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- // 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 <cmath>
- #include <stdio.h>
- #include <string.h>
- #include <string>
- #include <assert.h>
- #include <vector>
- #include "zlib.h"
- #include <cmath>
- #include <ctime>
- #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\CSemiLodHandler.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"
- #if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
- # include <fcntl.h>
- # include <io.h>
- # define SET_BINARY_MODE(file) setmode(fileno(file), O_BINARY)
- #else
- # define SET_BINARY_MODE(file)
- #endif
- #define CHUNK 16384
- const char * NAME = "VCMI 0.3 \"Tol Galen\"";
- /* Compress from file source to file dest until EOF on source.
- def() returns Z_OK on success, Z_MEM_ERROR if memory could not be
- allocated for processing, Z_STREAM_ERROR if an invalid compression
- level is supplied, Z_VERSION_ERROR if the version of zlib.h and the
- version of the library linked do not match, or Z_ERRNO if there is
- an error reading or writing the files. */
- SDL_Surface * ekran, * screen, * screen2;
- TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
- //#include "lua.h"
- //#include "lualib.h"
- //#include "lauxlib.h"
- //#include <luabind/luabind.hpp>
- //#include <luabind/function.hpp>
- //#include <luabind/class.hpp>
- //
- //#if (LUA_VERSION_NUM < 500)
- //# define LUA_OPEN_LIB(L, lib) lib(L)
- //#else
- //# define LUA_OPEN_LIB(L, lib) \
- // lua_pushcfunction((L), lib); \
- // lua_pcall((L), 0, 0, 0);
- //#endif
- //void piszpowitanie2(std::string i)
- //{
- // std::cout<<"powitanie2zc++. Liczba dnia to " << i;
- //}
- void initGameState(CGameInfo * cgi)
- {
- /******************RESOURCES****************************************************/
- //TODO: zeby komputer dostawal inaczej niz gracz
- std::vector<int> startres;
- std::ifstream tis("config/startres.txt");
- int k;
- for (int j=0;j<cgi->scenarioOps.difficulty;j++)
- {
- tis >> k;
- for (int z=0;z<RESOURCE_QUANTITY;z++)
- tis>>k;
- }
- tis >> k;
- for (int i=0;i<RESOURCE_QUANTITY;i++)
- {
- tis >> k;
- startres.push_back(k);
- }
- tis.close();
- for (std::map<int,PlayerState>::iterator i = cgi->state->players.begin(); i!=cgi->state->players.end(); i++)
- {
- (*i).second.resources.resize(RESOURCE_QUANTITY);
- for (int x=0;x<RESOURCE_QUANTITY;x++)
- (*i).second.resources[x] = startres[x];
- }
- /*************************HEROES************************************************/
- for (int i=0; i<cgi->heroh->heroInstances.size();i++) //heroes instances
- {
- if (!cgi->heroh->heroInstances[i]->type || cgi->heroh->heroInstances[i]->owner<0)
- continue;
- CHeroInstance * vhi = new CHeroInstance();
- *vhi=*(cgi->heroh->heroInstances[i]);
- if (!vhi->level)
- {
- 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()<PRIMARY_SKILLS)
- vhi->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;
- cgi->state->players[vhi->owner].heroes.push_back(vhi);
- }
- /*************************FOG**OF**WAR******************************************/
- for(std::map<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
- {
- k->second.fogOfWarMap.resize(cgi->ac->map.width);
- for(int g=0; g<cgi->ac->map.width; ++g)
- k->second.fogOfWarMap[g].resize(cgi->ac->map.height);
- for(int g=0; g<cgi->ac->map.width; ++g)
- for(int h=0; h<cgi->ac->map.height; ++h)
- k->second.fogOfWarMap[g][h].resize(cgi->ac->map.twoLevel+1);
- for(int g=0; g<cgi->ac->map.width; ++g)
- for(int h=0; h<cgi->ac->map.height; ++h)
- for(int v=0; v<cgi->ac->map.twoLevel+1; ++v)
- k->second.fogOfWarMap[g][h][v] = 1;
- }
- /****************************TOWNS************************************************/
- }
- int _tmain(int argc, _TCHAR* argv[])
- {
- //int iErr = 0;
- //lua_State *lua = lua_open (); // Open Lua
- // LUA_OPEN_LIB(lua, luaopen_base);
- // LUA_OPEN_LIB(lua, luaopen_io);
- //if ((iErr = luaL_loadfile (lua, "test.lua")) == 0)
- //{
- //
- // // Call main...
- // if ((iErr = lua_pcall (lua, 0, LUA_MULTRET, 0)) == 0)
- // {
- // luabind::open(lua);
- // luabind::module(lua)
- // [
- // luabind::def("powitanie",&piszpowitanie2)
- // ];
- // //int ret = luabind::call_function<int>(lua, "helloWorld2");
- // lua_pushstring (lua, "helloWorld2");
- // lua_gettable (lua, LUA_GLOBALSINDEX);
- // lua_pcall (lua, 0, 0, 0);
- // // Push the function name onto the stack
- // lua_pushstring (lua, "helloWorld");
- // lua_gettable (lua, LUA_GLOBALSINDEX);
- // lua_pcall (lua, 0, 0, 0);
- // }
- //}
- //lua_close (lua);
- //CBIKHandler cb;
- //cb.open("CSECRET.BIK");
- THC timeHandler tmh;
- THC tmh.getDif();
- int xx=0, yy=0, zz=0;
- SDL_Event sEvent;
- srand ( time(NULL) );
- SDL_Surface *temp;
- std::vector<SDL_Surface*> Sprites;
- float i;
- if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO/*|SDL_INIT_EVENTTHREAD*/)==0)
- {
- CPG=NULL;
- TTF_Init();
- atexit(TTF_Quit);
- atexit(SDL_Quit);
- //TNRB = TTF_OpenFont("Fonts\\tnrb.ttf",16);
- TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
- //TNR = TTF_OpenFont("Fonts\\tnr.ttf",10);
- GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
- GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22);
- GEORM = TTF_OpenFont("Fonts\\georgia.ttf",10);
- //initializing audio
- CMusicHandler * mush = new CMusicHandler;
- mush->initMusics();
- //CSndHandler snd("Heroes3.snd");
- //snd.extract("AELMMOVE.wav","snddd.wav");
- //audio initialized
- /*if(Mix_PlayMusic(mush->mainMenuWoG, -1)==-1) //uncomment this fragment to have music
- {
- printf("Mix_PlayMusic: %s\n", Mix_GetError());
- // well, there's no music, but most games don't break without music...
- }*/
- screen2 = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
- screen = SDL_ConvertSurface(screen2, screen2->format, SDL_SWSURFACE);
- ekran = screen;
- SDL_WM_SetCaption(NAME,""); //set window title
- CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
- CGameInfo::mainObj = cgi;
- cgi->consoleh = new CConsoleHandler;
- cgi->consoleh->runConsole();
- cgi->mush = mush;
- cgi->curh = new CCursorHandler;
- THC std::cout<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
- cgi->spriteh = new CLodHandler;
- cgi->spriteh->init(std::string("Data\\H3sprite.lod"));
- cgi->bitmaph = new CLodHandler;
- cgi->bitmaph->init(std::string("Data\\H3bitmap.lod"));
- THC std::cout<<"Loading .lod files: "<<tmh.getDif()<<std::endl;
- cgi->curh->initCursor();
- cgi->curh->showGraphicCursor();
- cgi->screenh = new CScreenHandler;
- cgi->screenh->initScreen();
- //colors initialization
- SDL_Color p;
- p.unused = 0;
- p.r = 0xff; p.g = 0x0; p.b = 0x0; //red
- cgi->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
- cgi->townh = new CTownHandler;
- cgi->townh->loadNames();
- CAbilityHandler * abilh = new CAbilityHandler;
- abilh->loadAbilities();
- cgi->abilh = abilh;
- CHeroHandler * heroh = new CHeroHandler;
- heroh->loadHeroes();
- heroh->loadPortraits();
- cgi->heroh = heroh;
- cgi->generaltexth = new CGeneralTextHandler;
- cgi->generaltexth->load();
- THC std::cout<<"Preparing first handlers: "<<tmh.getDif()<<std::endl;
- CPreGame * cpg = new CPreGame(); //main menu and submenus
- THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
- cpg->mush = mush;
- cgi->scenarioOps = cpg->runLoop();
- THC tmh.getDif();
- cgi->sspriteh = new CSemiLodHandler();
- cgi->sspriteh->openLod("H3sprite.lod");
- CArtHandler * arth = new CArtHandler;
- arth->loadArtifacts();
- cgi->arth = arth;
- CCreatureHandler * creh = new CCreatureHandler;
- creh->loadCreatures();
- cgi->creh = creh;
- CSpellHandler * spellh = new CSpellHandler;
- spellh->loadSpells();
- cgi->spellh = spellh;
- CBuildingHandler * buildh = new CBuildingHandler;
- buildh->loadBuildings();
- cgi->buildh = buildh;
- CObjectHandler * objh = new CObjectHandler;
- objh->loadObjects();
- cgi->objh = objh;
- cgi->dobjinfo = new CDefObjInfoHandler;
- cgi->dobjinfo->load();
- cgi->state = new CGameState();
- cgi->state->players = std::map<int, PlayerState>();
- cgi->state->cb = new CCallback(cgi->state);
- cgi->pathf = new CPathfinder();
- THC std::cout<<"Handlers initailization: "<<tmh.getDif()<<std::endl;
- std::string mapname;
- if(CPG->ourScenSel->mapsel.selected==0) CPG->ourScenSel->mapsel.selected = 1; //only for tests
- if (CPG) mapname = CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected].filename;
- gzFile map = gzopen(mapname.c_str(),"rb");
- std::string mapstr;int pom;
- while((pom=gzgetc(map))>=0)
- {
- mapstr+=pom;
- }
- gzclose(map);
- unsigned char *initTable = new unsigned char[mapstr.size()];
- for(int ss=0; ss<mapstr.size(); ++ss)
- {
- initTable[ss] = mapstr[ss];
- }
- #define CHOOSE
- #ifdef CHOOSE
- CAmbarCendamo * ac = new CAmbarCendamo(initTable); //4gryf
- #else
- CAmbarCendamo * ac = new CAmbarCendamo("RoEtest"); //4gryf
- #endif
- CMapHeader * mmhh = new CMapHeader(ac->bufor); //czytanie nag³ówka
- cgi->ac = ac;
- THC std::cout<<"Reading file: "<<tmh.getDif()<<std::endl;
- ac->deh3m();
- THC std::cout<<"Detecting file (together): "<<tmh.getDif()<<std::endl;
- ac->loadDefs();
- THC std::cout<<"Reading terrain defs: "<<tmh.getDif()<<std::endl;
- CMapHandler * mh = new CMapHandler();
- cgi->mh = mh;
- mh->reader = ac;
- THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
- mh->init();
- THC std::cout<<"Initializing mapHandler: "<<tmh.getDif()<<std::endl;
- initGameState(cgi);
- THC std::cout<<"Initializing GameState: "<<tmh.getDif()<<std::endl;
- for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
- {
- //TODO: uncomment when AI will be done
- //if(cgi->scenarioOps.playerInfos[i].name=="AI")
- // cgi->playerint.push_back(new CGlobalAI());
- //else
- {
- cgi->state->currentPlayer=i;
- cgi->playerint.push_back(new CPlayerInterface(cgi->scenarioOps.playerInfos[i].color,i));
- ((CPlayerInterface*)(cgi->playerint[i]))->init(cgi->state->cb);
- }
- }
- while(1) //main game loop, one execution per turn
- {
- for (int i=0;i<cgi->playerint.size();i++)
- {
- cgi->state->currentPlayer=cgi->playerint[i]->playerID;
- cgi->playerint[i]->yourTurn();
- }
- }
- }
- else
- {
- printf("Something was wrong: %s/n", SDL_GetError());
- return -1;
- }
- }
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