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vcmi/CMT.cpp

487 lines
13 KiB
C++

// CMT.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include "SDL.h"
#include "SDL_TTF.h"
#include "SDL_mixer.h"
#include "CBuildingHandler.h"
#include "SDL_Extensions.h"
#include <cmath>
#include <stdio.h>
#include <string.h>
#include <string>
#include <assert.h>
#include <vector>
#include "zlib.h"
#include <cmath>
#include <ctime>
#include "CArtHandler.h"
#include "CHeroHandler.h"
#include "CCreatureHandler.h"
#include "CAbilityHandler.h"
#include "CSpellHandler.h"
#include "CBuildingHandler.h"
#include "CObjectHandler.h"
#include "CGameInfo.h"
#include "CMusicHandler.h"
#include "CSemiLodHandler.h"
#include "CLodHandler.h"
#include "CDefHandler.h"
#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
#define CHUNK 16384
#define pi 3.14159
const char * NAME = "VCMI 0.2";
#include "CAmbarCendamo.h"
#include "mapHandler.h"
#include "global.h"
#include "CPreGame.h"
/* Compress from file source to file dest until EOF on source.
def() returns Z_OK on success, Z_MEM_ERROR if memory could not be
allocated for processing, Z_STREAM_ERROR if an invalid compression
level is supplied, Z_VERSION_ERROR if the version of zlib.h and the
version of the library linked do not match, or Z_ERRNO if there is
an error reading or writing the files. */
SDL_Surface * ekran;
TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX;
int def(FILE *source, FILE *dest, int level, int winBits=15, int memLevel =8)
{
int ret, flush;
unsigned have;
z_stream strm;
unsigned char in[CHUNK];
unsigned char out[CHUNK];
/* allocate deflate state */
strm.zalloc = Z_NULL;
strm.zfree = Z_NULL;
strm.opaque = Z_NULL;
ret = deflateInit2(&strm, level,Z_DEFLATED,winBits,memLevel,0);//8-15, 1-9, 0-2
if (ret != Z_OK)
return ret;
/* compress until end of file */
do {
strm.avail_in = fread(in, 1, CHUNK, source);
if (ferror(source)) {
(void)deflateEnd(&strm);
return Z_ERRNO;
}
flush = feof(source) ? Z_FINISH : Z_NO_FLUSH;
strm.next_in = in;
/* run deflate() on input until output buffer not full, finish
compression if all of source has been read in */
do {
strm.avail_out = CHUNK;
strm.next_out = out;
ret = deflate(&strm, flush); /* no bad return value */
assert(ret != Z_STREAM_ERROR); /* state not clobbered */
have = CHUNK - strm.avail_out;
if (fwrite(out, 1, have, dest) != have || ferror(dest)) {
(void)deflateEnd(&strm);
return Z_ERRNO;
}
} while (strm.avail_out == 0);
assert(strm.avail_in == 0); /* all input will be used */
/* done when last data in file processed */
} while (flush != Z_FINISH);
assert(ret == Z_STREAM_END); /* stream will be complete */
/* clean up and return */
(void)deflateEnd(&strm);
return Z_OK;
}
/* Decompress from file source to file dest until stream ends or EOF.
inf() returns Z_OK on success, Z_MEM_ERROR if memory could not be
allocated for processing, Z_DATA_ERROR if the deflate data is
invalid or incomplete, Z_VERSION_ERROR if the version of zlib.h and
the version of the library linked do not match, or Z_ERRNO if there
is an error reading or writing the files. */
int inf(FILE *source, FILE *dest, int wBits = 15)
{
int ret;
unsigned have;
z_stream strm;
unsigned char in[CHUNK];
unsigned char out[CHUNK];
/* allocate inflate state */
strm.zalloc = Z_NULL;
strm.zfree = Z_NULL;
strm.opaque = Z_NULL;
strm.avail_in = 0;
strm.next_in = Z_NULL;
ret = inflateInit2(&strm, wBits);
if (ret != Z_OK)
return ret;
/* decompress until deflate stream ends or end of file */
do {
strm.avail_in = fread(in, 1, CHUNK, source);
if (ferror(source)) {
(void)inflateEnd(&strm);
return Z_ERRNO;
}
if (strm.avail_in == 0)
break;
strm.next_in = in;
/* run inflate() on input until output buffer not full */
do {
strm.avail_out = CHUNK;
strm.next_out = out;
ret = inflate(&strm, Z_NO_FLUSH);
assert(ret != Z_STREAM_ERROR); /* state not clobbered */
switch (ret) {
case Z_NEED_DICT:
ret = Z_DATA_ERROR; /* and fall through */
case Z_DATA_ERROR:
case Z_MEM_ERROR:
(void)inflateEnd(&strm);
return ret;
}
have = CHUNK - strm.avail_out;
if (fwrite(out, 1, have, dest) != have || ferror(dest)) {
(void)inflateEnd(&strm);
return Z_ERRNO;
}
} while (strm.avail_out == 0);
/* done when inflate() says it's done */
} while (ret != Z_STREAM_END);
/* clean up and return */
(void)inflateEnd(&strm);
return ret == Z_STREAM_END ? Z_OK : Z_DATA_ERROR;
}
/* report a zlib or i/o error */
void zerr(int ret)
{
fputs("zpipe: ", stderr);
switch (ret) {
case Z_ERRNO:
if (ferror(stdin))
fputs("error reading stdin\n", stderr);
if (ferror(stdout))
fputs("error writing stdout\n", stderr);
break;
case Z_STREAM_ERROR:
fputs("invalid compression level\n", stderr);
break;
case Z_DATA_ERROR:
fputs("invalid or incomplete deflate data\n", stderr);
break;
case Z_MEM_ERROR:
fputs("out of memory\n", stderr);
break;
case Z_VERSION_ERROR:
fputs("zlib version mismatch!\n", stderr);
}
}
/*void SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
p[0] = R;
p[1] = G;
p[2] = B;
}
else
{
p[0] = B;
p[1] = G;
p[2] = R;
}
SDL_UpdateRect(ekran, x, y, 1, 1);
}*/
int _tmain(int argc, _TCHAR* argv[])
{
int xx=0, yy=0, zz=0;
SDL_Event sEvent;
srand ( time(NULL) );
SDL_Surface *screen, *temp;
std::vector<SDL_Surface*> Sprites;
float i;
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0)
{
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);
GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22);
//initializing audio
CMusicHandler * mush = new CMusicHandler;
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...
}*/
screen = SDL_SetVideoMode(800,600,24,SDL_HWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
ekran = screen;
//FILE * zr = fopen("mal.txt","r");
//FILE * ko = fopen("wyn.txt","w");
//FILE * kodd = fopen("kod.txt","r");
//FILE * deko = fopen("dekod.txt","w");
//def(zr,ko,1);
//inf(kodd, deko);
//fclose(ko);fclose(zr);
//for (int i=0;i<=20;i++)
//{
// zr = fopen("kod2.txt","r");
// char c [200];
// sprintf(c,"wyn%d.txt",i);
// ko = fopen(c,"w");
// def(zr,ko,i);
// fclose(ko);fclose(zr);
//}
SDL_WM_SetCaption(NAME,""); //set window title
CPreGame * cpg = new CPreGame();
cpg->mush = mush;
cpg->runLoop();
THC timeHandler tmh;
CGameInfo * cgi = new CGameInfo;
CGameInfo::mainObj = cgi;
cgi->mush = mush;
//////////////////////////////////////////////////////////////////////////////// lod testing
//CLodHandler * clod = new CLodHandler;
//clod->loadLod("h3abp_bm.lod");
//CLodHandler * test = new CLodHandler;
//test->init(std::string("h3abp_bm.lod"));
CDefHandler * tdef = new CDefHandler;
tdef->openDef(std::string("newh3sprite\\AVLSPTR3.DEF"));
//tdef->getSprite(0);
//CLodHandler * bitmapLod = new CLodHandler;
//bitmapLod->init(std::string("newH3bitmap.lod"));
CPCXConv * tconv = new CPCXConv;
tconv->fromFile(std::string("newh3bitmap\\ADOPBPNL.PCX"));
tconv->convert();
tconv->saveBMP(std::string("tesciczekConva.bmp"));
CSemiDefHandler * semek = new CSemiDefHandler;
semek->openDef(std::string("EDG.DEF"), std::string("H3sprite.lod"));
//////////////////////////////////////////////////////////////////////////////// lod testing end
cgi->sspriteh = new CSemiLodHandler();
cgi->sspriteh->openLod("H3sprite.lod");
CArtHandler * arth = new CArtHandler;
arth->loadArtifacts();
cgi->arth = arth;
CCreatureHandler * creh = new CCreatureHandler;
creh->loadCreatures();
cgi->creh = creh;
CAbilityHandler * abilh = new CAbilityHandler;
abilh->loadAbilities();
cgi->abilh = abilh;
CHeroHandler * heroh = new CHeroHandler;
heroh->loadHeroes();
cgi->heroh = heroh;
CSpellHandler * spellh = new CSpellHandler;
spellh->loadSpells();
cgi->spellh = spellh;
CBuildingHandler * buildh = new CBuildingHandler;
buildh->loadBuildings();
cgi->buildh = buildh;
CObjectHandler * objh = new CObjectHandler;
objh->loadObjects();
cgi->objh = objh;
std::string mapname;
//if (CPG) mapname = CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected].filename;
//else mapname = "4gryf";
mapname = "4gryf";
CAmbarCendamo * ac = new CAmbarCendamo(mapname.c_str()); //4gryf
CMapHeader * mmhh = new CMapHeader(ac->bufor); //czytanie nag��wka
cgi->ac = ac;
THC std::cout<<"Wczytywanie pliku: "<<tmh.getDif()<<std::endl;
ac->deh3m();
THC std::cout<<"Rozpoznawianie pliku lacznie: "<<tmh.getDif()<<std::endl;
ac->loadDefs();
THC std::cout<<"Wczytywanie defow: "<<tmh.getDif()<<std::endl;
CMapHandler * mh = new CMapHandler();
mh->reader = ac;
THC std::cout<<"Stworzenie mapHandlera: "<<tmh.getDif()<<std::endl;
mh->init();
THC std::cout<<"Inicjalizacja mapHandlera: "<<tmh.getDif()<<std::endl;
//SDL_Rect * sr = new SDL_Rect(); sr->h=64;sr->w=64;sr->x=0;sr->y=0;
SDL_Surface * teren = mh->terrainRect(xx,yy,25,19);
THC std::cout<<"Przygotowanie terenu do wyswietlenia: "<<tmh.getDif()<<std::endl;
SDL_BlitSurface(teren,NULL,ekran,NULL);
SDL_FreeSurface(teren);
SDL_UpdateRect(ekran, 0, 0, ekran->w, ekran->h);
THC std::cout<<"Wyswietlenie terenu: "<<tmh.getDif()<<std::endl;
//SDL_Surface * ss = ac->defs[0]->ourImages[0].bitmap;
//SDL_BlitSurface(ss, NULL, ekran, NULL);
bool scrollingLeft = false;
bool scrollingRight = false;
bool scrollingUp = false;
bool scrollingDown = false;
bool updateScreen = false;
unsigned char animVal=0; //for animations handling
for(;;) // main loop
{
try
{
if(SDL_PollEvent(&sEvent)) //wait for event...
{
if(sEvent.type==SDL_QUIT)
return 0;
else if (sEvent.type==SDL_KEYDOWN)
{
switch (sEvent.key.keysym.sym)
{
case SDLK_LEFT:
{
scrollingLeft = true;
break;
}
case (SDLK_RIGHT):
{
scrollingRight = true;
break;
}
case (SDLK_UP):
{
scrollingUp = true;
break;
}
case (SDLK_DOWN):
{
scrollingDown = true;
break;
}
case (SDLK_q):
{
return 0;
break;
}
case (SDLK_u):
{
if(!ac->map.twoLevel)
break;
if (zz)
zz--;
else zz++;
updateScreen = true;
break;
}
}
} //keydown end
else if(sEvent.type==SDL_KEYUP)
{
switch (sEvent.key.keysym.sym)
{
case SDLK_LEFT:
{
scrollingLeft = false;
break;
}
case (SDLK_RIGHT):
{
scrollingRight = false;
break;
}
case (SDLK_UP):
{
scrollingUp = false;
break;
}
case (SDLK_DOWN):
{
scrollingDown = false;
break;
}
}
}//keyup end
} //event end
/////////////// scrolling terrain
if(scrollingLeft)
{
if(xx>0)
{
xx--;
updateScreen = true;
}
}
if(scrollingRight)
{
if(xx<ac->map.width-25+8)
{
xx++;
updateScreen = true;
}
}
if(scrollingUp)
{
if(yy>0)
{
yy--;
updateScreen = true;
}
}
if(scrollingDown)
{
if(yy<ac->map.height-18+8)
{
yy++;
updateScreen = true;
}
}
if(updateScreen)
{
SDL_FillRect(ekran, NULL, SDL_MapRGB(ekran->format, 0, 0, 0));
SDL_Surface * help = mh->terrainRect(xx,yy,25,19,zz,animVal);
SDL_BlitSurface(help,NULL,ekran,NULL);
SDL_FreeSurface(help);
SDL_UpdateRect(ekran, 0, 0, ekran->w, ekran->h);
updateScreen = false;
}
/////////
}
catch(...)
{ continue; }
updateScreen = true;
++animVal; //for animations
SDL_Delay(30); //give time for other apps
}
return 0;
}
else
{
printf("Co� posz�o nie tak: %s/n",SDL_GetError());
return -1;
}
}