mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
85f463e479
Fixed #240, #255, #397, #411
545 lines
15 KiB
C++
545 lines
15 KiB
C++
// CMT.cpp : Defines the entry point for the console application.
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//
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#include "../stdafx.h"
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#include <cmath>
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#include <string>
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#include <vector>
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#include <queue>
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#include <cmath>
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#include <boost/algorithm/string.hpp>
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#include <boost/filesystem/operations.hpp>
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#include <boost/thread.hpp>
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#include <SDL_mixer.h>
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#include "SDL_Extensions.h"
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#include "SDL_framerate.h"
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#include "CGameInfo.h"
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#include "../mapHandler.h"
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#include "../global.h"
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#include "CPreGame.h"
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#include "CCastleInterface.h"
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#include "../CConsoleHandler.h"
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#include "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 "../hch/CBuildingHandler.h"
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#include "../hch/CVideoHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "../hch/CCreatureHandler.h"
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#include "../hch/CSpellHandler.h"
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#include "../hch/CMusicHandler.h"
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#include "../hch/CVideoHandler.h"
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#include "../hch/CLodHandler.h"
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#include "../hch/CDefHandler.h"
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#include "../hch/CAmbarCendamo.h"
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#include "../hch/CGeneralTextHandler.h"
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#include "Graphics.h"
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#include "Client.h"
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#include "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 <cstdlib>
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#include "../lib/NetPacks.h"
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#include "CMessage.h"
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#ifdef _WIN32
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#include "SDL_syswm.h"
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#endif
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#if __MINGW32__
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#undef main
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#endif
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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 = NAME_VER + std::string(" (") + NAME_AFFIX + ')'; //application name
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CGuiHandler GH;
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static CClient *client;
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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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SystemOptions GDefaultOptions;
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VCMIDirs GVCMIDirs;
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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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void processCommand(const std::string &message);
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static void setScreenRes(int w, int h, int bpp, bool fullscreen);
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void dispose();
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void playIntro();
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static void listenForEvents();
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void init()
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{
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timeHandler tmh, pomtime;
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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int rmask = 0xff000000;int gmask = 0x00ff0000;int bmask = 0x0000ff00;int amask = 0x000000ff;
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#else
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int rmask = 0x000000ff; int gmask = 0x0000ff00; int bmask = 0x00ff0000; int amask = 0xff000000;
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#endif
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CSDL_Ext::std32bppSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 32, rmask, gmask, bmask, amask);
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tlog0 << "\tInitializing minors: " << pomtime.getDif() << std::endl;
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{
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//read system options
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CLoadFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin", false);
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if(settings.sfile)
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{
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settings >> GDefaultOptions;
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}
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else //file not found (probably, may be also some kind of access problem
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{
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tlog2 << "Warning: Cannot read system options, default settings will be used.\n";
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//Try to create file
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tlog2 << "VCMI will try to save default system options...\n";
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GDefaultOptions.settingsChanged();
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}
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}
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THC tlog0<<"\tLoading default system settings: "<<pomtime.getDif()<<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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CGI->soundh = new CSoundHandler;
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CGI->soundh->init();
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CGI->soundh->setVolume(GDefaultOptions.soundVolume);
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CGI->musich = new CMusicHandler;
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//CGI->musich->init();
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//CGI->musich->setVolume(GDefaultOptions.musicVolume);
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tlog0<<"\tInitializing sound: "<<pomtime.getDif()<<std::endl;
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tlog0<<"Initializing screen and sound handling: "<<tmh.getDif()<<std::endl;
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initDLL(::console,logfile);
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CGI->setFromLib();
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CGI->soundh->initCreaturesSounds(CGI->creh->creatures);
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CGI->soundh->initSpellsSounds(CGI->spellh->spells);
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tlog0<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
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pomtime.getDif();
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CGI->curh = new CCursorHandler;
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CGI->curh->initCursor();
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CGI->curh->show();
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tlog0<<"Screen handler: "<<pomtime.getDif()<<std::endl;
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pomtime.getDif();
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graphics = new Graphics();
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graphics->loadHeroAnims();
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tlog0<<"\tMain graphics: "<<tmh.getDif()<<std::endl;
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tlog0<<"Initializing game graphics: "<<tmh.getDif()<<std::endl;
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CMessage::init();
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tlog0<<"Message handler: "<<tmh.getDif()<<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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#ifndef __GNUC__
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int _tmain(int argc, _TCHAR* 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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//Set environment vars to make window centered. Sometimes work, sometimes not. :/
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putenv("SDL_VIDEO_WINDOW_POS");
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putenv("SDL_VIDEO_CENTERED=1");
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tlog0 << "Starting... " << std::endl;
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timeHandler total, pomtime;
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std::cout.flags(std::ios::unitbuf);
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logfile = new std::ofstream("VCMI_Client_log.txt");
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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.getDif() << std::endl;
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conf.init();
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tlog0 <<"Loading settings: "<<pomtime.getDif() << std::endl;
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tlog0 << NAME << std::endl;
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srand ( time(NULL) );
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//CPG=NULL;
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CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
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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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setScreenRes(800,600,conf.cc.bpp,conf.cc.fullscreen);
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tlog0 <<"\tInitializing screen: "<<pomtime.getDif() << std::endl;
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// Initialize video
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CGI->videoh = new CVideoPlayer;
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tlog0<<"\tInitializing video: "<<pomtime.getDif()<<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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playIntro();
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SDL_FillRect(screen,NULL,0);
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SDL_Flip(screen);
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loading.join();
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tlog0<<"Initialization of VCMI (together): "<<total.getDif()<<std::endl;
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CGI->musich->playMusic(musicBase::mainMenu, -1);
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GH.curInt = new CGPreGame; //will set CGP pointer to itself
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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 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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int3 src, dst;
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// int heronum;//TODO use me
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int3 dest;
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if(LOCPLINT && LOCPLINT->cingconsole)
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LOCPLINT->cingconsole->print(message);
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if(message==std::string("die, fool"))
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exit(EXIT_SUCCESS);
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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=="list")
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//{
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// if(CPG)
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// for(int i = 0; i < CPG->ourScenSel->mapsel.ourGames.size(); i++)
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// tlog0 << i << ".\t" << CPG->ourScenSel->mapsel.ourGames[i]->filename << std::endl;
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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=="ln")
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//{
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// int num;
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// readed >> num;
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// std::string &name = CPG->ourScenSel->mapsel.ourGames[num]->filename;
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// client->load(name.substr(0, name.size()-6));
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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, hlp=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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for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end() && hlp++<i; j++); //move j to the i-th resolution info
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conf.cc.resx = j->first.first;
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conf.cc.resy = j->first.second;
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tlog0 << "Screen resolution set to " << conf.cc.resx << " x " << conf.cc.resy <<". It will be aplied when the game starts.\n";
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}
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}
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else if(message=="get txt")
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{
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boost::filesystem::create_directory("Extracted_txts");
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tlog0<<"Command accepted. Opening .lod file...\t";
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CLodHandler * txth = new CLodHandler;
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txth->init(std::string(DATA_DIR "/Data/H3bitmap.lod"),"");
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tlog0<<"done.\nScanning .lod file\n";
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int curp=0;
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std::string pattern = ".TXT", pom;
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for(int i=0;i<txth->entries.size(); i++)
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{
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pom = txth->entries[i].nameStr;
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if(boost::algorithm::find_last(pom,pattern))
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{
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txth->extractFile(std::string(DATA_DIR "/Extracted_txts/")+pom,pom);
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}
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if(i%8) continue;
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int p2 = ((float)i/(float)txth->entries.size())*(float)100;
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if(p2!=curp)
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{
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curp = p2;
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tlog0<<"\r"<<curp<<"%";
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}
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}
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tlog0<<"\rExtracting done :)\n";
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}
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else if(cn=="crash")
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{
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int *ptr = NULL;
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*ptr = 666;
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//disaster!
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}
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else if(cn == "onlyai")
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{
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gOnlyAI = true;
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}
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else if(client && client->serv && client->serv->connected) //send to server
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{
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PlayerMessage pm(LOCPLINT->playerID,message);
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*client->serv << ±
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}
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}
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//plays intro, ends when intro is over or button has been pressed (handles events)
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void playIntro()
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{
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if(CGI->videoh->openAndPlayVideo("3DOLOGO.SMK", 60, 40, screen, true))
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{
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CGI->videoh->openAndPlayVideo("AZVS.SMK", 60, 80, screen, true);
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}
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}
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void dispose()
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{
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delete logfile;
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if (console)
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delete console;
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}
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static void setScreenRes(int w, int h, int bpp, bool fullscreen)
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{
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// VCMI will only work with 3 or 4 bytes per pixel
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if (bpp < 24) bpp = 24;
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if (bpp > 32) bpp = 32;
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// Try to use the best screen depth for the display
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int suggestedBpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
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if(suggestedBpp == 0)
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{
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tlog1 << "Error: SDL says that " << w << "x" << h << " resolution is not available!\n";
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return;
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}
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bool bufOnScreen = (screenBuf == screen);
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if(suggestedBpp != bpp)
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{
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tlog2 << "Warning: SDL says that " << bpp << "bpp is wrong and suggests " << suggestedBpp << std::endl;
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}
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if(screen) //screen has been already initialized
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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if((screen = SDL_SetVideoMode(w, h, suggestedBpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0))) == NULL)
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{
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tlog1 << "Requested screen resolution is not available (" << w << "x" << h << "x" << suggestedBpp << "bpp)\n";
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throw "Requested screen resolution is not available\n";
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}
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tlog0 << "New screen flags: " << screen->flags << std::endl;
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if(screen2)
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SDL_FreeSurface(screen2);
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screen2 = CSDL_Ext::copySurface(screen);
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SDL_EnableUNICODE(1);
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SDL_WM_SetCaption(NAME.c_str(),""); //set window title
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SDL_ShowCursor(SDL_DISABLE);
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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#ifdef _WIN32
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SDL_SysWMinfo wm;
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SDL_VERSION(&wm.version);
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int getwm = SDL_GetWMInfo(&wm);
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if(getwm == 1)
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{
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int sw = GetSystemMetrics(SM_CXSCREEN),
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sh = GetSystemMetrics(SM_CYSCREEN);
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RECT curpos;
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GetWindowRect(wm.window,&curpos);
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int ourw = curpos.right - curpos.left,
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ourh = curpos.bottom - curpos.top;
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SetWindowPos(wm.window, 0, (sw - ourw)/2, (sh - ourh)/2, 0, 0, SWP_NOZORDER|SWP_NOSIZE);
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}
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else
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{
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tlog3 << "Something went wrong, getwm=" << getwm << std::endl;
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tlog3 << "SDL says: " << SDL_GetError() << std::endl;
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tlog3 << "Window won't be centered.\n";
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}
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#endif
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//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
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screenBuf = bufOnScreen ? screen : screen2;
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}
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static void listenForEvents()
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{
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while(1) //main SDL events loop
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{
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SDL_Event *ev = new SDL_Event();
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//tlog0 << "Waiting... ";
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int ret = SDL_WaitEvent(ev);
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//tlog0 << "got " << (int)ev->type;
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if (ret == 0 || (ev->type==SDL_QUIT) ||
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(ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4 && (ev->key.keysym.mod & KMOD_ALT)))
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{
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if (client)
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client->stop();
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if (mainGUIThread)
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{
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GH.terminate = true;
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mainGUIThread->join();
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delete mainGUIThread;
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mainGUIThread = NULL;
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}
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delete console;
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console = NULL;
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SDL_Delay(750);
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SDL_Quit();
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tlog0 << "Ending...\n";
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break;
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}
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else if(LOCPLINT && ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4)
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{
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boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
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bool full = !(screen->flags&SDL_FULLSCREEN);
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setScreenRes(conf.cc.resx,conf.cc.resy,conf.cc.bpp,full);
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GH.totalRedraw();
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delete ev;
|
|
continue;
|
|
}
|
|
else if(ev->type == SDL_USEREVENT && ev->user.code == 1)
|
|
{
|
|
setScreenRes(conf.cc.resx,conf.cc.resy,conf.cc.bpp,conf.cc.fullscreen);
|
|
delete ev;
|
|
continue;
|
|
}
|
|
else if (ev->type == SDL_USEREVENT && ev->user.code == 2) //something want to quit to main menu
|
|
{
|
|
client->stop();
|
|
delete client;
|
|
client = NULL;
|
|
|
|
delete ev;
|
|
|
|
GH.curInt = CGP;
|
|
GH.defActionsDef = 63;
|
|
continue;
|
|
}
|
|
|
|
//tlog0 << " pushing ";
|
|
eventsM.lock();
|
|
events.push(ev);
|
|
eventsM.unlock();
|
|
//tlog0 << " done\n";
|
|
}
|
|
}
|
|
|
|
void startGame(StartInfo * options)
|
|
{
|
|
GH.curInt =NULL;
|
|
if(gOnlyAI)
|
|
{
|
|
for (size_t i =0; i < options->playerInfos.size(); i++)
|
|
{
|
|
options->playerInfos[i].human = false;
|
|
}
|
|
}
|
|
|
|
if(screen->w != conf.cc.resx || screen->h != conf.cc.resy)
|
|
{
|
|
//push special event to order event reading thread to change resolution
|
|
SDL_Event ev;
|
|
ev.type = SDL_USEREVENT;
|
|
ev.user.code = 1;
|
|
SDL_PushEvent(&ev);
|
|
}
|
|
|
|
client = new CClient;
|
|
if(options->mode == 0) //new game
|
|
{
|
|
client->newGame(NULL, options);
|
|
}
|
|
else //load game
|
|
{
|
|
std::string fname = options->mapname;
|
|
boost::algorithm::erase_last(fname,".vlgm1");
|
|
client->loadGame(fname);
|
|
}
|
|
|
|
CGI->musich->stopMusic();
|
|
client->connectionHandler = new boost::thread(&CClient::run, client);
|
|
}
|