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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\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"
 
- 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<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
 
- {
 
- 	std::vector<int> tempv = script->yourObjects();
 
- 	for (int i=0;i<tempv.size();i++)
 
- 	{
 
- 		(*mapa)[tempv[i]]=script;
 
- 	}
 
- 	CGI->state->cppscripts.insert(script);
 
- }
 
- void initGameState(Mapa * map, CGameInfo * cgi)
 
- {
 
- 	cgi->state->day=0;
 
- 	/*********creating players entries in gs****************************************/
 
- 	for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++)
 
- 	{
 
- 		std::pair<int,PlayerState> 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<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<map->heroes.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()<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;
 
- 		//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<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
 
- 	{
 
- 		k->second.fogOfWarMap.resize(map->width, Woff);
 
- 		for(int g=-Woff; g<map->width+Woff; ++g)
 
- 			k->second.fogOfWarMap[g].resize(map->height, Hoff);
 
- 		for(int g=-Woff; g<map->width+Woff; ++g)
 
- 			for(int h=-Hoff; h<map->height+Hoff; ++h)
 
- 				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
 
- 		for(int g=-Woff; g<map->width+Woff; ++g)
 
- 			for(int h=-Hoff; h<map->height+Hoff; ++h)
 
- 				for(int v=0; v<map->twoLevel+1; ++v)
 
- 					k->second.fogOfWarMap[g][h][v] = 0;
 
- 		for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
 
- 		{
 
- 			for(int yd=0; yd<map->height; ++yd)
 
- 			{
 
- 				for(int ch=0; ch<k->second.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+deltaY<k->second.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;i<map->towns.size();i++)
 
- 	{
 
- 		CGTownInstance * vti =(map->towns[i]);
 
- 		if(!vti->town)
 
- 			vti->town = &CGI->townh->towns[vti->subID];
 
- 		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<int, PlayerState>::iterator k=cgi->state->players.begin(); k!=cgi->state->players.end(); ++k)
 
- 	{
 
- 		if(k->first==-1 || k->first==255)
 
- 			continue;
 
- 		for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
 
- 		{
 
- 			for(int yd=0; yd<map->height; ++yd)
 
- 			{
 
- 				for(int ch=0; ch<k->second.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+deltaY<k->second.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; l<k->second.heroes.size();l++)
 
- 		{ 
 
- 			for(int m=0; m<k->second.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<int, std::map<std::string, CObjectScript*> > * skrypty = &cgi->state->objscr; //alias for easier access
 
- 	/****************************C++ OBJECT SCRIPTS************************************************/
 
- 	std::map<int,CCPPObjectScript*> 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<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
 
- 	for (int i=0; i<lf->size(); i++)
 
- 	{
 
- 		try
 
- 		{
 
- 			std::vector<std::string> * temp =  CLuaHandler::functionList((*lf)[i]);
 
- 			CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
 
- 			CLuaCallback::registerFuncs(objs->is);
 
- 			//objs
 
- 			for (int j=0; j<temp->size(); 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<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
 
- 				(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
 
- 			}
 
- 			delete temp;
 
- 		}HANDLE_EXCEPTION
 
- 	}
 
- 	/****************************INITIALIZING OBJECT SCRIPTS************************************************/
 
- 	std::string temps("newObject");
 
- 	for (int i=0; i<map->objects.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: "<<pomtime.getDif()<<std::endl;
 
- 		SDL_WM_SetCaption(NAME,""); //set window title
 
- 		#if SDL_BYTEORDER == SDL_BIG_ENDIAN
 
- 			int rmask = 0xff000000;int gmask = 0x00ff0000;int bmask = 0x0000ff00;int amask = 0x000000ff;
 
- 		#else
 
- 			int rmask = 0x000000ff;	int gmask = 0x0000ff00;	int bmask = 0x00ff0000;	int amask = 0xff000000;
 
- 		#endif
 
- 		CSDL_Ext::std32bppSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 32, rmask, gmask, bmask, amask);
 
- 		THC std::cout<<"\tInitializing minors: "<<pomtime.getDif()<<std::endl;
 
- 		TTF_Init();
 
- 		TNRB16 = TTF_OpenFont("Fonts\\tnrb.ttf",16);
 
- 		GEOR13 = TTF_OpenFont("Fonts\\georgia.ttf",13);
 
- 		GEOR16 = TTF_OpenFont("Fonts\\georgia.ttf",16);
 
- 		GEORXX = TTF_OpenFont("Fonts\\tnrb.ttf",22);
 
- 		GEORM = TTF_OpenFont("Fonts\\georgia.ttf",10);
 
- 		atexit(TTF_Quit);
 
- 		THC std::cout<<"\tInitializing fonts: "<<pomtime.getDif()<<std::endl;
 
- 		CMusicHandler * mush = new CMusicHandler;  //initializing audio
 
- 		mush->initMusics();
 
- 		//audio initialized 
 
- 		cgi->consoleh = new CConsoleHandler;
 
- 		cgi->mush = mush;
 
- 		cgi->curh = new CCursorHandler; 
 
- 		THC std::cout<<"\tInitializing sound and cursor: "<<pomtime.getDif()<<std::endl;
 
- 		THC std::cout<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
 
- 		CDefHandler::Spriteh = cgi->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: "<<tmh.getDif()<<std::endl;
 
- 		initDLL(cgi->bitmaph);
 
- 		THC std::cout<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
 
- 		//cgi->curh->initCursor();
 
- 		//cgi->curh->showGraphicCursor();
 
- 		pomtime.getDif();
 
- 		cgi->screenh = new CScreenHandler;
 
- 		cgi->screenh->initScreen();
 
- 		THC std::cout<<"\tScreen handler: "<<pomtime.getDif()<<std::endl;
 
- 		cgi->townh = new CTownHandler;
 
- 		cgi->townh->loadNames();
 
- 		THC std::cout<<"\tTown handler: "<<pomtime.getDif()<<std::endl;
 
- 		CAbilityHandler * abilh = new CAbilityHandler;
 
- 		abilh->loadAbilities();
 
- 		cgi->abilh = abilh;
 
- 		THC std::cout<<"\tAbility handler: "<<pomtime.getDif()<<std::endl;
 
- 		CHeroHandler * heroh = new CHeroHandler;
 
- 		heroh->loadHeroes();
 
- 		heroh->loadPortraits();
 
- 		cgi->heroh = heroh;
 
- 		THC std::cout<<"\tHero handler: "<<pomtime.getDif()<<std::endl;
 
- 		THC std::cout<<"Preparing first handlers: "<<tmh.getDif()<<std::endl;
 
- 		pomtime.getDif();
 
- 		graphics = new Graphics();
 
- 		THC std::cout<<"\tMain graphics: "<<tmh.getDif()<<std::endl;
 
- 		std::vector<CDefHandler **> animacje;
 
- 		for(std::vector<CHeroClass *>::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: "<<tmh.getDif()<<std::endl;
 
- 		THC std::cout<<"Initializing game graphics: "<<tmh.getDif()<<std::endl;
 
- 		//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
 
- 		//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: "<<tmh.getDif()<<std::endl;
 
- 		CMessage::init();
 
- 		cgi->generaltexth = new CGeneralTextHandler;
 
- 		cgi->generaltexth->load();
 
- 		THC std::cout<<"Preparing more handlers: "<<tmh.getDif()<<std::endl;
 
- 		CPreGame * cpg = new CPreGame(); //main menu and submenus
 
- 		THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
 
- 		THC std::cout<<"Initialization of VCMI (togeter): "<<total.getDif()<<std::endl;
 
- 		cpg->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: "<<pomtime.getDif()<<std::endl;
 
- 		CCreatureHandler * creh = new CCreatureHandler();
 
- 		creh->loadCreatures();
 
- 		cgi->creh = creh;
 
- 		THC std::cout<<"\tCreature handler: "<<pomtime.getDif()<<std::endl;
 
- 		CSpellHandler * spellh = new CSpellHandler;
 
- 		spellh->loadSpells();
 
- 		cgi->spellh = spellh;		
 
- 		THC std::cout<<"\tSpell handler: "<<pomtime.getDif()<<std::endl;
 
- 		CBuildingHandler * buildh = new CBuildingHandler;
 
- 		buildh->loadBuildings();
 
- 		cgi->buildh = buildh;
 
- 		THC std::cout<<"\tBuilding handler: "<<pomtime.getDif()<<std::endl;
 
- 		CObjectHandler * objh = new CObjectHandler;
 
- 		objh->loadObjects();
 
- 		cgi->objh = objh;
 
- 		THC std::cout<<"\tObject handler: "<<pomtime.getDif()<<std::endl;
 
- 		cgi->dobjinfo = new CDefObjInfoHandler;
 
- 		cgi->dobjinfo->load();
 
- 		THC std::cout<<"\tDef information handler: "<<pomtime.getDif()<<std::endl;
 
- 		cgi->state = new CGameState();
 
- 		cgi->state->players = std::map<int, PlayerState>();
 
- 		THC std::cout<<"\tGamestate: "<<pomtime.getDif()<<std::endl;
 
- 		cgi->pathf = new CPathfinder();
 
- 		THC std::cout<<"\tPathfinder: "<<pomtime.getDif()<<std::endl;
 
- 		cgi->consoleh->cb = new CCallback(cgi->state,-1);
 
- 		cgi->consoleh->runConsole();
 
- 		THC std::cout<<"\tCallback and console: "<<pomtime.getDif()<<std::endl;
 
- 		THC std::cout<<"Handlers initailization (together): "<<tmh.getDif()<<std::endl;
 
- 		std::string mapname = cpg->ourScenSel->mapsel.ourMaps[cpg->ourScenSel->mapsel.selected].filename;
 
- 		std::cout<<"Opening map file: "<<mapname<<"\t\t"<<std::flush;
 
- 		gzFile map = gzopen(mapname.c_str(),"rb");
 
- 		std::vector<unsigned char> 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; ss<mapstr.size(); ++ss)
 
- 		{
 
- 			initTable[ss] = mapstr[ss];
 
- 		}
 
- 		std::cout<<"done."<<std::endl;
 
- 		Mapa * mapa = new Mapa(initTable);
 
- 		THC std::cout<<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
 
- 		CMapHandler * mh = new CMapHandler();
 
- 		cgi->mh = mh;
 
- 		mh->map = mapa;
 
- 		THC std::cout<<"Creating mapHandler: "<<tmh.getDif()<<std::endl;
 
- 		mh->loadDefs();
 
- 		THC std::cout<<"Reading terrain defs: "<<tmh.getDif()<<std::endl;
 
- 		mh->init();
 
- 		THC std::cout<<"Initializing mapHandler (together): "<<tmh.getDif()<<std::endl;
 
- 		initGameState(mapa,cgi);
 
- 		THC std::cout<<"Initializing GameState (together): "<<tmh.getDif()<<std::endl;
 
- 		for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
 
- 		{ 
 
- 			if(!cgi->scenarioOps.playerInfos[i].human)
 
- 				cgi->playerint.push_back(static_cast<CGameInterface*>(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; g<cgi->playerint.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; d<cgi->mh->map->twoLevel+1; ++d)
 
- 			{
 
- 				SDL_Surface * pt = CSDL_Ext::newSurface(mm.pos.w, mm.pos.h, CSDL_Ext::std32bppSurface);
 
- 				for (int i=0; i<mw; i++)
 
- 				{
 
- 					for (int j=0; j<mh; j++)
 
- 					{
 
- 						int3 pp( ((i*CGI->mh->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;i<cgi->playerint.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;
 
- 	}
 
- }
 
 
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