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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 "windows/CCastleInterface.h"
 
- #include "../lib/CConsoleHandler.h"
 
- #include "gui/CCursorHandler.h"
 
- #include "../lib/CGameState.h"
 
- #include "../CCallback.h"
 
- #include "CPlayerInterface.h"
 
- #include "windows/CAdvmapInterface.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "CVideoHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CCreatureHandler.h"
 
- #include "../lib/spells/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/CArtHandler.h"
 
- #include "../lib/CScriptingModule.h"
 
- #include "../lib/GameConstants.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "../lib/logging/CBasicLogConfigurator.h"
 
- #include "../lib/CondSh.h"
 
- #ifdef VCMI_WINDOWS
 
- #include "SDL_syswm.h"
 
- #endif
 
- #include "../lib/UnlockGuard.h"
 
- #include "CMT.h"
 
- #if __MINGW32__
 
- #undef main
 
- #endif
 
- namespace po = boost::program_options;
 
- namespace bfs = boost::filesystem;
 
- /*
 
-  * 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;
 
- #ifndef VCMI_SDL1
 
- int preferredDriverIndex = -1;
 
- SDL_Window * mainWindow = nullptr;
 
- SDL_Renderer * mainRenderer = nullptr;
 
- SDL_Texture * screenTexture = nullptr;
 
- #endif // VCMI_SDL1
 
- extern boost::thread_specific_ptr<bool> inGuiThread;
 
- 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
 
- 	
 
- 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 mainLoop();
 
- //void requestChangingResolution();
 
- void startGame(StartInfo * options, CConnection *serv = nullptr);
 
- void endGame();
 
- #ifndef VCMI_WINDOWS
 
- #ifndef _GNU_SOURCE
 
- #define _GNU_SOURCE
 
- #endif
 
- #include <getopt.h>
 
- #endif
 
- void startGameFromFile(const bfs::path &fname)
 
- {
 
- 	StartInfo si;
 
- 	try //attempt retrieving start info from given file
 
- 	{
 
- 		if(fname.empty() || !bfs::exists(fname))
 
- 			throw std::runtime_error("Startfile \"" + fname.string() + "\" does not exist!");
 
- 		CLoadFile out(fname);
 
- 		if (!out.sfile || !*out.sfile)
 
- 			throw std::runtime_error("Cannot read from startfile \"" + fname.string() +"\"!");
 
- 		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;
 
- 	loadDLLClasses();
 
- 	const_cast<CGameInfo*>(CGI)->setFromLib();
 
-     logGlobal->infoStream()<<"Initializing VCMI_Lib: "<<tmh.getDiff();
 
- 	if(!gNoGUI)
 
- 	{
 
- 		pomtime.getDiff();
 
- 		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: "<<pomtime.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());
 
- 	std::cout << VCMIDirs::get().genHelpString();
 
- }
 
- 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) 2007-2014 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 VCMI_APPLE
 
- void OSX_checkForUpdates();
 
- #endif
 
- #if defined(VCMI_WINDOWS) && !defined (__GNUC__)
 
- int wmain(int argc, wchar_t* argv[])
 
- #elif defined(VCMI_APPLE)
 
- int SDL_main(int argc, char *argv[])
 
- #else
 
- int main(int argc, char** argv)
 
- #endif
 
- {
 
- #ifdef VCMI_ANDROID
 
- 	// boost will crash without this
 
- 	setenv("LANG", "C", 1);
 
- #endif
 
- #ifdef VCMI_APPLE
 
- 	// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
 
-     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").string().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<bfs::path>(), "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")
 
-         ("loadserver","specifies we are the multiplayer server for loaded games")
 
-         ("loadnumplayers",po::value<int>(),"specifies the number of players connecting to a multiplayer game")
 
-         ("loadhumanplayerindices",po::value<std::vector<int>>(),"Indexes of human players (0=Red, etc.)")
 
-         ("loadplayer", po::value<int>(),"specifies which player we are in multiplayer loaded games (0=Red, etc.)")
 
-         ("loadserverip",po::value<std::string>(),"IP for loaded game server")
 
-         ("loadserverport",po::value<std::string>(),"port for loaded game server");
 
- 	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()));
 
- 	}
 
- #ifdef VCMI_SDL1
 
- 	//Set environment vars to make window centered. Sometimes work, sometimes not. :/
 
- 	putenv((char*)"SDL_VIDEO_WINDOW_POS");
 
- 	putenv((char*)"SDL_VIDEO_CENTERED=1");
 
- #endif
 
- 	// 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 = processCommand;
 
- 	console->start();
 
- 	atexit(dispose);
 
- 	const bfs::path logPath = VCMIDirs::get().userCachePath() / "VCMI_Client_log.txt";
 
- 	CBasicLogConfigurator logConfig(logPath, console);
 
-     logConfig.configureDefault();
 
- 	logGlobal->infoStream() << "Creating console and configuring logger: " << pomtime.getDiff();
 
- 	logGlobal->infoStream() << "The log file will be saved to " << logPath;
 
-     // 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 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)
 
- 	{
 
- 		#ifdef VCMI_SDL1
 
- 		if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO))
 
- 		#else
 
- 		if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE))
 
- 		#endif
 
- 		{
 
- 			logGlobal->errorStream()<<"Something was wrong: "<< SDL_GetError();
 
- 			exit(-1);
 
- 		}
 
- 		GH.mainFPSmng->init(); //(!)init here AFTER SDL_Init() while using SDL for FPS management
 
- 		atexit(SDL_Quit);
 
- 		
 
- 		#ifndef VCMI_SDL1
 
- 		int driversCount = SDL_GetNumRenderDrivers();
 
- 		std::string preferredDriverName = video["driver"].String();
 
- 		
 
- 		logGlobal->infoStream() << "Found " << driversCount << " render drivers";
 
- 		
 
- 		for(int it = 0; it < driversCount; it++)
 
- 		{
 
- 			SDL_RendererInfo info;
 
- 			SDL_GetRenderDriverInfo(it,&info);
 
- 			
 
- 			std::string driverName(info.name);
 
- 			
 
- 			if(!preferredDriverName.empty() && driverName == preferredDriverName)
 
- 			{
 
- 				preferredDriverIndex = it;
 
- 				logGlobal->infoStream() << "\t" << driverName << " (active)";
 
- 			}
 
- 			else
 
- 				logGlobal->infoStream() << "\t" << driverName;
 
- 		}			
 
- 		#endif // VCMI_SDL1	
 
- 		
 
- 		config::CConfigHandler::GuiOptionsMap::key_type resPair(res["width"].Float(), res["height"].Float());
 
- 		if (conf.guiOptions.count(resPair) == 0)
 
- 		{
 
- 			// selected resolution was not found - complain & fallback to something that we do have.
 
- 			logGlobal->errorStream() << "Selected resolution " << resPair.first << "x" << resPair.second << " was not found!";
 
- 			if (conf.guiOptions.empty())
 
- 			{
 
- 				logGlobal->errorStream() << "Unable to continue - no valid resolutions found! Please reinstall VCMI to fix this";
 
- 				exit(1);
 
- 			}
 
- 			else
 
- 			{
 
- 				Settings newRes = settings.write["video"]["screenRes"];
 
- 				newRes["width"].Float()  = conf.guiOptions.begin()->first.first;
 
- 				newRes["height"].Float() = conf.guiOptions.begin()->first.second;
 
- 				conf.SetResolution(newRes["width"].Float(), newRes["height"].Float());
 
- 				logGlobal->errorStream() << "Falling back to " << newRes["width"].Float() << "x" << newRes["height"].Float();
 
- 			}
 
- 		}
 
- 		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
 
- #ifdef 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();
 
- #if defined(VCMI_ANDROID)
 
- 	//on Android threaded init is broken
 
- 	#define VCMI_NO_THREADED_LOAD
 
- #endif // defined
 
- 	//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()<<"Initializing screen and sound handling: "<<pomtime.getDiff();
 
- #ifndef VCMI_NO_THREADED_LOAD
 
- 	//we can properly play intro only in the main thread, so we have to move loading to the separate thread
 
- 	boost::thread loading(init);
 
- #else	 
 
- 	init();
 
- #endif
 
- 	if(!gNoGUI )
 
- 	{
 
- 		if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
 
- 			playIntro();
 
- 		SDL_FillRect(screen,nullptr,0);
 
- 	}
 
- 	CSDL_Ext::update(screen);
 
- #ifndef VCMI_NO_THREADED_LOAD
 
- 	loading.join();
 
- #endif
 
-     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");
 
- 		bfs::path fileToStartFrom; //none by default
 
- 		if(vm.count("start"))
 
- 			fileToStartFrom = vm["start"].as<bfs::path>();
 
- 		if(!fileToStartFrom.empty() && bfs::exists(fileToStartFrom))
 
- 			startGameFromFile(fileToStartFrom); //ommit pregame and start the game using settings from file
 
- 		else
 
- 		{
 
- 			if(!fileToStartFrom.empty())
 
- 			{
 
-                 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)
 
- 	{
 
- 		mainLoop();
 
- 	}
 
- 	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";
 
- 		const bfs::path 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)
 
- 		{
 
- 			const bfs::path filePath = outPath / (filename.getName() + ".TXT");
 
- 			
 
- 			bfs::create_directories(filePath.parent_path());
 
- 			bfs::ofstream file(filePath);
 
- 			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->getObjectName() << 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);
 
- 			const bfs::path outPath = VCMIDirs::get().userCachePath() / "extracted" / URI;
 
- 			bfs::create_directories(outPath);
 
- 			for (size_t i = 0; i < cde->ourImages.size(); ++i)
 
- 			{
 
- 				const bfs::path filePath = outPath / (boost::lexical_cast<std::string>(i)+".bmp");
 
- 				SDL_SaveBMP(cde->ourImages[i].bitmap, filePath.string().c_str());
 
- 			}
 
- 		}
 
- 		else
 
- 			logGlobal->errorStream() << "File not found!";
 
- 	}
 
- 	else if(cn == "extract")
 
- 	{
 
- 		std::string URI;
 
- 		readed >> URI;
 
- 		if (CResourceHandler::get()->existsResource(ResourceID(URI)))
 
- 		{
 
- 			const bfs::path outPath = VCMIDirs::get().userCachePath() / "extracted" / URI;
 
- 			auto data = CResourceHandler::get()->load(ResourceID(URI))->readAll();
 
- 			bfs::create_directories(outPath.parent_path());
 
- 			bfs::ofstream outFile(outPath, bfs::ofstream::binary);
 
- 			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(cn == "autoskip")
 
- 	{
 
- 		Settings session = settings.write["session"];
 
- 		session["autoSkip"].Bool() = !session["autoSkip"].Bool();
 
- 	}
 
- 	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, true))
 
- 	{
 
- 		CCS->videoh->openAndPlayVideo("AZVS.SMK", 60, 80, screen, true, true);
 
- 	}
 
- }
 
- void dispose()
 
- {
 
- 	if (console)
 
- 		delete console;
 
- 	// cleanup, mostly to remove false leaks from analyzer
 
- 	CResourceHandler::clear();
 
- 	if (CCS)
 
- 	{
 
- 		CCS->musich->release();
 
- 		CCS->soundh->release();
 
- 	}
 
- 	CMessage::dispose();
 
- }
 
- static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullscreen)
 
- {
 
- 	#ifndef VCMI_SDL1
 
- 	SDL_DisplayMode mode;
 
- 	const int modeCount = SDL_GetNumDisplayModes(monitorIndex);
 
- 	for (int i = 0; i < modeCount; i++) {
 
- 		SDL_GetDisplayMode(0, i, &mode);
 
- 		if (!mode.w || !mode.h || (w >= mode.w && h >= mode.h)) {
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;	
 
- 	#else
 
- 	bpp = SDL_VideoModeOK(w, h, bpp, SDL_SWSURFACE|(fullscreen?SDL_FULLSCREEN:0));
 
- 	return !(bpp==0);
 
- 	#endif // VCMI_SDL1
 
- }
 
- #ifndef VCMI_SDL1
 
- static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
 
- {
 
- 	// VCMI will only work with 2 or 4 bytes per pixel	
 
- 	vstd::amax(bpp, 16);
 
- 	vstd::amin(bpp, 32);
 
- 	if(bpp>16)
 
- 		bpp = 32;
 
- 	
 
- 	int suggestedBpp = bpp;
 
- 	if(!checkVideoMode(0,w,h,suggestedBpp,fullscreen))
 
- 	{
 
- 		logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
 
- 		return false;
 
- 	}	
 
- 	
 
- 	bool bufOnScreen = (screenBuf == screen);
 
- 	screenBuf = nullptr; //it`s a link - just nullify
 
- 	if(nullptr != screen2)
 
- 	{
 
- 		SDL_FreeSurface(screen2);
 
- 		screen2 = nullptr;
 
- 	}
 
- 		
 
- 		
 
- 	if(nullptr != screen)
 
- 	{
 
- 		SDL_FreeSurface(screen);
 
- 		screen = nullptr;
 
- 	}	
 
- 		
 
- 	
 
- 	if(nullptr != screenTexture)
 
- 	{
 
- 		SDL_DestroyTexture(screenTexture);
 
- 		screenTexture = nullptr;
 
- 	}
 
- 	
 
- 	if(nullptr != mainRenderer)	
 
- 	{
 
- 		SDL_DestroyRenderer(mainRenderer);
 
- 		mainRenderer = nullptr;
 
- 	}
 
- 		
 
- 	if(nullptr != mainWindow)
 
- 	{
 
- 		SDL_DestroyWindow(mainWindow);
 
- 		mainWindow = nullptr;
 
- 	}	
 
- 	
 
- 	
 
- 	if(fullscreen)
 
- 	{
 
- 		//in full-screen mode always use desktop resolution
 
- 		mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
 
- 		SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
 
- 	}
 
- 	else
 
- 	{
 
- 		mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED, w, h, 0);
 
- 	}
 
- 	
 
- 	
 
- 	
 
- 	if(nullptr == mainWindow)
 
- 	{
 
- 		throw std::runtime_error("Unable to create window\n");
 
- 	}
 
- 	
 
- 	
 
- 	//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
 
- 	mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0);
 
- 	if(nullptr == mainRenderer)
 
- 	{
 
- 		throw std::runtime_error("Unable to create renderer\n");
 
- 	}	
 
- 	
 
- 	SDL_RendererInfo info;
 
- 	SDL_GetRendererInfo(mainRenderer,&info);
 
- 	logGlobal->infoStream() << "Created renderer " << info.name;	
 
- 	
 
- 	SDL_RenderSetLogicalSize(mainRenderer, w, h);
 
- 	
 
- 	SDL_RenderSetViewport(mainRenderer, nullptr);
 
- 	
 
- 	#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
 
- 		int bmask = 0xff000000;
 
- 		int gmask = 0x00ff0000;
 
- 		int rmask = 0x0000ff00;
 
- 		int amask = 0x000000ff;
 
- 	#else
 
- 		int bmask = 0x000000ff;
 
- 		int gmask = 0x0000ff00;
 
- 		int rmask = 0x00ff0000;
 
- 		int amask = 0xFF000000;
 
- 	#endif
 
- 	screen = SDL_CreateRGBSurface(0,w,h,bpp,rmask,gmask,bmask,amask);
 
- 	if(nullptr == screen)
 
- 	{
 
- 		logGlobal->errorStream() << "Unable to create surface";
 
- 		logGlobal->errorStream() << w << " "<<  h << " "<< bpp;
 
- 		
 
- 		logGlobal->errorStream() << SDL_GetError();
 
- 		throw std::runtime_error("Unable to create surface");
 
- 	}	
 
- 	//No blending for screen itself. Required for proper cursor rendering.
 
- 	SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
 
- 	
 
- 	screenTexture = SDL_CreateTexture(mainRenderer,
 
-                                             SDL_PIXELFORMAT_ARGB8888,
 
-                                             SDL_TEXTUREACCESS_STREAMING,
 
-                                             w, h);
 
- 	if(nullptr == screenTexture)
 
- 	{
 
- 		logGlobal->errorStream() << "Unable to create screen texture";
 
- 		logGlobal->errorStream() << SDL_GetError();
 
- 		throw std::runtime_error("Unable to create screen texture");
 
- 	}	
 
- 		
 
- 	screen2 = CSDL_Ext::copySurface(screen);
 
- 	if(nullptr == screen2)
 
- 	{
 
- 		throw std::runtime_error("Unable to copy surface\n");
 
- 	}			
 
- 	
 
- 	screenBuf = bufOnScreen ? screen : screen2;
 
- 	SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
 
- 	SDL_RenderClear(mainRenderer);
 
- 	SDL_RenderPresent(mainRenderer);
 
- 		
 
- 	return true;	
 
- }
 
- #endif
 
- //used only once during initialization
 
- static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo)
 
- {
 
- #ifdef VCMI_SDL1
 
- 	
 
- 	// 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->infoStream() << boost::format("Using %s bpp (bits per pixel) for the video mode. Default or overridden setting was %s bpp.") % suggestedBpp % 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 VCMI_WINDOWS
 
- 	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;	
 
- 	
 
- #else
 
- 	
 
- 	if(!recreateWindow(w,h,bpp,fullscreen))
 
- 	{
 
- 		throw std::runtime_error("Requested screen resolution is not available\n");
 
- 	}	
 
- #endif // VCMI_SDL1
 
- }
 
- static void fullScreenChanged()
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(*LOCPLINT->pim);
 
- 	Settings full = settings.write["video"]["fullscreen"];
 
- 	const bool toFullscreen = full->Bool();
 
- 	auto bitsPerPixel = screen->format->BitsPerPixel;
 
- 	
 
- 	#ifdef VCMI_SDL1
 
- 	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;
 
- 	
 
- 	#else
 
- 	auto w = screen->w;
 
- 	auto h = screen->h;
 
- 	
 
- 	if(!recreateWindow(w,h,bitsPerPixel,toFullscreen))
 
- 	{
 
- 		//will return false and report error if video mode is not supported
 
- 		return;	
 
- 	}	
 
- 	#endif
 
- 	
 
- 	GH.totalRedraw();
 
- }
 
- static void handleEvent(SDL_Event & ev)
 
- {
 
- 	if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
 
- 	{
 
- 		handleQuit();	
 
- 		return;
 
- 	}
 
- 	#ifdef VCMI_SDL1
 
- 	//FIXME: this should work even in pregame
 
- 	else if(LOCPLINT && ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
 
- 	#else
 
- 	else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
 
- 	#endif // VCMI_SDL1		
 
- 	{
 
- 		Settings full = settings.write["video"]["fullscreen"];
 
- 		full->Bool() = !full->Bool();
 
- 		return;
 
- 	}
 
- 	else if(ev.type == SDL_USEREVENT)
 
- 	{
 
- 		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 PREPARE_RESTART_CAMPAIGN:
 
- 			{
 
- 				auto si = reinterpret_cast<StartInfo *>(ev.user.data1);
 
- 				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() << "Unknown user event. Code " << ev.user.code;		
 
- 			break;	
 
- 		}
 
- 		return;
 
- 	}
 
- 	{
 
- 		boost::unique_lock<boost::mutex> lock(eventsM);
 
- 		events.push(ev);
 
- 	}	
 
- 	
 
- }
 
- static void mainLoop()
 
- {
 
- 	SettingsListener resChanged = settings.listen["video"]["fullscreen"];
 
- 	resChanged([](const JsonNode &newState){  CGuiHandler::pushSDLEvent(SDL_USEREVENT, FULLSCREEN_TOGGLED); });
 
- 	inGuiThread.reset(new bool(true));
 
- 	GH.mainFPSmng->init();
 
- 	while(1) //main SDL events loop
 
- 	{
 
- 		SDL_Event ev;
 
- 		
 
- 		while(1 == SDL_PollEvent(&ev))
 
- 		{
 
- 			handleEvent(ev);
 
- 		}
 
- 		
 
- 		GH.renderFrame();
 
- 	}
 
- }
 
- 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");
 
-         if(!vm.count("loadplayer"))
 
-             client->loadGame(fname);
 
-         else
 
-             client->loadGame(fname,vm.count("loadserver"),vm.count("loadhumanplayerindices") ? vm["loadhumanplayerindices"].as<std::vector<int>>() : std::vector<int>(),vm.count("loadnumplayers") ? vm["loadnumplayers"].as<int>() : 1,vm["loadplayer"].as<int>(),vm.count("loadserverip") ? vm["loadserverip"].as<std::string>() : "", vm.count("loadserverport") ? vm["loadserverport"].as<std::string>() : "3030");
 
- 		break;
 
- 	}
 
- 		client->connectionHandler = new boost::thread(&CClient::run, client);
 
- }
 
- void endGame()
 
- {
 
- 	client->endGame();
 
- 	vstd::clear_pointer(client);
 
- }
 
- void handleQuit()
 
- {
 
- 	auto quitApplication = []()
 
- 	{
 
- 		if(client)
 
- 			endGame();
 
- 		delete console;
 
- 		console = nullptr;
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(750));
 
- 		if(!gNoGUI)
 
- 			SDL_Quit();
 
- 		std::cout << "Ending...\n";
 
- 		exit(0);
 
- 	};
 
- 	if(client && LOCPLINT)
 
- 	{
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 		LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, 0);
 
- 	}
 
- 	else
 
- 	{
 
- 		quitApplication();
 
- 	}
 
- }
 
 
  |