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- // CMT.cpp : Defines the entry point for the console application.
- //
- #include "StdInc.h"
- #include <SDL_mixer.h>
- #include "gui/SDL_Extensions.h"
- #include "CGameInfo.h"
- #include "mapHandler.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "CPreGame.h"
- #include "CCastleInterface.h"
- #include "../lib/CConsoleHandler.h"
- #include "gui/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 "CDefHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "Graphics.h"
- #include "Client.h"
- #include "../lib/CConfigHandler.h"
- #include "../lib/Connection.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/NetPacks.h"
- #include "CMessage.h"
- #include "../lib/CModHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CScriptingModule.h"
- #include "../lib/GameConstants.h"
- #include "gui/CGuiHandler.h"
- #include "../lib/logging/CBasicLogConfigurator.h"
- #ifdef _WIN32
- #include "SDL_syswm.h"
- #endif
- #include "../lib/CDefObjInfoHandler.h"
- #include "../lib/UnlockGuard.h"
- #include "CMT.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=nullptr;
- SDL_Surface *screen = nullptr, //main screen surface
- *screen2 = nullptr,//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;
- std::queue<SDL_Event> events;
- boost::mutex eventsM;
- bool gNoGUI = false;
- static po::variables_map vm;
- //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 = nullptr);
- #ifndef _WIN32
- #ifndef _GNU_SOURCE
- #define _GNU_SOURCE
- #endif
- #include <getopt.h>
- #endif
- void startGameFromFile(const std::string &fname)
- {
- StartInfo si;
- try //attempt retrieving start info from given file
- {
- if(!fname.size() || !boost::filesystem::exists(fname))
- throw std::runtime_error("Startfile \"" + fname + "\" does not exist!");
- CLoadFile out(fname);
- if(!out.sfile || !*out.sfile)
- {
- throw std::runtime_error("Cannot read from startfile \"" + fname + "\"!");
- }
- out >> si;
- }
- catch(std::exception &e)
- {
- logGlobal->errorStream() << "Failed to start from the file: " + fname << ". Error: " << e.what()
- << " Falling back to main menu.";
- GH.curInt = CGPreGame::create();
- return;
- }
- while(GH.topInt())
- GH.popIntTotally(GH.topInt());
- startGame(&si);
- }
- void init()
- {
- CStopWatch tmh, pomtime;
- logGlobal->infoStream() << "\tInitializing minors: " << pomtime.getDiff();
- //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());
- logGlobal->infoStream()<<"\tInitializing sound: "<<pomtime.getDiff();
- logGlobal->infoStream()<<"Initializing screen and sound handling: "<<tmh.getDiff();
- loadDLLClasses();
- const_cast<CGameInfo*>(CGI)->setFromLib();
- CCS->soundh->initSpellsSounds(CGI->spellh->spells);
- logGlobal->infoStream()<<"Initializing VCMI_Lib: "<<tmh.getDiff();
- pomtime.getDiff();
- if(!gNoGUI)
- {
- CCS->curh = new CCursorHandler;
- graphics = new Graphics(); // should be before curh->init()
- CCS->curh->initCursor();
- CCS->curh->show();
- logGlobal->infoStream()<<"Screen handler: "<<pomtime.getDiff();
- pomtime.getDiff();
- graphics->loadHeroAnims();
- logGlobal->infoStream()<<"\tMain graphics: "<<tmh.getDiff();
- logGlobal->infoStream()<<"Initializing game graphics: "<<tmh.getDiff();
- CMessage::init();
- logGlobal->infoStream()<<"Message handler: "<<tmh.getDiff();
- }
- }
- static void prog_version(void)
- {
- printf("%s\n", GameConstants::VCMI_VERSION.c_str());
- printf(" data directory: %s\n", VCMIDirs::get().dataPaths().back().c_str());
- printf(" library directory: %s\n", VCMIDirs::get().libraryPath().c_str());
- printf(" path to server: %s\n", VCMIDirs::get().serverPath().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 __APPLE__
- void OSX_checkForUpdates();
- #endif
- #ifdef _WIN32
- int wmain(int argc, wchar_t* argv[])
- #elif defined(__APPLE__)
- int SDL_main(int argc, char *argv[])
- #else
- int main(int argc, char** argv)
- #endif
- {
- #ifdef __APPLE__
- // Correct working dir executable folder (not bundle folder) so we can use executable relative pathes
- std::string executablePath = argv[0];
- std::string workDir = executablePath.substr(0, executablePath.rfind('/'));
- chdir(workDir.c_str());
-
- // Check for updates
- OSX_checkForUpdates();
- // Check that game data is prepared. Otherwise run vcmibuilder helper application
- FILE* check = fopen((VCMIDirs::get().userDataPath() + "/game_data_prepared").c_str(), "r");
- if (check == nullptr) {
- system("open ./vcmibuilder.app");
- return 0;
- }
- fclose(check);
- #endif
- std::cout << "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 human player, all players will be default AI")
- ("noGUI", "runs without GUI, implies --onlyAI")
- ("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
- ("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
- ("autoSkip", "automatically skip turns in GUI")
- ("disable-video", "disable video player")
- ("nointro,i", "skips intro movies");
- if(argc > 1)
- {
- try
- {
- po::store(po::parse_command_line(argc, argv, opts), vm);
- }
- catch(std::exception &e)
- {
- std::cerr << "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;
- }
- if(vm.count("noGUI"))
- {
- gNoGUI = true;
- vm.insert(std::pair<std::string, po::variable_value>("onlyAI", po::variable_value()));
- }
- //Set environment vars to make window centered. Sometimes work, sometimes not. :/
- putenv((char*)"SDL_VIDEO_WINDOW_POS");
- putenv((char*)"SDL_VIDEO_CENTERED=1");
- // Have effect on X11 system only (Linux).
- // For whatever reason in fullscreen mode SDL takes "raw" mouse input from DGA X11 extension
- // (DGA = Direct graphics access). Because this is raw input (before any speed\acceleration proceesing)
- // it may result in very small \ very fast mouse when game in fullscreen mode
- putenv((char*)"SDL_VIDEO_X11_DGAMOUSE=0");
- // Init old logging system and new (temporary) logging system
- CStopWatch total, pomtime;
- std::cout.flags(std::ios::unitbuf);
- console = new CConsoleHandler;
- *console->cb = boost::bind(&processCommand, _1);
- console->start();
- atexit(dispose);
- CBasicLogConfigurator logConfig(VCMIDirs::get().userCachePath() + "/VCMI_Client_log.txt", console);
- logConfig.configureDefault();
- logGlobal->infoStream() <<"Creating console "<<pomtime.getDiff();
- // Init filesystem and settings
- preinitDLL(::console);
- settings.init();
- // Initialize logging based on settings
- logConfig.configure();
- // Some basic data validation to produce better error messages in cases of incorrect install
- auto testFile = [](std::string filename, std::string message) -> bool
- {
- if (CResourceHandler::get()->existsResource(ResourceID(filename)))
- return true;
- logGlobal->errorStream() << "Error: " << message << " was not found!";
- return false;
- };
- if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
- !testFile("MODS/VCMI/MOD.JSON", "VCMI mod") ||
- !testFile("DATA/StackQueueBgBig.PCX", "VCMI data"))
- exit(1); // These are unrecoverable errors
- // these two are optional + some installs have them on CD and not in data directory
- testFile("VIDEO/GOOD1A.SMK", "campaign movies");
- testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
- conf.init();
- logGlobal->infoStream() <<"Loading settings: "<<pomtime.getDiff();
- logGlobal->infoStream() << NAME;
- srand ( time(nullptr) );
-
- const JsonNode& video = settings["video"];
- const JsonNode& res = video["screenRes"];
- //something is really wrong...
- if (res["width"].Float() < 100 || res["height"].Float() < 100)
- {
- logGlobal->errorStream() << "Fatal error: failed to load settings!";
- logGlobal->errorStream() << "Possible reasons:";
- logGlobal->errorStream() << "\tCorrupted local configuration file at " << VCMIDirs::get().userConfigPath() << "/settings.json";
- logGlobal->errorStream() << "\tMissing or corrupted global configuration file at " << VCMIDirs::get().userConfigPath() << "/schemas/settings.json";
- logGlobal->errorStream() << "VCMI will now exit...";
- exit(EXIT_FAILURE);
- }
- if(!gNoGUI)
- {
- if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO))
- {
- logGlobal->errorStream()<<"Something was wrong: "<< SDL_GetError();
- exit(-1);
- }
- atexit(SDL_Quit);
- setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool());
- logGlobal->infoStream() <<"\tInitializing screen: "<<pomtime.getDiff();
- }
- CCS = new CClientState;
- CGI = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler etc.)
- // Initialize video
- #if DISABLE_VIDEO
- CCS->videoh = new CEmptyVideoPlayer;
- #else
- if (!gNoGUI && !vm.count("disable-video"))
- CCS->videoh = new CVideoPlayer;
- else
- CCS->videoh = new CEmptyVideoPlayer;
- #endif
- logGlobal->infoStream()<<"\tInitializing video: "<<pomtime.getDiff();
- //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(!gNoGUI )
- {
- if(!vm.count("battle") && !vm.count("nointro"))
- playIntro();
- SDL_FillRect(screen,nullptr,0);
- }
- CSDL_Ext::update(screen);
- loading.join();
- logGlobal->infoStream()<<"Initialization of VCMI (together): "<<total.getDiff();
- if(!vm.count("battle"))
- {
- Settings session = settings.write["session"];
- session["autoSkip"].Bool() = vm.count("autoSkip");
- session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
- std::string fileToStartFrom; //none by default
- if(vm.count("start"))
- fileToStartFrom = vm["start"].as<std::string>();
- if(fileToStartFrom.size() && boost::filesystem::exists(fileToStartFrom))
- startGameFromFile(fileToStartFrom); //ommit pregame and start the game using settings from fiel
- else
- {
- if(fileToStartFrom.size())
- {
- logGlobal->warnStream() << "Warning: cannot find given file to start from (" << fileToStartFrom
- << "). Falling back to main menu.";
- }
- GH.curInt = CGPreGame::create(); //will set CGP pointer to itself
- }
- }
- else
- {
- auto si = new StartInfo();
- si->mode = StartInfo::DUEL;
- si->mapname = vm["battle"].as<std::string>();
- si->playerInfos[PlayerColor(0)].color = PlayerColor(0);
- si->playerInfos[PlayerColor(1)].color = PlayerColor(1);
- startGame(si);
- }
- if(!gNoGUI)
- {
- mainGUIThread = new boost::thread(&CGuiHandler::run, &GH);
- listenForEvents();
- }
- else
- {
- while(true)
- boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
- }
- return 0;
- }
- void printInfoAboutIntObject(const CIntObject *obj, int level)
- {
- std::stringstream sbuffer;
- sbuffer << std::string(level, '\t');
- sbuffer << typeid(*obj).name() << " *** ";
- if (obj->active)
- {
- #define PRINT(check, text) if (obj->active & CIntObject::check) sbuffer << text
- PRINT(LCLICK, 'L');
- PRINT(RCLICK, 'R');
- PRINT(HOVER, 'H');
- PRINT(MOVE, 'M');
- PRINT(KEYBOARD, 'K');
- PRINT(TIME, 'T');
- PRINT(GENERAL, 'A');
- PRINT(WHEEL, 'W');
- PRINT(DOUBLECLICK, 'D');
- #undef PRINT
- }
- else
- sbuffer << "inactive";
- sbuffer << " at " << obj->pos.x <<"x"<< obj->pos.y;
- sbuffer << " (" << obj->pos.w <<"x"<< obj->pos.h << ")";
- logGlobal->infoStream() << sbuffer.str();
- 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->getHoverText() << 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);
- 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(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;
- }
- //used only once during initialization
- 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)
- {
- logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
- return;
- }
- bool bufOnScreen = (screenBuf == screen);
-
- if(suggestedBpp != bpp)
- {
- logGlobal->warnStream() << "Note: SDL suggests to use " << suggestedBpp << " bpp instead of" << bpp << " 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;
- }
- static void fullScreenChanged()
- {
- boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
- Settings full = settings.write["video"]["fullscreen"];
- const bool toFullscreen = full->Bool();
- int bitsPerPixel = screen->format->BitsPerPixel;
- 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;
- GH.totalRedraw();
- }
- static void listenForEvents()
- {
- SettingsListener resChanged = settings.listen["video"]["fullscreen"];
- resChanged([](const JsonNode &newState){ CGuiHandler::pushSDLEvent(SDL_USEREVENT, FULLSCREEN_TOGGLED); });
- while(1) //main SDL events loop
- {
- SDL_Event ev;
- int ret = SDL_WaitEvent(&ev);
- if (ret == 0 || (ev.type==SDL_QUIT) ||
- (ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
- {
- handleQuit();
- break;
- }
- else if(LOCPLINT && ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
- {
- Settings full = settings.write["video"]["fullscreen"];
- full->Bool() = !full->Bool();
- continue;
- }
- else if(ev.type == SDL_USEREVENT)
- {
- auto endGame = []
- {
- client->endGame();
- vstd::clear_pointer(client);
- delete CGI->dobjinfo.get();
- const_cast<CGameInfo*>(CGI)->dobjinfo = new CDefObjInfoHandler;
- const_cast<CGameInfo*>(CGI)->modh->reload(); //add info about new creatures to dobjinfo
- };
- 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 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() << "Error: unknown user event. Code " << ev.user.code;
- assert(0);
- }
- continue;
- }
- {
- boost::unique_lock<boost::mutex> lock(eventsM);
- events.push(ev);
- }
- }
- }
- 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 handleQuit()
- {
- if (client)
- client->endGame();
- if (mainGUIThread)
- {
- GH.terminate = true;
- mainGUIThread->join();
- delete mainGUIThread;
- mainGUIThread = nullptr;
- }
- delete console;
- console = nullptr;
- boost::this_thread::sleep(boost::posix_time::milliseconds(750));
- if(!gNoGUI)
- SDL_Quit();
- std::cout << "Ending...";
- exit(0);
- }
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