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vcmi/client/CMT.cpp
Michał W. Urbańczyk b874295b3a Really fixed #918.
2012-04-08 01:43:40 +00:00

801 lines
22 KiB
C++

// CMT.cpp : Defines the entry point for the console application.
//
#include "StdInc.h"
#include <boost/filesystem/operations.hpp>
#include <SDL_mixer.h>
#include "UIFramework/SDL_Extensions.h"
#include "CGameInfo.h"
#include "mapHandler.h"
#include "CPreGame.h"
#include "CCastleInterface.h"
#include "../lib/CConsoleHandler.h"
#include "UIFramework/CCursorHandler.h"
#include "../lib/CGameState.h"
#include "../CCallback.h"
#include "CPlayerInterface.h"
#include "CAdvmapInterface.h"
#include "../lib/CBuildingHandler.h"
#include "CVideoHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CSpellHandler.h"
#include "CMusicHandler.h"
#include "CVideoHandler.h"
#include "../lib/CLodHandler.h"
#include "CDefHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "Graphics.h"
#include "Client.h"
#include "CConfigHandler.h"
#include "../lib/Connection.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "../lib/NetPacks.h"
#include "CMessage.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CScriptingModule.h"
#include "../lib/GameConstants.h"
#include "UIFramework/CGuiHandler.h"
#ifdef _WIN32
#include "SDL_syswm.h"
#endif
#include "../lib/CDefObjInfoHandler.h"
#include "../lib/UnlockGuard.h"
#if __MINGW32__
#undef main
#endif
namespace po = boost::program_options;
/*
* CMT.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
std::string NAME_AFFIX = "client";
std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
CGuiHandler GH;
static CClient *client=NULL;
SDL_Surface *screen = NULL, //main screen surface
*screen2 = NULL,//and hlp surface (used to store not-active interfaces layer)
*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
static boost::thread *mainGUIThread;
VCMIDirs GVCMIDirs;
std::queue<SDL_Event*> events;
boost::mutex eventsM;
static bool gOnlyAI = false;
static bool setResolution = false; //set by event handling thread after resolution is adjusted
static bool ermInteractiveMode = false; //structurize when time is right
void processCommand(const std::string &message);
static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo=true);
void dispose();
void playIntro();
static void listenForEvents();
void requestChangingResolution();
void startGame(StartInfo * options, CConnection *serv = NULL);
#ifndef _WIN32
#ifndef _GNU_SOURCE
#define _GNU_SOURCE
#endif
#include <getopt.h>
#endif
void startGameFromFile(const std::string &fname)
{
if(fname.size() && boost::filesystem::exists(fname))
{
StartInfo si;
CLoadFile out(fname);
out >> si;
while(GH.topInt())
GH.popIntTotally(GH.topInt());
startGame(&si);
}
}
void init()
{
CStopWatch tmh, pomtime;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
int rmask = 0xff000000;int gmask = 0x00ff0000;int bmask = 0x0000ff00;int amask = 0x000000ff;
#else
int rmask = 0x000000ff; int gmask = 0x0000ff00; int bmask = 0x00ff0000; int amask = 0xff000000;
#endif
CSDL_Ext::std32bppSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 32, rmask, gmask, bmask, amask);
tlog0 << "\tInitializing minors: " << pomtime.getDiff() << std::endl;
//initializing audio
// Note: because of interface button range, volume can only be a
// multiple of 11, from 0 to 99.
CCS->soundh = new CSoundHandler;
CCS->soundh->init();
CCS->soundh->setVolume(settings["general"]["sound"].Float());
CCS->musich = new CMusicHandler;
CCS->musich->init();
CCS->musich->setVolume(settings["general"]["music"].Float());
tlog0<<"\tInitializing sound: "<<pomtime.getDiff()<<std::endl;
tlog0<<"Initializing screen and sound handling: "<<tmh.getDiff()<<std::endl;
initDLL(::console,logfile);
const_cast<CGameInfo*>(CGI)->setFromLib();
CCS->soundh->initCreaturesSounds(CGI->creh->creatures);
CCS->soundh->initSpellsSounds(CGI->spellh->spells);
tlog0<<"Initializing VCMI_Lib: "<<tmh.getDiff()<<std::endl;
pomtime.getDiff();
CCS->curh = new CCursorHandler;
CCS->curh->initCursor();
CCS->curh->show();
tlog0<<"Screen handler: "<<pomtime.getDiff()<<std::endl;
pomtime.getDiff();
graphics = new Graphics();
graphics->loadHeroAnims();
tlog0<<"\tMain graphics: "<<tmh.getDiff()<<std::endl;
tlog0<<"Initializing game graphics: "<<tmh.getDiff()<<std::endl;
CMessage::init();
tlog0<<"Message handler: "<<tmh.getDiff()<<std::endl;
//CPG = new CPreGame(); //main menu and submenus
//tlog0<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
}
static void prog_version(void)
{
printf("%s\n", GameConstants::VCMI_VERSION.c_str());
printf(" data directory: %s\n", GameConstants::DATA_DIR.c_str());
printf(" library directory: %s\n", GameConstants::LIB_DIR.c_str());
printf(" binary directory: %s\n", GameConstants::BIN_DIR.c_str());
}
static void prog_help(const po::options_description &opts)
{
printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
printf("Copyright (C) 2007-2012 VCMI dev team - see AUTHORS file\n");
printf("This is free software; see the source for copying conditions. There is NO\n");
printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
printf("\n");
printf("Usage:\n");
std::cout << opts;
// printf(" -h, --help display this help and exit\n");
// printf(" -v, --version display version information and exit\n");
}
#ifdef _WIN32
int _tmain(int argc, _TCHAR* argv[])
#else
int main(int argc, char** argv)
#endif
{
tlog0 << "Starting... " << std::endl;
po::options_description opts("Allowed options");
opts.add_options()
("help,h", "display help and exit")
("version,v", "display version information and exit")
("battle,b", po::value<std::string>(), "runs game in duel mode (battle-only")
("start", po::value<std::string>(), "starts game from saved StartInfo file")
("onlyAI", "runs without GUI, all players will be default AI")
("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
("autoSkip", "automatically skip turns in GUI")
("nointro,i", "skips intro movies");
po::variables_map vm;
if(argc > 1)
{
try
{
po::store(po::parse_command_line(argc, argv, opts), vm);
}
catch(std::exception &e)
{
tlog1 << "Failure during parsing command-line options:\n" << e.what() << std::endl;
}
}
po::notify(vm);
if(vm.count("help"))
{
prog_help(opts);
return 0;
}
if(vm.count("version"))
{
prog_version();
return 0;
}
//Set environment vars to make window centered. Sometimes work, sometimes not. :/
putenv((char*)"SDL_VIDEO_WINDOW_POS");
putenv((char*)"SDL_VIDEO_CENTERED=1");
CStopWatch total, pomtime;
std::cout.flags(std::ios::unitbuf);
logfile = new std::ofstream((GVCMIDirs.UserPath + "/VCMI_Client_log.txt").c_str());
console = new CConsoleHandler;
*console->cb = boost::bind(&processCommand, _1);
console->start();
atexit(dispose);
tlog0 <<"Creating console and logfile: "<<pomtime.getDiff() << std::endl;
settings.init();
conf.init();
tlog0 <<"Loading settings: "<<pomtime.getDiff() << std::endl;
tlog0 << NAME << std::endl;
srand ( time(NULL) );
CCS = new CClientState;
CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler etc.)
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO))
{
tlog1<<"Something was wrong: "<< SDL_GetError() << std::endl;
exit(-1);
}
atexit(SDL_Quit);
const JsonNode& video = settings["video"];
const JsonNode& res = video["menuRes"];
setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool());
tlog0 <<"\tInitializing screen: "<<pomtime.getDiff() << std::endl;
// Initialize video
#if defined _M_X64 && defined _WIN32 //Win64 -> cannot load 32-bit DLLs for video handling
CCS->videoh = new CEmptyVideoPlayer;
#else
CCS->videoh = new CVideoPlayer;
#endif
tlog0<<"\tInitializing video: "<<pomtime.getDiff()<<std::endl;
//we can properly play intro only in the main thread, so we have to move loading to the separate thread
boost::thread loading(init);
if(!vm.count("battle") && !vm.count("nointro"))
playIntro();
SDL_FillRect(screen,NULL,0);
CSDL_Ext::update(screen);
loading.join();
tlog0<<"Initialization of VCMI (together): "<<total.getDiff()<<std::endl;
if(!vm.count("battle"))
{
gOnlyAI = vm.count("onlyAI");
Settings session = settings.write["session"];
session["autoSkip"].Bool() = vm.count("autoSkip");
session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
if(!vm.count("start"))
GH.curInt = new CGPreGame; //will set CGP pointer to itself
else
startGameFromFile(vm["start"].as<std::string>());
}
else
{
StartInfo *si = new StartInfo();
si->mode = StartInfo::DUEL;
si->mapname = vm["battle"].as<std::string>();
si->playerInfos[0].color = 0;
si->playerInfos[1].color = 1;
startGame(si);
}
mainGUIThread = new boost::thread(&CGuiHandler::run, boost::ref(GH));
listenForEvents();
return 0;
}
void printInfoAboutIntObject(const CIntObject *obj, int level)
{
int tabs = level;
while(tabs--) tlog4 << '\t';
tlog4 << typeid(*obj).name() << " *** " << (obj->active ? "" : "not ") << "active";
tlog4 << " at " << obj->pos.x <<"x"<< obj->pos.y << "\n";
BOOST_FOREACH(const CIntObject *child, obj->children)
printInfoAboutIntObject(child, level+1);
}
void processCommand(const std::string &message)
{
std::istringstream readed;
readed.str(message);
std::string cn; //command name
readed >> cn;
if(LOCPLINT && LOCPLINT->cingconsole)
LOCPLINT->cingconsole->print(message);
if(ermInteractiveMode)
{
if(cn == "exit")
{
ermInteractiveMode = false;
return;
}
else
{
if(client && client->erm)
client->erm->executeUserCommand(message);
tlog0 << "erm>";
}
}
else if(message==std::string("die, fool"))
{
exit(EXIT_SUCCESS);
}
else if(cn == "erm")
{
ermInteractiveMode = true;
tlog0 << "erm>";
}
else if(cn==std::string("activate"))
{
int what;
readed >> what;
switch (what)
{
case 0:
GH.topInt()->activate();
break;
case 1:
adventureInt->activate();
break;
case 2:
LOCPLINT->castleInt->activate();
break;
}
}
else if(cn=="redraw")
{
GH.totalRedraw();
}
else if(cn=="screen")
{
tlog0 << "Screenbuf points to ";
if(screenBuf == screen)
tlog1 << "screen";
else if(screenBuf == screen2)
tlog1 << "screen2";
else
tlog1 << "?!?";
tlog1 << std::endl;
SDL_SaveBMP(screen, "Screen_c.bmp");
SDL_SaveBMP(screen2, "Screen2_c.bmp");
}
else if(cn=="save")
{
std::string fname;
readed >> fname;
client->save(fname);
}
//else if(cn=="list")
//{
// if(CPG)
// for(int i = 0; i < CPG->ourScenSel->mapsel.ourGames.size(); i++)
// tlog0 << i << ".\t" << CPG->ourScenSel->mapsel.ourGames[i]->filename << std::endl;
//}
else if(cn=="load")
{
// TODO: this code should end the running game and manage to call startGame instead
std::string fname;
readed >> fname;
client->loadGame(fname);
}
//else if(cn=="ln")
//{
// int num;
// readed >> num;
// std::string &name = CPG->ourScenSel->mapsel.ourGames[num]->filename;
// client->load(name.substr(0, name.size()-6));
//}
else if(cn=="resolution" || cn == "r")
{
if(LOCPLINT)
{
tlog1 << "Resolution can be set only before starting the game.\n";
return;
}
std::map<std::pair<int,int>, config::GUIOptions >::iterator j;
int i=1;
tlog4 << "Available screen resolutions:\n";
for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end(); j++)
tlog4 << i++ <<". " << j->first.first << " x " << j->first.second << std::endl;
tlog4 << "Type number from 1 to " << i-1 << " to set appropriate resolution or 0 to cancel.\n";
std::cin >> i;
if(i < 0 || i > conf.guiOptions.size() || std::cin.bad() || std::cin.fail())
{
std::cin.clear();
tlog1 << "Invalid resolution ID! Not a number between 0 and " << conf.guiOptions.size() << ". No settings changed.\n";
}
else if(!i)
{
return;
}
else
{
auto j = conf.guiOptions.begin();
std::advance(j, i - 1); //move j to the i-th resolution info
const int w = j->first.first, h = j->first.second;
Settings res = settings.write["video"]["gameRes"];
Settings screen = settings.write["video"]["screenRes"];
res["width"].Float() = screen["width"].Float() = w;
res["height"].Float() = 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 when the game starts.\n";
}
}
else if(message=="get txt")
{
boost::filesystem::create_directory("Extracted_txts");
tlog0<<"Command accepted. Opening .lod file...\t";
CLodHandler * txth = new CLodHandler;
txth->init(GameConstants::DATA_DIR + "/Data/H3bitmap.lod","");
tlog0<<"done.\nScanning .lod file\n";
BOOST_FOREACH(Entry e, txth->entries)
if( e.type == FILE_TEXT )
txth->extractFile(std::string(GVCMIDirs.UserPath + "/Extracted_txts/")+e.name, e.name, FILE_TEXT);
tlog0<<"\rExtracting done :)\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(id2))
tlog4 << a->nodeName();
}
else if (what == "anim" )
{
CAnimation::getAnimInfo();
}
}
else if (cn == "switchCreWin" )
{
Settings window = settings.write["general"]["classicCreatureWindow"];
window->Bool() = !window->Bool();
}
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(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;
}
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 << "Warning: SDL says that " << bpp << "bpp is wrong and suggests " << suggestedBpp << 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 "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(const JsonNode &newState)
{
boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
const JsonNode& video = settings["video"];
const JsonNode& res = video["screenRes"];
setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), newState.Bool(), false);
GH.totalRedraw();
}
static void listenForEvents()
{
SettingsListener resChanged = settings.listen["video"]["fullscreen"];
resChanged(fullScreenChanged);
while(1) //main SDL events loop
{
SDL_Event *ev = new SDL_Event();
//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();
delete ev;
continue;
}
else if(ev->type == SDL_USEREVENT)
{
enum {CHANGE_SCREEN_RESOLUTION, RETURN_TO_MAIN_MENU, END_GAME_AND_DIE};
switch(ev->user.code)
{
case 1:
{
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 2:
client->endGame();
delete client;
client = NULL;
delete CGI->dobjinfo.get();
const_cast<CGameInfo*>(CGI)->dobjinfo = new CDefObjInfoHandler;
const_cast<CGameInfo*>(CGI)->dobjinfo->load();
CGPreGame::createIfNotPresent();
GH.curInt = CGP;
GH.defActionsDef = 63;
break;
default:
tlog1 << "Error: unknown user event. Code " << ev->user.code << std::endl;
assert(0);
// case 3:
// client->endGame(false);
// break;
}
delete ev;
continue;
}
//tlog0 << " pushing ";
{
boost::unique_lock<boost::mutex> lock(eventsM);
events.push(ev);
}
//tlog0 << " done\n";
}
}
void startGame(StartInfo * options, CConnection *serv/* = NULL*/)
{
GH.curInt =NULL;
SDL_FillRect(screen, 0, 0);
if(gOnlyAI)
{
for(std::map<int, PlayerSettings>::iterator it = options->playerInfos.begin();
it != options->playerInfos.end(); ++it)
{
it->second.human = false;
}
}
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 = 1;
SDL_PushEvent(&ev);
}