mirror of
https://github.com/vcmi/vcmi.git
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929 lines
26 KiB
C++
929 lines
26 KiB
C++
// CMT.cpp : Defines the entry point for the console application.
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//
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#include "StdInc.h"
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#include <boost/filesystem/operations.hpp>
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#include <SDL_mixer.h>
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#include "UIFramework/SDL_Extensions.h"
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#include "CGameInfo.h"
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#include "mapHandler.h"
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#include "../lib/Filesystem/CResourceLoader.h"
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#include "CPreGame.h"
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#include "CCastleInterface.h"
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#include "../lib/CConsoleHandler.h"
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#include "UIFramework/CCursorHandler.h"
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#include "../lib/CGameState.h"
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#include "../CCallback.h"
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#include "CPlayerInterface.h"
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#include "CAdvmapInterface.h"
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#include "../lib/CBuildingHandler.h"
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#include "CVideoHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "CMusicHandler.h"
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#include "CVideoHandler.h"
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#include "CDefHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "Graphics.h"
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#include "Client.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/Connection.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/NetPacks.h"
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#include "CMessage.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CScriptingModule.h"
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#include "../lib/GameConstants.h"
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#include "UIFramework/CGuiHandler.h"
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#ifdef _WIN32
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#include "SDL_syswm.h"
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#endif
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#include "../lib/CDefObjInfoHandler.h"
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#include "../lib/UnlockGuard.h"
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#if __MINGW32__
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#undef main
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#endif
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namespace po = boost::program_options;
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/*
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* CMT.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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std::string NAME_AFFIX = "client";
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std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
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CGuiHandler GH;
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static CClient *client=NULL;
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SDL_Surface *screen = NULL, //main screen surface
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*screen2 = NULL,//and hlp surface (used to store not-active interfaces layer)
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*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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static boost::thread *mainGUIThread;
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std::queue<SDL_Event> events;
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boost::mutex eventsM;
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static bool gOnlyAI = false;
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//static bool setResolution = false; //set by event handling thread after resolution is adjusted
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static bool ermInteractiveMode = false; //structurize when time is right
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void processCommand(const std::string &message);
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static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo=true);
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void dispose();
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void playIntro();
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static void listenForEvents();
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//void requestChangingResolution();
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void startGame(StartInfo * options, CConnection *serv = NULL);
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#ifndef _WIN32
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#ifndef _GNU_SOURCE
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#define _GNU_SOURCE
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#endif
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#include <getopt.h>
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#endif
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void startGameFromFile(const std::string &fname)
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{
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if(fname.size() && boost::filesystem::exists(fname))
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{
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StartInfo si;
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CLoadFile out(fname);
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if(!out.sfile || !*out.sfile)
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{
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tlog1 << "Failed to open startfile, falling back to the main menu!\n";
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GH.curInt = CGPreGame::create();
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return;
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}
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out >> si;
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while(GH.topInt())
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GH.popIntTotally(GH.topInt());
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startGame(&si);
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}
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}
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void init()
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{
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CStopWatch tmh, pomtime;
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tlog0 << "\tInitializing minors: " << pomtime.getDiff() << std::endl;
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//initializing audio
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// Note: because of interface button range, volume can only be a
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// multiple of 11, from 0 to 99.
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CCS->soundh = new CSoundHandler;
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CCS->soundh->init();
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CCS->soundh->setVolume(settings["general"]["sound"].Float());
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CCS->musich = new CMusicHandler;
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CCS->musich->init();
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CCS->musich->setVolume(settings["general"]["music"].Float());
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tlog0<<"\tInitializing sound: "<<pomtime.getDiff()<<std::endl;
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tlog0<<"Initializing screen and sound handling: "<<tmh.getDiff()<<std::endl;
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loadDLLClasses();
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const_cast<CGameInfo*>(CGI)->setFromLib();
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CCS->soundh->initCreaturesSounds(CGI->creh->creatures);
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CCS->soundh->initSpellsSounds(CGI->spellh->spells);
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tlog0<<"Initializing VCMI_Lib: "<<tmh.getDiff()<<std::endl;
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pomtime.getDiff();
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CCS->curh = new CCursorHandler;
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CCS->curh->initCursor();
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CCS->curh->show();
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tlog0<<"Screen handler: "<<pomtime.getDiff()<<std::endl;
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pomtime.getDiff();
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graphics = new Graphics();
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graphics->loadHeroAnims();
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tlog0<<"\tMain graphics: "<<tmh.getDiff()<<std::endl;
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tlog0<<"Initializing game graphics: "<<tmh.getDiff()<<std::endl;
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CMessage::init();
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tlog0<<"Message handler: "<<tmh.getDiff()<<std::endl;
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//CPG = new CPreGame(); //main menu and submenus
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//tlog0<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
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}
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static void prog_version(void)
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{
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printf("%s\n", GameConstants::VCMI_VERSION.c_str());
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printf(" data directory: %s\n", GameConstants::DATA_DIR.c_str());
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printf(" library directory: %s\n", GameConstants::LIB_DIR.c_str());
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printf(" binary directory: %s\n", GameConstants::BIN_DIR.c_str());
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}
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static void prog_help(const po::options_description &opts)
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{
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printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
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printf("Copyright (C) 2007-2012 VCMI dev team - see AUTHORS file\n");
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printf("This is free software; see the source for copying conditions. There is NO\n");
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printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
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printf("\n");
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printf("Usage:\n");
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std::cout << opts;
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// printf(" -h, --help display this help and exit\n");
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// printf(" -v, --version display version information and exit\n");
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}
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#ifdef _WIN32
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int _tmain(int argc, _TCHAR* argv[])
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#elif defined(__APPLE__)
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int SDL_main(int argc, char *argv[])
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#else
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int main(int argc, char** argv)
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#endif
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{
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#ifdef __APPLE__
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// Correct working dir executable folder (not bundle folder) so we can use executable relative pathes
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std::string executablePath = argv[0];
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std::string workDir = executablePath.substr(0, executablePath.rfind('/'));
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chdir(workDir.c_str());
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// Check that game data is prepared. Otherwise run vcmibuilder helper application
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FILE* check = fopen((GVCMIDirs.UserPath + "/game_data_prepared").c_str(), "r");
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if (check == NULL) {
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system("open ./vcmibuilder.app");
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return 0;
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}
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fclose(check);
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#endif
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tlog0 << "Starting... " << std::endl;
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po::options_description opts("Allowed options");
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opts.add_options()
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("help,h", "display help and exit")
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("version,v", "display version information and exit")
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("battle,b", po::value<std::string>(), "runs game in duel mode (battle-only")
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("start", po::value<std::string>(), "starts game from saved StartInfo file")
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("onlyAI", "runs without GUI, all players will be default AI")
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("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
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("autoSkip", "automatically skip turns in GUI")
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("disable-video", "disable video player")
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("nointro,i", "skips intro movies");
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po::variables_map vm;
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if(argc > 1)
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{
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try
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{
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po::store(po::parse_command_line(argc, argv, opts), vm);
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}
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catch(std::exception &e)
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{
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tlog1 << "Failure during parsing command-line options:\n" << e.what() << std::endl;
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}
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}
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po::notify(vm);
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if(vm.count("help"))
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{
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prog_help(opts);
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return 0;
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}
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if(vm.count("version"))
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{
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prog_version();
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return 0;
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}
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//Set environment vars to make window centered. Sometimes work, sometimes not. :/
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putenv((char*)"SDL_VIDEO_WINDOW_POS");
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putenv((char*)"SDL_VIDEO_CENTERED=1");
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// Have effect on X11 system only (Linux).
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// For whatever reason in fullscreen mode SDL takes "raw" mouse input from DGA X11 extension
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// (DGA = Direct graphics access). Because this is raw input (before any speed\acceleration proceesing)
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// it may result in very small \ very fast mouse when game in fullscreen mode
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putenv((char*)"SDL_VIDEO_X11_DGAMOUSE=0");
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CStopWatch total, pomtime;
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std::cout.flags(std::ios::unitbuf);
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logfile = new std::ofstream((GVCMIDirs.UserPath + "/VCMI_Client_log.txt").c_str());
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console = new CConsoleHandler;
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*console->cb = boost::bind(&processCommand, _1);
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console->start();
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atexit(dispose);
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tlog0 <<"Creating console and logfile: "<<pomtime.getDiff() << std::endl;
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preinitDLL(::console, logfile);
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settings.init();
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conf.init();
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tlog0 <<"Loading settings: "<<pomtime.getDiff() << std::endl;
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tlog0 << NAME << std::endl;
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srand ( time(NULL) );
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CCS = new CClientState;
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CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler etc.)
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO))
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{
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tlog1<<"Something was wrong: "<< SDL_GetError() << std::endl;
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exit(-1);
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}
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atexit(SDL_Quit);
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const JsonNode& video = settings["video"];
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const JsonNode& res = video["screenRes"];
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//something is really wrong...
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if (res["width"].Float() < 100 || res["height"].Float() < 100)
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{
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tlog0 << "Fatal error: failed to load settings!\n";
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tlog0 << "Possible reasons:\n";
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tlog0 << "\tCorrupted local configuration file at " << GVCMIDirs.UserPath << "/config/settings.json\n";
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tlog0 << "\tMissing or corrupted global configuration file at " << GameConstants::DATA_DIR << "/config/defaultSettings.json\n";
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tlog0 << "VCMI will now exit...\n";
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exit(EXIT_FAILURE);
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}
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setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool());
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tlog0 <<"\tInitializing screen: "<<pomtime.getDiff() << std::endl;
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// Initialize video
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#if DISABLE_VIDEO
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CCS->videoh = new CEmptyVideoPlayer;
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#else
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if (!vm.count("disable-video"))
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CCS->videoh = new CVideoPlayer;
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else
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CCS->videoh = new CEmptyVideoPlayer;
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#endif
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tlog0<<"\tInitializing video: "<<pomtime.getDiff()<<std::endl;
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//we can properly play intro only in the main thread, so we have to move loading to the separate thread
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boost::thread loading(init);
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if(!vm.count("battle") && !vm.count("nointro"))
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playIntro();
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SDL_FillRect(screen,NULL,0);
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CSDL_Ext::update(screen);
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loading.join();
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tlog0<<"Initialization of VCMI (together): "<<total.getDiff()<<std::endl;
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if(!vm.count("battle"))
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{
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gOnlyAI = vm.count("onlyAI");
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Settings session = settings.write["session"];
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session["autoSkip"].Bool() = vm.count("autoSkip");
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session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
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std::string fileToStartFrom; //none by default
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if(vm.count("start"))
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fileToStartFrom = vm["start"].as<std::string>();
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if(fileToStartFrom.size() && boost::filesystem::exists(fileToStartFrom))
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startGameFromFile(fileToStartFrom); //ommit pregame and start the game using settings from fiel
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else
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{
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if(fileToStartFrom.size())
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{
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tlog3 << "Warning: cannot find given file to start from (" << fileToStartFrom
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<< "). Falling back to main menu.\n";
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}
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GH.curInt = CGPreGame::create(); //will set CGP pointer to itself
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}
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}
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else
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{
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StartInfo *si = new StartInfo();
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si->mode = StartInfo::DUEL;
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si->mapname = vm["battle"].as<std::string>();
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si->playerInfos[0].color = 0;
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si->playerInfos[1].color = 1;
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startGame(si);
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}
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mainGUIThread = new boost::thread(&CGuiHandler::run, boost::ref(GH));
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listenForEvents();
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return 0;
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}
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void printInfoAboutIntObject(const CIntObject *obj, int level)
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{
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tlog4 << std::string(level, '\t');
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tlog4 << typeid(*obj).name() << " *** ";
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if (obj->active)
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{
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#define PRINT(check, text) if (obj->active & CIntObject::check) tlog4 << text
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PRINT(LCLICK, 'L');
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PRINT(RCLICK, 'R');
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PRINT(HOVER, 'H');
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PRINT(MOVE, 'M');
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PRINT(KEYBOARD, 'K');
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PRINT(TIME, 'T');
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PRINT(GENERAL, 'A');
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PRINT(WHEEL, 'W');
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PRINT(DOUBLECLICK, 'D');
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#undef PRINT
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}
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else
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tlog4 << "inactive";
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tlog4 << " at " << obj->pos.x <<"x"<< obj->pos.y;
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tlog4 << " (" << obj->pos.w <<"x"<< obj->pos.h << ")\n";
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BOOST_FOREACH(const CIntObject *child, obj->children)
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printInfoAboutIntObject(child, level+1);
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}
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void processCommand(const std::string &message)
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{
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std::istringstream readed;
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readed.str(message);
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std::string cn; //command name
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readed >> cn;
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if(LOCPLINT && LOCPLINT->cingconsole)
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LOCPLINT->cingconsole->print(message);
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if(ermInteractiveMode)
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{
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if(cn == "exit")
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{
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ermInteractiveMode = false;
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return;
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}
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else
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{
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if(client && client->erm)
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client->erm->executeUserCommand(message);
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tlog0 << "erm>";
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}
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}
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else if(message==std::string("die, fool"))
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{
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exit(EXIT_SUCCESS);
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}
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else if(cn == "erm")
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{
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ermInteractiveMode = true;
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tlog0 << "erm>";
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}
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else if(cn==std::string("activate"))
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{
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int what;
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readed >> what;
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switch (what)
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{
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case 0:
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GH.topInt()->activate();
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break;
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case 1:
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adventureInt->activate();
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break;
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case 2:
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LOCPLINT->castleInt->activate();
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break;
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}
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}
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else if(cn=="redraw")
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{
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GH.totalRedraw();
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}
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else if(cn=="screen")
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{
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tlog0 << "Screenbuf points to ";
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if(screenBuf == screen)
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tlog1 << "screen";
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else if(screenBuf == screen2)
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tlog1 << "screen2";
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else
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tlog1 << "?!?";
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tlog1 << std::endl;
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SDL_SaveBMP(screen, "Screen_c.bmp");
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SDL_SaveBMP(screen2, "Screen2_c.bmp");
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}
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else if(cn=="save")
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{
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std::string fname;
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readed >> fname;
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client->save(fname);
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}
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else if(cn=="load")
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{
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// TODO: this code should end the running game and manage to call startGame instead
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std::string fname;
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readed >> fname;
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client->loadGame(fname);
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}/*
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else if(cn=="resolution" || cn == "r")
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{
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if(LOCPLINT)
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{
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tlog1 << "Resolution can be set only before starting the game.\n";
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return;
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}
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std::map<std::pair<int,int>, config::GUIOptions >::iterator j;
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int i=1;
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tlog4 << "Available screen resolutions:\n";
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for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end(); j++)
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tlog4 << i++ <<". " << j->first.first << " x " << j->first.second << std::endl;
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tlog4 << "Type number from 1 to " << i-1 << " to set appropriate resolution or 0 to cancel.\n";
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std::cin >> i;
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if(i < 0 || i > conf.guiOptions.size() || std::cin.bad() || std::cin.fail())
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{
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std::cin.clear();
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tlog1 << "Invalid resolution ID! Not a number between 0 and " << conf.guiOptions.size() << ". No settings changed.\n";
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}
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else if(!i)
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{
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return;
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}
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else
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{
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auto j = conf.guiOptions.begin();
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std::advance(j, i - 1); //move j to the i-th resolution info
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const int w = j->first.first, h = j->first.second;
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|
Settings screen = settings.write["video"]["screenRes"];
|
|
screen["width"].Float() = w;
|
|
screen["height"].Float() = h;
|
|
conf.SetResolution(screen["width"].Float(), screen["height"].Float());
|
|
tlog0 << "Screen resolution set to " << (int)screen["width"].Float() << " x "
|
|
<< (int)screen["height"].Float() <<". It will be applied afters game restart.\n";
|
|
}
|
|
}*/
|
|
else if(message=="get txt")
|
|
{
|
|
tlog0<<"Command accepted.\t";
|
|
boost::filesystem::create_directory("Extracted_txts");
|
|
auto iterator = CResourceHandler::get()->getIterator([](const ResourceID & ident)
|
|
{
|
|
return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");
|
|
});
|
|
|
|
std::string basePath = CResourceHandler::get()->getResourceName(ResourceID("DATA")) + "/Extracted_txts/";
|
|
while (iterator.hasNext())
|
|
{
|
|
std::ofstream file(basePath + iterator->getName() + ".TXT");
|
|
auto text = CResourceHandler::get()->loadData(*iterator);
|
|
|
|
file.write((char*)text.first.get(), text.second);
|
|
++iterator;
|
|
}
|
|
|
|
tlog0 << "\rExtracting done :)\n";
|
|
tlog0 << " Extracted files can be found in " << basePath << " directory\n";
|
|
}
|
|
else if(cn=="crash")
|
|
{
|
|
int *ptr = NULL;
|
|
*ptr = 666;
|
|
//disaster!
|
|
}
|
|
else if(cn == "onlyai")
|
|
{
|
|
gOnlyAI = true;
|
|
}
|
|
else if (cn == "ai")
|
|
{
|
|
VLC->IS_AI_ENABLED = !VLC->IS_AI_ENABLED;
|
|
tlog4 << "Current AI status: " << (VLC->IS_AI_ENABLED ? "enabled" : "disabled") << std::endl;
|
|
}
|
|
else if(cn == "mp" && adventureInt)
|
|
{
|
|
if(const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(adventureInt->selection))
|
|
tlog0 << h->movement << "; max: " << h->maxMovePoints(true) << "/" << h->maxMovePoints(false) << std::endl;
|
|
}
|
|
else if(cn == "bonuses")
|
|
{
|
|
tlog0 << "Bonuses of " << adventureInt->selection->getHoverText() << std::endl
|
|
<< adventureInt->selection->getBonusList() << std::endl;
|
|
|
|
tlog0 << "\nInherited bonuses:\n";
|
|
TCNodes parents;
|
|
adventureInt->selection->getParents(parents);
|
|
BOOST_FOREACH(const CBonusSystemNode *parent, parents)
|
|
{
|
|
tlog0 << "\nBonuses from " << typeid(*parent).name() << std::endl << parent->getBonusList() << std::endl;
|
|
}
|
|
}
|
|
else if(cn == "not dialog")
|
|
{
|
|
LOCPLINT->showingDialog->setn(false);
|
|
}
|
|
else if(cn == "gui")
|
|
{
|
|
BOOST_FOREACH(const IShowActivatable *child, GH.listInt)
|
|
{
|
|
if(const CIntObject *obj = dynamic_cast<const CIntObject *>(child))
|
|
printInfoAboutIntObject(obj, 0);
|
|
else
|
|
tlog4 << typeid(*obj).name() << std::endl;
|
|
}
|
|
}
|
|
else if(cn=="tell")
|
|
{
|
|
std::string what;
|
|
int id1, id2;
|
|
readed >> what >> id1 >> id2;
|
|
if(what == "hs")
|
|
{
|
|
BOOST_FOREACH(const CGHeroInstance *h, LOCPLINT->cb->getHeroesInfo())
|
|
if(h->type->ID == id1)
|
|
if(const CArtifactInstance *a = h->getArt(ArtifactPosition(id2)))
|
|
tlog4 << a->nodeName();
|
|
}
|
|
}
|
|
else if (cn == "set")
|
|
{
|
|
std::string what, value;
|
|
readed >> what;
|
|
|
|
Settings conf = settings.write["session"][what];
|
|
|
|
readed >> value;
|
|
if (value == "on")
|
|
conf->Bool() = true;
|
|
else if (value == "off")
|
|
conf->Bool() = false;
|
|
}
|
|
else if(cn == "sinfo")
|
|
{
|
|
std::string fname;
|
|
readed >> fname;
|
|
if(fname.size() && SEL)
|
|
{
|
|
CSaveFile out(fname);
|
|
out << SEL->sInfo;
|
|
}
|
|
}
|
|
else if(cn == "start")
|
|
{
|
|
std::string fname;
|
|
readed >> fname;
|
|
startGameFromFile(fname);
|
|
}
|
|
else if(cn == "unlock")
|
|
{
|
|
std::string mxname;
|
|
readed >> mxname;
|
|
if(mxname == "pim" && LOCPLINT)
|
|
LOCPLINT->pim->unlock();
|
|
}
|
|
else if(cn == "setBattleAI")
|
|
{
|
|
std::string fname;
|
|
readed >> fname;
|
|
tlog0 << "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
|
|
{
|
|
delete ai;
|
|
Settings neutralAI = settings.write["server"]["neutralAI"];
|
|
neutralAI->String() = fname;
|
|
tlog0 << "Setting changed, from now the battle ai will be " << fname << "!\n";
|
|
}
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
tlog3 << "Failed opening " << fname << ": " << e.what() << std::endl;
|
|
tlog3 << "Setting not changes, AI not found or invalid!\n";
|
|
}
|
|
}
|
|
else if(client && client->serv && client->serv->connected && LOCPLINT) //send to server
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
LOCPLINT->cb->sendMessage(message);
|
|
}
|
|
}
|
|
|
|
//plays intro, ends when intro is over or button has been pressed (handles events)
|
|
void playIntro()
|
|
{
|
|
if(CCS->videoh->openAndPlayVideo("3DOLOGO.SMK", 60, 40, screen, true))
|
|
{
|
|
CCS->videoh->openAndPlayVideo("AZVS.SMK", 60, 80, screen, true);
|
|
}
|
|
}
|
|
|
|
void dispose()
|
|
{
|
|
if (console)
|
|
delete console;
|
|
delete logfile;
|
|
}
|
|
|
|
//used only once during initialization
|
|
static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo)
|
|
{
|
|
// VCMI will only work with 2, 3 or 4 bytes per pixel
|
|
vstd::amax(bpp, 16);
|
|
vstd::amin(bpp, 32);
|
|
|
|
// Try to use the best screen depth for the display
|
|
int suggestedBpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
|
|
if(suggestedBpp == 0)
|
|
{
|
|
tlog1 << "Error: SDL says that " << w << "x" << h << " resolution is not available!\n";
|
|
return;
|
|
}
|
|
|
|
bool bufOnScreen = (screenBuf == screen);
|
|
|
|
if(suggestedBpp != bpp)
|
|
{
|
|
tlog2 << "Note: SDL suggests to use " << suggestedBpp << " bpp instead of" << bpp << " bpp " << std::endl;
|
|
}
|
|
|
|
//For some reason changing fullscreen via config window checkbox result in SDL_Quit event
|
|
if (resetVideo)
|
|
{
|
|
if(screen) //screen has been already initialized
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
|
SDL_InitSubSystem(SDL_INIT_VIDEO);
|
|
}
|
|
|
|
if((screen = SDL_SetVideoMode(w, h, suggestedBpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0))) == NULL)
|
|
{
|
|
tlog1 << "Requested screen resolution is not available (" << w << "x" << h << "x" << suggestedBpp << "bpp)\n";
|
|
throw std::runtime_error("Requested screen resolution is not available\n");
|
|
}
|
|
|
|
tlog0 << "New screen flags: " << screen->flags << std::endl;
|
|
|
|
if(screen2)
|
|
SDL_FreeSurface(screen2);
|
|
screen2 = CSDL_Ext::copySurface(screen);
|
|
SDL_EnableUNICODE(1);
|
|
SDL_WM_SetCaption(NAME.c_str(),""); //set window title
|
|
SDL_ShowCursor(SDL_DISABLE);
|
|
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
|
|
|
|
#ifdef _WIN32
|
|
SDL_SysWMinfo wm;
|
|
SDL_VERSION(&wm.version);
|
|
int getwm = SDL_GetWMInfo(&wm);
|
|
if(getwm == 1)
|
|
{
|
|
int sw = GetSystemMetrics(SM_CXSCREEN),
|
|
sh = GetSystemMetrics(SM_CYSCREEN);
|
|
RECT curpos;
|
|
GetWindowRect(wm.window,&curpos);
|
|
int ourw = curpos.right - curpos.left,
|
|
ourh = curpos.bottom - curpos.top;
|
|
SetWindowPos(wm.window, 0, (sw - ourw)/2, (sh - ourh)/2, 0, 0, SWP_NOZORDER|SWP_NOSIZE);
|
|
}
|
|
else
|
|
{
|
|
tlog3 << "Something went wrong, getwm=" << getwm << std::endl;
|
|
tlog3 << "SDL says: " << SDL_GetError() << std::endl;
|
|
tlog3 << "Window won't be centered.\n";
|
|
}
|
|
#endif
|
|
//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
|
|
|
|
screenBuf = bufOnScreen ? screen : screen2;
|
|
//setResolution = true;
|
|
}
|
|
|
|
static void fullScreenChanged()
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
|
|
|
|
Settings full = settings.write["video"]["fullscreen"];
|
|
const bool toFullscreen = full->Bool();
|
|
|
|
int bitsPerPixel = screen->format->BitsPerPixel;
|
|
|
|
bitsPerPixel = SDL_VideoModeOK(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
|
|
if(bitsPerPixel == 0)
|
|
{
|
|
tlog1 << "Error: SDL says that " << screen->w << "x" << screen->h << " resolution is not available!\n";
|
|
return;
|
|
}
|
|
|
|
bool bufOnScreen = (screenBuf == screen);
|
|
screen = SDL_SetVideoMode(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
|
|
screenBuf = bufOnScreen ? screen : screen2;
|
|
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
static void listenForEvents()
|
|
{
|
|
SettingsListener resChanged = settings.listen["video"]["fullscreen"];
|
|
resChanged([](const JsonNode &newState){ CGuiHandler::pushSDLEvent(SDL_USEREVENT, FULLSCREEN_TOGGLED); });
|
|
|
|
while(1) //main SDL events loop
|
|
{
|
|
SDL_Event ev;
|
|
|
|
//tlog0 << "Waiting... ";
|
|
int ret = SDL_WaitEvent(&ev);
|
|
//tlog0 << "got " << (int)ev.type;
|
|
if (ret == 0 || (ev.type==SDL_QUIT) ||
|
|
(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
|
|
{
|
|
if (client)
|
|
client->endGame();
|
|
if (mainGUIThread)
|
|
{
|
|
GH.terminate = true;
|
|
mainGUIThread->join();
|
|
delete mainGUIThread;
|
|
mainGUIThread = NULL;
|
|
}
|
|
delete console;
|
|
console = NULL;
|
|
SDL_Delay(750);
|
|
SDL_Quit();
|
|
tlog0 << "Ending...\n";
|
|
break;
|
|
}
|
|
else if(LOCPLINT && ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
|
|
{
|
|
Settings full = settings.write["video"]["fullscreen"];
|
|
full->Bool() = !full->Bool();
|
|
continue;
|
|
}
|
|
else if(ev.type == SDL_USEREVENT)
|
|
{
|
|
auto endGame = []
|
|
{
|
|
client->endGame();
|
|
vstd::clear_pointer(client);
|
|
|
|
delete CGI->dobjinfo.get();
|
|
const_cast<CGameInfo*>(CGI)->dobjinfo = new CDefObjInfoHandler;
|
|
|
|
VLC->dobjinfo = const_cast<CGameInfo*>(CGI)->dobjinfo; // update dobjinfo pointer in VLC (used by modHandler::reload())
|
|
|
|
const_cast<CGameInfo*>(CGI)->dobjinfo->load();
|
|
const_cast<CGameInfo*>(CGI)->modh->reload(); //add info about new creatures to dobjinfo
|
|
};
|
|
|
|
switch(ev.user.code)
|
|
{
|
|
/* case CHANGE_SCREEN_RESOLUTION:
|
|
{
|
|
tlog0 << "Changing resolution has been requested\n";
|
|
const JsonNode& video = settings["video"];
|
|
const JsonNode& res = video["gameRes"];
|
|
setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool());
|
|
break;
|
|
}*/
|
|
case RETURN_TO_MAIN_MENU:
|
|
{
|
|
// StartInfo si = *client->getStartInfo();
|
|
// if(si.mode == StartInfo::CAMPAIGN)
|
|
// GH.pushInt( new CBonusSelection(si.campState) );
|
|
// else
|
|
{
|
|
endGame();
|
|
GH.curInt = CGPreGame::create();;
|
|
GH.defActionsDef = 63;
|
|
}
|
|
}
|
|
break;
|
|
case STOP_CLIENT:
|
|
client->endGame(false);
|
|
break;
|
|
case RESTART_GAME:
|
|
{
|
|
StartInfo si = *client->getStartInfo(true);
|
|
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:
|
|
tlog1 << "Error: unknown user event. Code " << ev.user.code << std::endl;
|
|
assert(0);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
//tlog0 << " pushing ";
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(eventsM);
|
|
events.push(ev);
|
|
}
|
|
//tlog0 << " done\n";
|
|
}
|
|
}
|
|
|
|
void startGame(StartInfo * options, CConnection *serv/* = NULL*/)
|
|
{
|
|
if(gOnlyAI)
|
|
{
|
|
for(auto it = options->playerInfos.begin(); it != options->playerInfos.end(); ++it)
|
|
{
|
|
it->second.playerID = PlayerSettings::PLAYER_AI;
|
|
}
|
|
}
|
|
/* const JsonNode& res = settings["video"]["screenRes"];
|
|
|
|
if(screen->w != res["width"].Float() || screen->h != res["height"].Float())
|
|
{
|
|
requestChangingResolution();
|
|
|
|
//allow event handling thread change resolution
|
|
auto unlock = vstd::makeUnlockGuard(eventsM);
|
|
while(!setResolution) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
|
}
|
|
else
|
|
setResolution = true;*/
|
|
|
|
client = new CClient;
|
|
|
|
CPlayerInterface::howManyPeople = 0;
|
|
switch(options->mode) //new game
|
|
{
|
|
case StartInfo::NEW_GAME:
|
|
case StartInfo::CAMPAIGN:
|
|
case StartInfo::DUEL:
|
|
client->newGame(serv, options);
|
|
break;
|
|
case StartInfo::LOAD_GAME:
|
|
std::string fname = options->mapname;
|
|
boost::algorithm::erase_last(fname,".vlgm1");
|
|
client->loadGame(fname);
|
|
break;
|
|
}
|
|
|
|
client->connectionHandler = new boost::thread(&CClient::run, client);
|
|
}
|
|
/*
|
|
void requestChangingResolution()
|
|
{
|
|
//mark that we are going to change resolution
|
|
setResolution = false;
|
|
|
|
//push special event to order event reading thread to change resolution
|
|
SDL_Event ev;
|
|
ev.type = SDL_USEREVENT;
|
|
ev.user.code = CHANGE_SCREEN_RESOLUTION;
|
|
SDL_PushEvent(&ev);
|
|
}
|
|
*/
|