mirror of
https://github.com/vcmi/vcmi.git
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1250 lines
34 KiB
C++
1250 lines
34 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 <SDL_mixer.h>
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#include "gui/SDL_Extensions.h"
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#include "CGameInfo.h"
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#include "mapHandler.h"
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#include "../lib/filesystem/Filesystem.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 "gui/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/CTownHandler.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 "gui/CGuiHandler.h"
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#include "../lib/logging/CBasicLogConfigurator.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/UnlockGuard.h"
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#include "CMT.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=nullptr;
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#ifndef VCMI_SDL1
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int preferredDriverIndex = -1;
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SDL_Window * mainWindow = nullptr;
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SDL_Renderer * mainRenderer = nullptr;
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SDL_Texture * screenTexture = nullptr;
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#endif // VCMI_SDL1
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extern boost::thread_specific_ptr<bool> inGuiThread;
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SDL_Surface *screen = nullptr, //main screen surface
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*screen2 = nullptr,//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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std::queue<SDL_Event> events;
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boost::mutex eventsM;
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bool gNoGUI = false;
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static po::variables_map vm;
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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 mainLoop();
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//void requestChangingResolution();
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void startGame(StartInfo * options, CConnection *serv = nullptr);
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void endGame();
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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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StartInfo si;
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try //attempt retrieving start info from given file
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{
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if(!fname.size() || !boost::filesystem::exists(fname))
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throw std::runtime_error("Startfile \"" + fname + "\" does not exist!");
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CLoadFile out(fname);
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if(!out.sfile || !*out.sfile)
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{
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throw std::runtime_error("Cannot read from startfile \"" + fname + "\"!");
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}
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out >> si;
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}
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catch(std::exception &e)
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{
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logGlobal->errorStream() << "Failed to start from the file: " + fname << ". Error: " << e.what()
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<< " Falling back to main menu.";
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GH.curInt = CGPreGame::create();
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return;
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}
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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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void init()
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{
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CStopWatch tmh, pomtime;
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loadDLLClasses();
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const_cast<CGameInfo*>(CGI)->setFromLib();
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logGlobal->infoStream()<<"Initializing VCMI_Lib: "<<tmh.getDiff();
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if(!gNoGUI)
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{
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pomtime.getDiff();
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CCS->curh = new CCursorHandler;
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graphics = new Graphics(); // should be before curh->init()
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CCS->curh->initCursor();
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CCS->curh->show();
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logGlobal->infoStream()<<"Screen handler: "<<pomtime.getDiff();
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pomtime.getDiff();
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graphics->loadHeroAnims();
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logGlobal->infoStream()<<"\tMain graphics: "<<pomtime.getDiff();
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logGlobal->infoStream()<<"Initializing game graphics: "<<tmh.getDiff();
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CMessage::init();
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logGlobal->infoStream()<<"Message handler: "<<tmh.getDiff();
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}
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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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std::cout << VCMIDirs::get().genHelpString();
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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) 2007-2014 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 __APPLE__
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void OSX_checkForUpdates();
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#endif
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#if defined(_WIN32) && !defined (__GNUC__)
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int wmain(int argc, wchar_t* 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 paths
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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 for updates
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OSX_checkForUpdates();
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// Check that game data is prepared. Otherwise run vcmibuilder helper application
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FILE* check = fopen((VCMIDirs::get().userDataPath() + "/game_data_prepared").c_str(), "r");
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if (check == nullptr) {
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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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std::cout << "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 human player, all players will be default AI")
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("noGUI", "runs without GUI, implies --onlyAI")
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("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
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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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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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std::cerr << "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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if(vm.count("noGUI"))
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{
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gNoGUI = true;
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vm.insert(std::pair<std::string, po::variable_value>("onlyAI", po::variable_value()));
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}
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#ifdef VCMI_SDL1
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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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#endif
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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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// Init old logging system and new (temporary) logging system
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CStopWatch total, pomtime;
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std::cout.flags(std::ios::unitbuf);
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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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const auto logPath = VCMIDirs::get().userCachePath() + "/VCMI_Client_log.txt";
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CBasicLogConfigurator logConfig(logPath, console);
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logConfig.configureDefault();
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logGlobal->infoStream() << "Creating console and configuring logger: " << pomtime.getDiff();
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logGlobal->infoStream() << "The log file will be saved to " << logPath;
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#ifdef __ANDROID__
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// boost will crash without this
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setenv("LANG", "C", 1);
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#endif
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// Init filesystem and settings
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preinitDLL(::console);
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settings.init();
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// Initialize logging based on settings
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logConfig.configure();
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// Some basic data validation to produce better error messages in cases of incorrect install
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auto testFile = [](std::string filename, std::string message) -> bool
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{
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if (CResourceHandler::get()->existsResource(ResourceID(filename)))
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return true;
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logGlobal->errorStream() << "Error: " << message << " was not found!";
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return false;
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};
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if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
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!testFile("MODS/VCMI/MOD.JSON", "VCMI mod") ||
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!testFile("DATA/StackQueueBgBig.PCX", "VCMI data"))
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exit(1); // These are unrecoverable errors
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// these two are optional + some installs have them on CD and not in data directory
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testFile("VIDEO/GOOD1A.SMK", "campaign movies");
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testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
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conf.init();
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logGlobal->infoStream() <<"Loading settings: "<<pomtime.getDiff();
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logGlobal->infoStream() << NAME;
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srand ( time(nullptr) );
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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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logGlobal->errorStream() << "Fatal error: failed to load settings!";
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logGlobal->errorStream() << "Possible reasons:";
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logGlobal->errorStream() << "\tCorrupted local configuration file at " << VCMIDirs::get().userConfigPath() << "/settings.json";
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logGlobal->errorStream() << "\tMissing or corrupted global configuration file at " << VCMIDirs::get().userConfigPath() << "/schemas/settings.json";
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logGlobal->errorStream() << "VCMI will now exit...";
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exit(EXIT_FAILURE);
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}
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if(!gNoGUI)
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{
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#ifdef VCMI_SDL1
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO))
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#else
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE))
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#endif
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{
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logGlobal->errorStream()<<"Something was wrong: "<< SDL_GetError();
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exit(-1);
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}
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GH.mainFPSmng->init(); //(!)init here AFTER SDL_Init() while using SDL for FPS management
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atexit(SDL_Quit);
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#ifndef VCMI_SDL1
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int driversCount = SDL_GetNumRenderDrivers();
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std::string preferredDriverName = video["driver"].String();
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logGlobal->infoStream() << "Found " << driversCount << " render drivers";
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for(int it = 0; it < driversCount; it++)
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{
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SDL_RendererInfo info;
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SDL_GetRenderDriverInfo(it,&info);
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std::string driverName(info.name);
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logGlobal->infoStream() << "\t" << driverName;
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if(!preferredDriverName.empty() && driverName == preferredDriverName)
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{
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preferredDriverIndex = it;
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logGlobal->infoStream() << "\t\twill select this";
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}
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}
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#endif // VCMI_SDL1
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setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool());
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logGlobal->infoStream() <<"\tInitializing screen: "<<pomtime.getDiff();
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}
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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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// Initialize video
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#ifdef DISABLE_VIDEO
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CCS->videoh = new CEmptyVideoPlayer;
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#else
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if (!gNoGUI && !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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logGlobal->infoStream()<<"\tInitializing video: "<<pomtime.getDiff();
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#if defined(__ANDROID__)
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//on Android threaded init is broken
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#define VCMI_NO_THREADED_LOAD
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#endif // defined
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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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logGlobal->infoStream()<<"Initializing screen and sound handling: "<<pomtime.getDiff();
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#ifndef VCMI_NO_THREADED_LOAD
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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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#else
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init();
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#endif
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if(!gNoGUI )
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{
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if(!vm.count("battle") && !vm.count("nointro"))
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playIntro();
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SDL_FillRect(screen,nullptr,0);
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}
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CSDL_Ext::update(screen);
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#ifndef VCMI_NO_THREADED_LOAD
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loading.join();
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#endif
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logGlobal->infoStream()<<"Initialization of VCMI (together): "<<total.getDiff();
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if(!vm.count("battle"))
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{
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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 file
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else
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{
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if(fileToStartFrom.size())
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{
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logGlobal->warnStream() << "Warning: cannot find given file to start from (" << fileToStartFrom
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<< "). Falling back to main menu.";
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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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auto 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[PlayerColor(0)].color = PlayerColor(0);
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si->playerInfos[PlayerColor(1)].color = PlayerColor(1);
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startGame(si);
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}
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if(!gNoGUI)
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{
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mainLoop();
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}
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else
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{
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while(true)
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boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
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}
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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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std::stringstream sbuffer;
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sbuffer << std::string(level, '\t');
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sbuffer << 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) sbuffer << 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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sbuffer << "inactive";
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sbuffer << " at " << obj->pos.x <<"x"<< obj->pos.y;
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sbuffer << " (" << obj->pos.w <<"x"<< obj->pos.h << ")";
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logGlobal->infoStream() << sbuffer.str();
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for(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);
|
|
std::cout << "erm>";
|
|
}
|
|
}
|
|
else if(message==std::string("die, fool"))
|
|
{
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
else if(cn == "erm")
|
|
{
|
|
ermInteractiveMode = true;
|
|
std::cout << "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")
|
|
{
|
|
std::cout << "Screenbuf points to ";
|
|
|
|
if(screenBuf == screen)
|
|
logGlobal->errorStream() << "screen";
|
|
else if(screenBuf == screen2)
|
|
logGlobal->errorStream() << "screen2";
|
|
else
|
|
logGlobal->errorStream() << "?!?";
|
|
|
|
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=="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(message=="get txt")
|
|
{
|
|
std::cout<<"Command accepted.\t";
|
|
|
|
std::string outPath = VCMIDirs::get().userCachePath() + "/extracted/";
|
|
|
|
auto list = CResourceHandler::get()->getFilteredFiles([](const ResourceID & ident)
|
|
{
|
|
return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");
|
|
});
|
|
|
|
for (auto & filename : list)
|
|
{
|
|
std::string outName = outPath + filename.getName();
|
|
|
|
boost::filesystem::create_directories(outName.substr(0, outName.find_last_of("/")));
|
|
|
|
std::ofstream file(outName + ".TXT");
|
|
auto text = CResourceHandler::get()->load(filename)->readAll();
|
|
|
|
file.write((char*)text.first.get(), text.second);
|
|
}
|
|
|
|
std::cout << "\rExtracting done :)\n";
|
|
std::cout << " Extracted files can be found in " << outPath << " directory\n";
|
|
}
|
|
else if(cn=="crash")
|
|
{
|
|
int *ptr = nullptr;
|
|
*ptr = 666;
|
|
//disaster!
|
|
}
|
|
else if(cn == "onlyai")
|
|
{
|
|
vm.insert(std::pair<std::string, po::variable_value>("onlyAI", po::variable_value()));
|
|
}
|
|
else if (cn == "ai")
|
|
{
|
|
VLC->IS_AI_ENABLED = !VLC->IS_AI_ENABLED;
|
|
std::cout << "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))
|
|
std::cout << h->movement << "; max: " << h->maxMovePoints(true) << "/" << h->maxMovePoints(false) << std::endl;
|
|
}
|
|
else if(cn == "bonuses")
|
|
{
|
|
std::cout << "Bonuses of " << adventureInt->selection->getObjectName() << std::endl
|
|
<< adventureInt->selection->getBonusList() << std::endl;
|
|
|
|
std::cout << "\nInherited bonuses:\n";
|
|
TCNodes parents;
|
|
adventureInt->selection->getParents(parents);
|
|
for(const CBonusSystemNode *parent : parents)
|
|
{
|
|
std::cout << "\nBonuses from " << typeid(*parent).name() << std::endl << parent->getBonusList() << std::endl;
|
|
}
|
|
}
|
|
else if(cn == "not dialog")
|
|
{
|
|
LOCPLINT->showingDialog->setn(false);
|
|
}
|
|
else if(cn == "gui")
|
|
{
|
|
for(const IShowActivatable *child : GH.listInt)
|
|
{
|
|
if(const CIntObject *obj = dynamic_cast<const CIntObject *>(child))
|
|
printInfoAboutIntObject(obj, 0);
|
|
else
|
|
std::cout << typeid(*obj).name() << std::endl;
|
|
}
|
|
}
|
|
else if(cn=="tell")
|
|
{
|
|
std::string what;
|
|
int id1, id2;
|
|
readed >> what >> id1 >> id2;
|
|
if(what == "hs")
|
|
{
|
|
for(const CGHeroInstance *h : LOCPLINT->cb->getHeroesInfo())
|
|
if(h->type->ID.getNum() == id1)
|
|
if(const CArtifactInstance *a = h->getArt(ArtifactPosition(id2)))
|
|
std::cout << 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 == "def2bmp")
|
|
{
|
|
std::string URI;
|
|
readed >> URI;
|
|
if (CResourceHandler::get()->existsResource(ResourceID("SPRITES/" + URI)))
|
|
{
|
|
CDefEssential * cde = CDefHandler::giveDefEss(URI);
|
|
|
|
std::string outName = URI;
|
|
std::string outPath = VCMIDirs::get().userCachePath() + "/extracted/";
|
|
|
|
boost::filesystem::create_directories(outPath + outName);
|
|
|
|
for (size_t i=0; i<cde->ourImages.size(); i++)
|
|
{
|
|
std::string filename = outPath + outName + '/' + boost::lexical_cast<std::string>(i) + ".bmp";
|
|
SDL_SaveBMP(cde->ourImages[i].bitmap, filename.c_str());
|
|
}
|
|
}
|
|
else
|
|
logGlobal->errorStream() << "File not found!";
|
|
}
|
|
else if(cn == "extract")
|
|
{
|
|
std::string URI;
|
|
readed >> URI;
|
|
|
|
if (CResourceHandler::get()->existsResource(ResourceID(URI)))
|
|
{
|
|
std::string outName = URI;
|
|
std::string outPath = VCMIDirs::get().userCachePath() + "/extracted/";
|
|
std::string fullPath = outPath + outName;
|
|
|
|
auto data = CResourceHandler::get()->load(ResourceID(URI))->readAll();
|
|
|
|
boost::filesystem::create_directories(fullPath.substr(0, fullPath.find_last_of("/")));
|
|
std::ofstream outFile(outPath + outName, std::ofstream::binary);
|
|
outFile.write((char*)data.first.get(), data.second);
|
|
}
|
|
else
|
|
logGlobal->errorStream() << "File not found!";
|
|
}
|
|
else if(cn == "setBattleAI")
|
|
{
|
|
std::string fname;
|
|
readed >> fname;
|
|
std::cout << "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
|
|
{
|
|
Settings neutralAI = settings.write["server"]["neutralAI"];
|
|
neutralAI->String() = fname;
|
|
std::cout << "Setting changed, from now the battle ai will be " << fname << "!\n";
|
|
}
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logGlobal->warnStream() << "Failed opening " << fname << ": " << e.what();
|
|
logGlobal->warnStream() << "Setting not changes, AI not found or invalid!";
|
|
}
|
|
}
|
|
else if(cn == "autoskip")
|
|
{
|
|
Settings session = settings.write["session"];
|
|
session["autoSkip"].Bool() = !session["autoSkip"].Bool();
|
|
}
|
|
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;
|
|
|
|
// cleanup, mostly to remove false leaks from analyzer
|
|
CResourceHandler::clear();
|
|
if (CCS)
|
|
{
|
|
CCS->musich->release();
|
|
CCS->soundh->release();
|
|
}
|
|
CMessage::dispose();
|
|
}
|
|
|
|
static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullscreen)
|
|
{
|
|
#ifndef VCMI_SDL1
|
|
SDL_DisplayMode mode;
|
|
const int modeCount = SDL_GetNumDisplayModes(monitorIndex);
|
|
for (int i = 0; i < modeCount; i++) {
|
|
SDL_GetDisplayMode(0, i, &mode);
|
|
if (!mode.w || !mode.h || (w >= mode.w && h >= mode.h)) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
#else
|
|
bpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
|
|
return !(bpp==0);
|
|
#endif // VCMI_SDL1
|
|
}
|
|
|
|
#ifndef VCMI_SDL1
|
|
static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
|
|
{
|
|
// VCMI will only work with 2 or 4 bytes per pixel
|
|
vstd::amax(bpp, 16);
|
|
vstd::amin(bpp, 32);
|
|
if(bpp>16)
|
|
bpp = 32;
|
|
|
|
int suggestedBpp = bpp;
|
|
|
|
if(!checkVideoMode(0,w,h,suggestedBpp,fullscreen))
|
|
{
|
|
logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
|
|
return false;
|
|
}
|
|
|
|
bool bufOnScreen = (screenBuf == screen);
|
|
|
|
screenBuf = nullptr; //it`s a link - just nullify
|
|
|
|
if(nullptr != screen2)
|
|
{
|
|
SDL_FreeSurface(screen2);
|
|
screen2 = nullptr;
|
|
}
|
|
|
|
|
|
if(nullptr != screen)
|
|
{
|
|
SDL_FreeSurface(screen);
|
|
screen = nullptr;
|
|
}
|
|
|
|
|
|
if(nullptr != screenTexture)
|
|
{
|
|
SDL_DestroyTexture(screenTexture);
|
|
screenTexture = nullptr;
|
|
}
|
|
|
|
if(nullptr != mainRenderer)
|
|
{
|
|
SDL_DestroyRenderer(mainRenderer);
|
|
mainRenderer = nullptr;
|
|
}
|
|
|
|
if(nullptr != mainWindow)
|
|
{
|
|
SDL_DestroyWindow(mainWindow);
|
|
mainWindow = nullptr;
|
|
}
|
|
|
|
|
|
if(fullscreen)
|
|
{
|
|
//in full-screen mode always use desktop resolution
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
|
|
}
|
|
else
|
|
{
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED, w, h, 0);
|
|
}
|
|
|
|
|
|
|
|
if(nullptr == mainWindow)
|
|
{
|
|
throw std::runtime_error("Unable to create window\n");
|
|
}
|
|
|
|
|
|
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
|
|
mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0);
|
|
|
|
if(nullptr == mainRenderer)
|
|
{
|
|
throw std::runtime_error("Unable to create renderer\n");
|
|
}
|
|
|
|
SDL_RendererInfo info;
|
|
SDL_GetRendererInfo(mainRenderer,&info);
|
|
logGlobal->infoStream() << "Created renderer " << info.name;
|
|
|
|
SDL_RenderSetLogicalSize(mainRenderer, w, h);
|
|
|
|
SDL_RenderSetViewport(mainRenderer, nullptr);
|
|
|
|
|
|
|
|
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
|
|
int bmask = 0xff000000;
|
|
int gmask = 0x00ff0000;
|
|
int rmask = 0x0000ff00;
|
|
int amask = 0x000000ff;
|
|
#else
|
|
int bmask = 0x000000ff;
|
|
int gmask = 0x0000ff00;
|
|
int rmask = 0x00ff0000;
|
|
int amask = 0xFF000000;
|
|
#endif
|
|
|
|
screen = SDL_CreateRGBSurface(0,w,h,bpp,rmask,gmask,bmask,amask);
|
|
if(nullptr == screen)
|
|
{
|
|
logGlobal->errorStream() << "Unable to create surface";
|
|
logGlobal->errorStream() << w << " "<< h << " "<< bpp;
|
|
|
|
logGlobal->errorStream() << SDL_GetError();
|
|
throw std::runtime_error("Unable to create surface");
|
|
}
|
|
//No blending for screen itself. Required for proper cursor rendering.
|
|
SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
|
|
|
|
screenTexture = SDL_CreateTexture(mainRenderer,
|
|
SDL_PIXELFORMAT_ARGB8888,
|
|
SDL_TEXTUREACCESS_STREAMING,
|
|
w, h);
|
|
|
|
if(nullptr == screenTexture)
|
|
{
|
|
logGlobal->errorStream() << "Unable to create screen texture";
|
|
logGlobal->errorStream() << SDL_GetError();
|
|
throw std::runtime_error("Unable to create screen texture");
|
|
}
|
|
|
|
screen2 = CSDL_Ext::copySurface(screen);
|
|
|
|
|
|
if(nullptr == screen2)
|
|
{
|
|
throw std::runtime_error("Unable to copy surface\n");
|
|
}
|
|
|
|
screenBuf = bufOnScreen ? screen : screen2;
|
|
|
|
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
|
|
SDL_RenderClear(mainRenderer);
|
|
SDL_RenderPresent(mainRenderer);
|
|
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
//used only once during initialization
|
|
static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo)
|
|
{
|
|
#ifdef VCMI_SDL1
|
|
|
|
// 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)
|
|
{
|
|
logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
|
|
return;
|
|
}
|
|
|
|
bool bufOnScreen = (screenBuf == screen);
|
|
|
|
if(suggestedBpp != bpp)
|
|
{
|
|
logGlobal->infoStream() << boost::format("Using %s bpp (bits per pixel) for the video mode. Default or overridden setting was %s bpp.") % suggestedBpp % bpp;
|
|
}
|
|
|
|
//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))) == nullptr)
|
|
{
|
|
logGlobal->errorStream() << "Requested screen resolution is not available (" << w << "x" << h << "x" << suggestedBpp << "bpp)";
|
|
throw std::runtime_error("Requested screen resolution is not available\n");
|
|
}
|
|
|
|
logGlobal->infoStream() << "New screen flags: " << screen->flags;
|
|
|
|
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
|
|
{
|
|
logGlobal->warnStream() << "Something went wrong, getwm=" << getwm;
|
|
logGlobal->warnStream() << "SDL says: " << SDL_GetError();
|
|
logGlobal->warnStream() << "Window won't be centered.";
|
|
}
|
|
#endif
|
|
//TODO: centering game window on other platforms (or does the environment do their job correctly there?)
|
|
|
|
screenBuf = bufOnScreen ? screen : screen2;
|
|
//setResolution = true;
|
|
|
|
#else
|
|
|
|
if(!recreateWindow(w,h,bpp,fullscreen))
|
|
{
|
|
throw std::runtime_error("Requested screen resolution is not available\n");
|
|
}
|
|
#endif // VCMI_SDL1
|
|
}
|
|
|
|
static void fullScreenChanged()
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
|
|
|
|
Settings full = settings.write["video"]["fullscreen"];
|
|
const bool toFullscreen = full->Bool();
|
|
|
|
auto bitsPerPixel = screen->format->BitsPerPixel;
|
|
|
|
#ifdef VCMI_SDL1
|
|
bitsPerPixel = SDL_VideoModeOK(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
|
|
if(bitsPerPixel == 0)
|
|
{
|
|
logGlobal->errorStream() << "Error: SDL says that " << screen->w << "x" << screen->h << " resolution is not available!";
|
|
return;
|
|
}
|
|
|
|
bool bufOnScreen = (screenBuf == screen);
|
|
screen = SDL_SetVideoMode(screen->w, screen->h, bitsPerPixel, SDL_SWSURFACE|(toFullscreen?SDL_FULLSCREEN:0));
|
|
screenBuf = bufOnScreen ? screen : screen2;
|
|
|
|
#else
|
|
auto w = screen->w;
|
|
auto h = screen->h;
|
|
|
|
if(!recreateWindow(w,h,bitsPerPixel,toFullscreen))
|
|
{
|
|
//will return false and report error if video mode is not supported
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
static void handleEvent(SDL_Event & ev)
|
|
{
|
|
if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
|
|
{
|
|
handleQuit();
|
|
return;
|
|
}
|
|
|
|
#ifdef VCMI_SDL1
|
|
//FIXME: this should work even in pregame
|
|
else if(LOCPLINT && ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
|
|
#else
|
|
else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
|
|
#endif // VCMI_SDL1
|
|
{
|
|
Settings full = settings.write["video"]["fullscreen"];
|
|
full->Bool() = !full->Bool();
|
|
return;
|
|
}
|
|
else if(ev.type == SDL_USEREVENT)
|
|
{
|
|
switch(ev.user.code)
|
|
{
|
|
case RETURN_TO_MAIN_MENU:
|
|
{
|
|
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 PREPARE_RESTART_CAMPAIGN:
|
|
{
|
|
auto si = reinterpret_cast<StartInfo *>(ev.user.data1);
|
|
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:
|
|
logGlobal->errorStream() << "Unknown user event. Code " << ev.user.code;
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(eventsM);
|
|
events.push(ev);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
static void mainLoop()
|
|
{
|
|
SettingsListener resChanged = settings.listen["video"]["fullscreen"];
|
|
resChanged([](const JsonNode &newState){ CGuiHandler::pushSDLEvent(SDL_USEREVENT, FULLSCREEN_TOGGLED); });
|
|
|
|
inGuiThread.reset(new bool(true));
|
|
GH.mainFPSmng->init();
|
|
|
|
while(1) //main SDL events loop
|
|
{
|
|
SDL_Event ev;
|
|
|
|
while(1 == SDL_PollEvent(&ev))
|
|
{
|
|
handleEvent(ev);
|
|
}
|
|
|
|
GH.renderFrame();
|
|
|
|
}
|
|
}
|
|
|
|
void startGame(StartInfo * options, CConnection *serv/* = nullptr*/)
|
|
{
|
|
if(vm.count("onlyAI"))
|
|
{
|
|
auto ais = vm.count("ai") ? vm["ai"].as<std::vector<std::string>>() : std::vector<std::string>();
|
|
|
|
int i = 0;
|
|
|
|
|
|
for(auto & elem : options->playerInfos)
|
|
{
|
|
elem.second.playerID = PlayerSettings::PLAYER_AI;
|
|
if(i < ais.size())
|
|
elem.second.name = ais[i++];
|
|
}
|
|
}
|
|
|
|
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 endGame()
|
|
{
|
|
client->endGame();
|
|
vstd::clear_pointer(client);
|
|
}
|
|
|
|
void handleQuit()
|
|
{
|
|
auto quitApplication = []()
|
|
{
|
|
if(client)
|
|
endGame();
|
|
|
|
delete console;
|
|
console = nullptr;
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(750));
|
|
if(!gNoGUI)
|
|
SDL_Quit();
|
|
|
|
std::cout << "Ending...\n";
|
|
exit(0);
|
|
};
|
|
|
|
if(client && LOCPLINT)
|
|
{
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, 0);
|
|
}
|
|
else
|
|
{
|
|
quitApplication();
|
|
}
|
|
}
|