL_Ext::std32bppSurface);
for (int i=0; i<mw; i++)
{
for (int j=0; j<mh; j++)
{
int3 pp( ((i*CGI->mh->sizes.x)/mw), ((j*CGI->mh->sizes.y)/mh), d );
if ( !((CPlayerInterface*)cgi->playerint[g])->cb->isVisible(pp) )
{
CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0);
}
}
}
CSDL_Ext::update(pt);
mm.FoW.push_back(pt);
}
}
while(1) //main game loop, one execution per turn
{
cgi->consoleh->cb->newTurn();
for (int i=0;i<cgi->playerint.size();i++)
{
cgi->state->currentPlayer=cgi->playerint[i]->playerID;
try
{
cgi->playerint[i]->yourTurn();
}HANDLE_EXCEPTION
}
}
}
else
{
printf("Something was wrong: %s/n", SDL_GetError());
return -1;
}
}