// CMT.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include "SDL.h" #include "SDL_TTF.h" #include "hch\CVideoHandler.h" #include "SDL_mixer.h" #include "hch\CBuildingHandler.h" #include "SDL_Extensions.h" #include "SDL_framerate.h" #include #include #include #include #include #include #include "zlib.h" #include #include #include "hch\CArtHandler.h" #include "hch\CHeroHandler.h" #include "hch\CCreatureHandler.h" #include "hch\CAbilityHandler.h" #include "hch\CSpellHandler.h" #include "hch\CBuildingHandler.h" #include "hch\CObjectHandler.h" #include "CGameInfo.h" #include "hch\CMusicHandler.h" #include "hch\CLodHandler.h" #include "hch\CDefHandler.h" #include "hch\CSndHandler.h" #include "hch\CTownHandler.h" #include "hch\CDefObjInfoHandler.h" #include "hch\CAmbarCendamo.h" #include "mapHandler.h" #include "global.h" #include "CPreGame.h" #include "hch\CGeneralTextHandler.h" #include "CConsoleHandler.h" #include "CCursorHandler.h" #include "CScreenHandler.h" #include "CPathfinder.h" #include "CGameState.h" #include "CCallback.h" #include "CPlayerInterface.h" #include "CLuaHandler.h" #include "CLua.h" #include "CAdvmapInterface.h" #include "CCastleInterface.h" #include "client\Graphics.h" #include #if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__) # include # include # define SET_BINARY_MODE(file) setmode(fileno(file), O_BINARY) #else # define SET_BINARY_MODE(file) #endif #ifdef _DEBUG #endif #define CHUNK 16384 const char * NAME = "VCMI \"Altanatse\" 0.7"; DLL_EXPORT void initDLL(CLodHandler *b); SDL_Color playerColorPalette[256]; //palette to make interface colors good SDL_Surface * screen, * screen2; extern SDL_Surface * CSDL_Ext::std32bppSurface; TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16; void handleCPPObjS(std::map * mapa, CCPPObjectScript * script) { std::vector tempv = script->yourObjects(); for (int i=0;istate->cppscripts.insert(script); } void initGameState(Mapa * map, CGameInfo * cgi) { cgi->state->day=0; /*********creating players entries in gs****************************************/ for (int i=0; iscenarioOps.playerInfos.size();i++) { std::pair ins(cgi->scenarioOps.playerInfos[i].color,PlayerState()); ins.second.color=ins.first; ins.second.serial=i; cgi->state->players.insert(ins); } /******************RESOURCES****************************************************/ //TODO: zeby komputer dostawal inaczej niz gracz std::vector startres; std::ifstream tis("config/startres.txt"); int k; for (int j=0;jscenarioOps.difficulty;j++) { tis >> k; for (int z=0;z>k; } tis >> k; for (int i=0;i> k; startres.push_back(k); } tis.close(); for (std::map::iterator i = cgi->state->players.begin(); i!=cgi->state->players.end(); i++) { (*i).second.resources.resize(RESOURCE_QUANTITY); for (int x=0;xheroes.size();i++) //heroes instances { if (map->heroes[i]->getOwner()<0) continue; CGHeroInstance * vhi = (map->heroes[i]); if(!vhi->type) vhi->type = cgi->heroh->heroes[vhi->subID]; //vhi->subID = vhi->type->ID; if (vhi->level<1) { vhi->exp=40+rand()%50; vhi->level = 1; } if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0)) { if (vhi->primSkills.size()primSkills.resize(PRIMARY_SKILLS); vhi->primSkills[0] = vhi->type->heroClass->initialAttack; vhi->primSkills[1] = vhi->type->heroClass->initialDefence; vhi->primSkills[2] = vhi->type->heroClass->initialPower; vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge; } vhi->mana = vhi->primSkills[3]*10; if (!vhi->name.length()) { vhi->name = vhi->type->name; } if (!vhi->biography.length()) { vhi->biography = vhi->type->biography; } if (vhi->portrait < 0) vhi->portrait = vhi->type->ID; //initial army if (!vhi->army.slots.size()) //standard army { int pom, pom2=0; for(int x=0;x<3;x++) { pom = (cgi->creh->nameToID[vhi->type->refTypeStack[x]]); if(pom>=145 && pom<=149) //war machine { pom2++; switch (pom) { case 145: //catapult vhi->artifWorn[16] = 3; break; default: pom-=145; vhi->artifWorn[13+pom] = 4+pom; break; } continue; } vhi->army.slots[x-pom2].first = &(cgi->creh->creatures[pom]); if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0) vhi->army.slots[x-pom2].second = (rand()%pom)+vhi->type->lowStack[x]; else vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x]; } } cgi->state->players[vhi->getOwner()].heroes.push_back(vhi); } /*************************FOG**OF**WAR******************************************/ for(std::map::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k) { k->second.fogOfWarMap.resize(map->width, Woff); for(int g=-Woff; gwidth+Woff; ++g) k->second.fogOfWarMap[g].resize(map->height, Hoff); for(int g=-Woff; gwidth+Woff; ++g) for(int h=-Hoff; hheight+Hoff; ++h) k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0); for(int g=-Woff; gwidth+Woff; ++g) for(int h=-Hoff; hheight+Hoff; ++h) for(int v=0; vtwoLevel+1; ++v) k->second.fogOfWarMap[g][h][v] = 0; for(int xd=0; xdwidth; ++xd) //revealing part of map around heroes { for(int yd=0; ydheight; ++yd) { for(int ch=0; chsecond.heroes.size(); ++ch) { int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd); int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd); if(deltaX+deltaYsecond.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance()) k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1; } } } } /****************************TOWNS************************************************/ for (int i=0;itowns.size();i++) { CGTownInstance * vti =(map->towns[i]); if (vti->name.length()==0) // if town hasn't name we draw it vti->name=vti->town->names[rand()%vti->town->names.size()]; if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings { vti->builtBuildings.erase(-50); vti->builtBuildings.insert(10); vti->builtBuildings.insert(5); vti->builtBuildings.insert(30); if(rand()%2) vti->builtBuildings.insert(31); } cgi->state->players[vti->getOwner()].towns.push_back(vti); } for(std::map::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k) { if(k->first==-1 || k->first==255) continue; for(int xd=0; xdwidth; ++xd) //revealing part of map around towns { for(int yd=0; ydheight; ++yd) { for(int ch=0; chsecond.towns.size(); ++ch) { int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd); int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd); if(deltaX+deltaYsecond.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance()) k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1; } } } //init visiting heroes for(int l=0; lsecond.heroes.size();l++) { for(int m=0; msecond.towns.size();m++) { int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance if(vistile == k->second.heroes[l]->pos) { k->second.towns[m]->visitingHero = k->second.heroes[l]; break; } } } } /****************************SCRIPTS************************************************/ std::map > * skrypty = &cgi->state->objscr; //alias for easier access /****************************C++ OBJECT SCRIPTS************************************************/ std::map scripts; CScriptCallback * csc = new CScriptCallback(); csc->gs = cgi->state; handleCPPObjS(&scripts,new CVisitableOPH(csc)); handleCPPObjS(&scripts,new CVisitableOPW(csc)); handleCPPObjS(&scripts,new CPickable(csc)); handleCPPObjS(&scripts,new CMines(csc)); handleCPPObjS(&scripts,new CTownScript(csc)); handleCPPObjS(&scripts,new CHeroScript(csc)); handleCPPObjS(&scripts,new CMonsterS(csc)); handleCPPObjS(&scripts,new CCreatureGen(csc)); //created map /****************************LUA OBJECT SCRIPTS************************************************/ std::vector * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files for (int i=0; isize(); i++) { try { std::vector * temp = CLuaHandler::functionList((*lf)[i]); CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]); CLuaCallback::registerFuncs(objs->is); //objs for (int j=0; jsize(); j++) { int obid ; //obj ID int dspos = (*temp)[j].find_first_of('_'); obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str()); std::string fname = (*temp)[j].substr(0,dspos); if (skrypty->find(obid)==skrypty->end()) skrypty->insert(std::pair >(obid,std::map())); (*skrypty)[obid].insert(std::pair(fname,objs)); } delete temp; }HANDLE_EXCEPTION } /****************************INITIALIZING OBJECT SCRIPTS************************************************/ std::string temps("newObject"); for (int i=0; iobjects.size(); i++) { //c++ scripts if (scripts.find(map->objects[i]->ID) != scripts.end()) { map->objects[i]->state = scripts[map->objects[i]->ID]; map->objects[i]->state->newObject(map->objects[i]); } else { map->objects[i]->state = NULL; } // lua scripts if(cgi->state->checkFunc(map->objects[i]->ID,temps)) (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]); } delete lf; } int _tmain(int argc, _TCHAR* argv[]) { srand ( time(NULL) ); CPG=NULL; atexit(SDL_Quit); CGameInfo * cgi = CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.) //CLuaHandler luatest; //luatest.test(); //CBIKHandler cb; //cb.open("CSECRET.BIK"); std::cout << "Starting... " << std::endl; THC timeHandler tmh, total, pomtime; if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0) { screen = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/); //initializing important global surface THC std::cout<<"\tInitializing screen: "<initMusics(); //audio initialized cgi->consoleh = new CConsoleHandler; cgi->mush = mush; cgi->curh = new CCursorHandler; THC std::cout<<"\tInitializing sound and cursor: "<spriteh = new CLodHandler(); cgi->spriteh->init("Data\\H3sprite.lod","Sprites"); BitmapHandler::bitmaph = cgi->bitmaph = new CLodHandler; cgi->bitmaph->init("Data\\H3bitmap.lod","Data"); THC std::cout<<"Loading .lod files: "<bitmaph); THC std::cout<<"Initializing VCMI_Lib: "<curh->initCursor(); //cgi->curh->showGraphicCursor(); pomtime.getDif(); cgi->screenh = new CScreenHandler; cgi->screenh->initScreen(); THC std::cout<<"\tScreen handler: "<townh = new CTownHandler; cgi->townh->loadNames(); THC std::cout<<"\tTown handler: "<loadAbilities(); cgi->abilh = abilh; THC std::cout<<"\tAbility handler: "<loadHeroes(); heroh->loadPortraits(); cgi->heroh = heroh; THC std::cout<<"\tHero handler: "< animacje; for(std::vector::iterator i = cgi->heroh->heroClasses.begin();i!=cgi->heroh->heroClasses.end();i++) animacje.push_back(&((*i)->*(&CHeroClass::moveAnim))); graphics->loadHeroAnim(animacje); THC std::cout<<"\tHero animations: "<playerColors.push_back(p); //red p.r = 0x31; p.g = 0x52; p.b = 0xff; //blue cgi->playerColors.push_back(p); //blue p.r = 0x9c; p.g = 0x73; p.b = 0x52;//tan cgi->playerColors.push_back(p);//tan p.r = 0x42; p.g = 0x94; p.b = 0x29; //green cgi->playerColors.push_back(p); //green p.r = 0xff; p.g = 0x84; p.b = 0x0; //orange cgi->playerColors.push_back(p); //orange p.r = 0x8c; p.g = 0x29; p.b = 0xa5; //purple cgi->playerColors.push_back(p); //purple p.r = 0x09; p.g = 0x9c; p.b = 0xa5;//teal cgi->playerColors.push_back(p);//teal p.r = 0xc6; p.g = 0x7b; p.b = 0x8c;//pink cgi->playerColors.push_back(p);//pink p.r = 0x84; p.g = 0x84; p.b = 0x84;//gray cgi->neutralColor = p;//gray //colors initialized //palette initialization std::string pals = cgi->bitmaph->getTextFile("PLAYERS.PAL"); int startPoint = 24; //beginning byte; used to read for(int i=0; i<256; ++i) { SDL_Color col; col.r = pals[startPoint++]; col.g = pals[startPoint++]; col.b = pals[startPoint++]; col.unused = pals[startPoint++]; playerColorPalette[i] = col; } //palette initialized THC std::cout<<"Preparing players' colours: "<generaltexth = new CGeneralTextHandler; cgi->generaltexth->load(); THC std::cout<<"Preparing more handlers: "<mush = mush; cgi->scenarioOps = cpg->runLoop(); THC tmh.getDif();pomtime.getDif(); CArtHandler * arth = new CArtHandler; arth->loadArtifacts(); cgi->arth = arth; THC std::cout<<"\tArtifact handler: "<loadCreatures(); cgi->creh = creh; THC std::cout<<"\tCreature handler: "<loadSpells(); cgi->spellh = spellh; THC std::cout<<"\tSpell handler: "<loadBuildings(); cgi->buildh = buildh; THC std::cout<<"\tBuilding handler: "<loadObjects(); cgi->objh = objh; THC std::cout<<"\tObject handler: "<dobjinfo = new CDefObjInfoHandler; cgi->dobjinfo->load(); THC std::cout<<"\tDef information handler: "<state = new CGameState(); cgi->state->players = std::map(); THC std::cout<<"\tGamestate: "<pathf = new CPathfinder(); THC std::cout<<"\tPathfinder: "<consoleh->cb = new CCallback(cgi->state,-1); cgi->consoleh->runConsole(); THC std::cout<<"\tCallback and console: "<ourScenSel->mapsel.ourMaps[cpg->ourScenSel->mapsel.selected].filename; std::cout<<"Opening map file: "< mapstr; int pom; while((pom=gzgetc(map))>=0) { mapstr.push_back(pom); } gzclose(map); unsigned char *initTable = new unsigned char[mapstr.size()]; for(int ss=0; ssdeh3m(); THC std::cout<<"Detecting file (together): "<mh = mh; mh->map = &ac->map; THC std::cout<<"Creating mapHandler: "<loadDefs(); THC std::cout<<"Reading terrain defs: "<init(); THC std::cout<<"Initializing mapHandler (together): "<map,cgi); THC std::cout<<"Initializing GameState (together): "<scenarioOps.playerInfos.size();i++) //initializing interfaces { if(!cgi->scenarioOps.playerInfos[i].human) cgi->playerint.push_back(static_cast(CAIHandler::getNewAI(new CCallback(cgi->state,cgi->scenarioOps.playerInfos[i].color),"EmptyAI.dll"))); else { cgi->state->currentPlayer=cgi->scenarioOps.playerInfos[i].color; cgi->playerint.push_back(new CPlayerInterface(cgi->scenarioOps.playerInfos[i].color,i)); ((CPlayerInterface*)(cgi->playerint[i]))->init(new CCallback(cgi->state,cgi->scenarioOps.playerInfos[i].color)); } } ///claculating FoWs for minimap /****************************Minimaps' FoW******************************************/ for(int g=0; gplayerint.size(); ++g) { if(!cgi->playerint[g]->human) continue; CMinimap & mm = ((CPlayerInterface*)cgi->playerint[g])->adventureInt->minimap; int mw = mm.map[0]->w, mh = mm.map[0]->h, wo = mw/CGI->mh->sizes.x, ho = mh/CGI->mh->sizes.y; for(int d=0; dmh->map->twoLevel+1; ++d) { SDL_Surface * pt = CSDL_Ext::newSurface(mm.pos.w, mm.pos.h, CSDL_Ext::std32bppSurface); for (int i=0; imh->sizes.x)/mw), ((j*CGI->mh->sizes.y)/mh), d ); if ( !((CPlayerInterface*)cgi->playerint[g])->cb->isVisible(pp) ) { CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0); } } } CSDL_Ext::update(pt); mm.FoW.push_back(pt); } } while(1) //main game loop, one execution per turn { cgi->consoleh->cb->newTurn(); for (int i=0;iplayerint.size();i++) { cgi->state->currentPlayer=cgi->playerint[i]->playerID; try { cgi->playerint[i]->yourTurn(); }HANDLE_EXCEPTION } } } else { printf("Something was wrong: %s/n", SDL_GetError()); return -1; } }