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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"
- #include <boost/lambda/lambda.hpp>
- #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
- #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<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->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;
- CAmbarCendamo * ac = new CAmbarCendamo(initTable);
- THC std::cout<<"Reading file: "<<tmh.getDif()<<std::endl;
- ac->deh3m();
- THC std::cout<<"Detecting file (together): "<<tmh.getDif()<<std::endl;
- CMapHandler * mh = new CMapHandler();
- cgi->mh = mh;
- mh->map = &ac->map;
- 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(&ac->map,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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