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|
/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "main.h"
#include <getopt.h>
#include <iostream>
#include <physfs.h>
#include <unistd.h>
#include <vector>
#include <SDL_image.h>
#include <guichan/actionlistener.hpp>
#include <guichan/sdl/sdlinput.hpp>
#include <libxml/parser.h>
#if (defined __USE_UNIX98 || defined __FreeBSD__)
#include <cerrno>
#include <sys/stat.h>
#elif defined WIN32
#define NOGDI
#endif
#include "configuration.h"
#include "game.h"
#include "graphics.h"
#include "lockedarray.h"
#include "localplayer.h"
#include "log.h"
#include "logindata.h"
#ifdef USE_OPENGL
#include "openglgraphics.h"
#endif
#include "sound.h"
#include "gui/char_server.h"
#include "gui/char_select.h"
#include "gui/connection.h"
#include "gui/gui.h"
#include "gui/login.h"
#include "gui/ok_dialog.h"
#include "gui/register.h"
#include "gui/updatewindow.h"
#include "gui/textfield.h"
#include "net/charserverhandler.h"
#include "net/loginhandler.h"
#include "net/maploginhandler.h"
#include "net/messageout.h"
#include "net/network.h"
#include "resources/equipmentdb.h"
#include "resources/image.h"
#include "resources/itemdb.h"
#include "resources/monsterdb.h"
#include "resources/resourcemanager.h"
#include "resources/spriteset.h"
#include "utils/dtor.h"
#include "utils/tostring.h"
// Account infos
char n_server, n_character;
std::vector<Spriteset *> hairset;
Spriteset *playerset[2];
Graphics *graphics;
// TODO Anyone knows a good location for this? Or a way to make it non-global?
class SERVER_INFO;
SERVER_INFO **server_info;
unsigned char state;
std::string errorMessage;
unsigned char screen_mode;
Sound sound;
Music *bgm;
Configuration config; /**< Xml file configuration reader */
Logger *logger; /**< Log object */
namespace {
struct ErrorListener : public gcn::ActionListener
{
void action(const std::string& eventId, gcn::Widget* widget) { state = LOGIN_STATE; }
} errorListener;
}
/**
* A structure holding the values of various options that can be passed from
* the command line.
*/
struct Options
{
/**
* Constructor.
*/
Options():
printHelp(false),
skipUpdate(false),
chooseDefault(false)
{};
bool printHelp;
bool skipUpdate;
bool chooseDefault;
std::string username;
std::string password;
std::string playername;
std::string configPath;
};
/**
* Do all initialization stuff
*/
void init_engine(const Options &options)
{
std::string homeDir = "";
#if !(defined __USE_UNIX98 || defined __FreeBSD__)
// In Windows and other systems we currently store data next to executable.
homeDir = ".";
#else
homeDir = std::string(PHYSFS_getUserDir()) + "/.tmw";
// Checking if /home/user/.tmw folder exists.
if ((mkdir(homeDir.c_str(), S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH) != 0) &&
(errno != EEXIST))
{
std::cout << homeDir
<< " can't be made, but it doesn't exist! Exitting."
<< std::endl;
exit(1);
}
#endif
// Set log file
logger->setLogFile(homeDir + std::string("/tmw.log"));
// Initialize SDL
logger->log("Initializing SDL...");
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0) {
std::cerr << "Could not initialize SDL: " <<
SDL_GetError() << std::endl;
exit(1);
}
atexit(SDL_Quit);
SDL_EnableUNICODE(1);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
ResourceManager *resman = ResourceManager::getInstance();
if (!resman->setWriteDir(homeDir)) {
std::cout << homeDir
<< " couldn't be set as home directory! Exitting."
<< std::endl;
exit(1);
}
// Add the user's homedir to PhysicsFS search path
resman->addToSearchPath(homeDir, false);
// Creating and checking the updates folder existence and rights.
if (!resman->isDirectory("/updates")) {
if (!resman->mkdir("/updates")) {
std::cout << homeDir << "/updates "
<< "can't be made, but it doesn't exist! Exitting."
<< std::endl;
exit(1);
}
}
// Add the main data directory to our PhysicsFS search path
resman->addToSearchPath("data", true);
resman->addToSearchPath(TMW_DATADIR "data", true);
// Fill configuration with defaults
logger->log("Initializing configuration...");
config.setValue("host", "animesites.de");
config.setValue("port", 6901);
config.setValue("hwaccel", 0);
#if (defined __APPLE__ || defined WIN32) && defined USE_OPENGL
config.setValue("opengl", 1);
#else
config.setValue("opengl", 0);
#endif
config.setValue("screen", 0);
config.setValue("sound", 1);
config.setValue("guialpha", 0.8f);
config.setValue("remember", 1);
config.setValue("sfxVolume", 100);
config.setValue("musicVolume", 60);
config.setValue("fpslimit", 60);
config.setValue("updatehost", "http://updates.themanaworld.org");
config.setValue("customcursor", 1);
config.setValue("homeDir", homeDir);
// Checking if the configuration file exists... otherwise creates it with
// default options !
FILE *tmwFile = 0;
std::string configPath = options.configPath;
if (configPath == "") {
configPath = homeDir + "/config.xml";
}
tmwFile = fopen(configPath.c_str(), "r");
// If we can't read it, it doesn't exist !
if (tmwFile == NULL) {
// We reopen the file in write mode and we create it
tmwFile = fopen(configPath.c_str(), "wt");
}
if (tmwFile == NULL) {
std::cout << "Can't create " << configPath << ". "
"Using Defaults." << std::endl;
} else {
fclose(tmwFile);
config.init(configPath);
}
SDL_WM_SetCaption("The Mana World", NULL);
SDL_WM_SetIcon(IMG_Load(TMW_DATADIR "data/icons/tmw-icon.png"), NULL);
#ifdef USE_OPENGL
bool useOpenGL = (config.getValue("opengl", 0) == 1);
// Setup image loading for the right image format
Image::setLoadAsOpenGL(useOpenGL);
// Create the graphics context
graphics = useOpenGL ? new OpenGLGraphics() : new Graphics();
#else
// Create the graphics context
graphics = new Graphics();
#endif
int width = (int)config.getValue("screenwidth", 800);
int height = (int)config.getValue("screenheight", 600);
int bpp = 0;
bool fullscreen = ((int)config.getValue("screen", 0) == 1);
bool hwaccel = ((int)config.getValue("hwaccel", 0) == 1);
// Try to set the desired video mode
if (!graphics->setVideoMode(width, height, bpp, fullscreen, hwaccel))
{
std::cerr << "Couldn't set " << width << "x" << height << "x" <<
bpp << " video mode: " << SDL_GetError() << std::endl;
exit(1);
}
// Initialize for drawing
graphics->_beginDraw();
playerset[0] = resman->getSpriteset(
"graphics/sprites/player_male_base.png", 64, 64);
if (!playerset[0]) logger->error("Couldn't load male player spriteset!");
playerset[1] = resman->getSpriteset(
"graphics/sprites/player_female_base.png", 64, 64);
if (!playerset[1]) logger->error("Couldn't load female player spriteset!");
for (int i=0; i < NR_HAIR_STYLES; i++)
{
Spriteset *tmp = ResourceManager::getInstance()->getSpriteset(
"graphics/sprites/hairstyle" + toString(i + 1) + ".png",
40, 40);
if (!tmp) {
logger->error("Unable to load hairstyle");
} else {
hairset.push_back(tmp);
}
}
gui = new Gui(graphics);
state = UPDATE_STATE; /**< Initial game state */
// Initialize sound engine
try {
if (config.getValue("sound", 0) == 1) {
sound.init();
}
sound.setSfxVolume((int)config.getValue("sfxVolume", 100));
sound.setMusicVolume((int)config.getValue("musicVolume", 60));
}
catch (const char *err) {
state = ERROR_STATE;
errorMessage = err;
logger->log("Warning: %s", err);
}
// Load XML databases
EquipmentDB::load();
ItemDB::load();
MonsterDB::load();
}
/** Clear the engine */
void exit_engine()
{
config.write();
delete gui;
delete graphics;
std::for_each(hairset.begin(), hairset.end(),
std::mem_fun(&Spriteset::decRef));
hairset.clear();
playerset[0]->decRef();
playerset[1]->decRef();
// Shutdown libxml
xmlCleanupParser();
// Shutdown sound
sound.close();
// Unload XML databases
EquipmentDB::unload();
ItemDB::unload();
MonsterDB::unload();
ResourceManager::deleteInstance();
delete logger;
}
void printHelp()
{
std::cout
<< "tmw" << std::endl << std::endl
<< "Options: " << std::endl
<< " -h --help : Display this help" << std::endl
<< " -u --skipupdate : Skip the update process" << std::endl
<< " -U --username : Login with this username" << std::endl
<< " -P --password : Login with this password" << std::endl
<< " -D --default : Bypass the login process with default settings" << std::endl
<< " -p --playername : Login with this player" << std::endl
<< " -C --configfile : Configuration file to use"
<< std::endl;
}
void parseOptions(int argc, char *argv[], Options &options)
{
const char *optstring = "huU:P:Dp:C:";
const struct option long_options[] = {
{ "help", no_argument, 0, 'h' },
{ "skipupdate", no_argument, 0, 'u' },
{ "username", required_argument, 0, 'U' },
{ "password", required_argument, 0, 'P' },
{ "default", no_argument, 0, 'D' },
{ "playername", required_argument, 0, 'p' },
{ "configfile", required_argument, 0, 'C' },
{ 0 }
};
while (optind < argc) {
int result = getopt_long(argc, argv, optstring, long_options, NULL);
if (result == -1) {
break;
}
switch (result) {
default: // Unknown option
case 'h':
options.printHelp = true;
break;
case 'u':
options.skipUpdate = true;
break;
case 'U':
options.username = optarg;
break;
case 'P':
options.password = optarg;
break;
case 'D':
options.chooseDefault = true;
break;
case 'p':
options.playername = optarg;
break;
case 'C':
options.configPath = optarg;
break;
}
}
}
/**
* Reads the file "updates/resources.txt" and attempts to load each update
* mentioned in it.
*/
void loadUpdates()
{
const std::string updatesFile = "updates/resources.txt";
ResourceManager *resman = ResourceManager::getInstance();
std::vector<std::string> lines = resman->loadTextFile(updatesFile);
std::string homeDir = config.getValue("homeDir", "");
for (unsigned int i = 0; i < lines.size(); ++i)
{
resman->addToSearchPath(homeDir + "/updates/" + lines[i], false);
}
}
CharServerHandler charServerHandler;
LoginData loginData;
LoginHandler loginHandler;
LockedArray<LocalPlayer*> charInfo(MAX_SLOT + 1);
MapLoginHandler mapLoginHandler;
// TODO Find some nice place for these functions
void accountLogin(Network *network, LoginData *loginData)
{
logger->log("Trying to connect to account server...");
logger->log("Username is %s", loginData->username.c_str());
network->connect(loginData->hostname, loginData->port);
network->registerHandler(&loginHandler);
loginHandler.setLoginData(loginData);
// Send login infos
MessageOut outMsg(network);
outMsg.writeInt16(0x0064);
outMsg.writeInt32(0); // client version
outMsg.writeString(loginData->username, 24);
outMsg.writeString(loginData->password, 24);
outMsg.writeInt8(0); // unknown
// Clear the password, avoids auto login when returning to login
loginData->password = "";
// TODO This is not the best place to save the config, but at least better
// than the login gui window
if (loginData->remember) {
config.setValue("host", loginData->hostname);
config.setValue("username", loginData->username);
}
config.setValue("remember", loginData->remember);
}
void charLogin(Network *network, LoginData *loginData)
{
logger->log("Trying to connect to char server...");
network->connect(loginData->hostname, loginData->port);
network->registerHandler(&charServerHandler);
charServerHandler.setCharInfo(&charInfo);
charServerHandler.setLoginData(loginData);
// Send login infos
MessageOut outMsg(network);
outMsg.writeInt16(0x0065);
outMsg.writeInt32(loginData->account_ID);
outMsg.writeInt32(loginData->session_ID1);
outMsg.writeInt32(loginData->session_ID2);
outMsg.writeInt16(0); // unknown
outMsg.writeInt8(loginData->sex);
// We get 4 useless bytes before the real answer comes in
network->skip(4);
}
void mapLogin(Network *network, LoginData *loginData)
{
logger->log("Memorizing selected character %s",
player_node->getName().c_str());
config.setValue("lastCharacter", player_node->getName());
MessageOut outMsg(network);
logger->log("Trying to connect to map server...");
logger->log("Map: %s", map_path.c_str());
network->connect(loginData->hostname, loginData->port);
network->registerHandler(&mapLoginHandler);
// Send login infos
outMsg.writeInt16(0x0072);
outMsg.writeInt32(loginData->account_ID);
outMsg.writeInt32(player_node->mCharId);
outMsg.writeInt32(loginData->session_ID1);
outMsg.writeInt32(loginData->session_ID2);
outMsg.writeInt8(loginData->sex);
// We get 4 useless bytes before the real answer comes in
network->skip(4);
}
/** Main */
int main(int argc, char *argv[])
{
#ifdef PACKAGE_VERSION
std::cout << "The Mana World v" << PACKAGE_VERSION << std::endl;
#endif
logger = new Logger();
Options options;
parseOptions(argc, argv, options);
if (options.printHelp)
{
printHelp();
return 0;
}
// Initialize libxml2 and check for potential ABI mismatches between
// compiled version and the shared library actually used.
xmlInitParser();
LIBXML_TEST_VERSION;
// Redirect libxml errors to /dev/null
FILE *nullFile = fopen("/dev/null", "w");
xmlSetGenericErrorFunc(nullFile, NULL);
// Initialize PhysicsFS
PHYSFS_init(argv[0]);
init_engine(options);
SDL_Event event;
if (options.skipUpdate && state != ERROR_STATE) {
state = LOGIN_STATE;
}
else {
state = UPDATE_STATE;
}
unsigned int oldstate = !state; // We start with a status change.
Window *currentDialog = NULL;
Image *login_wallpaper = NULL;
Game *game = NULL;
sound.playMusic(TMW_DATADIR "data/music/Magick - Real.ogg");
loginData.username = options.username;
if (loginData.username.empty()) {
if (config.getValue("remember", 0)) {
loginData.username = config.getValue("username", "");
}
}
if (!options.password.empty()) {
loginData.password = options.password;
}
loginData.hostname = config.getValue("host", "animesites.de");
loginData.port = (short)config.getValue("port", 0);
loginData.remember = config.getValue("remember", 0);
SDLNet_Init();
Network *network = new Network();
while (state != EXIT_STATE)
{
// Handle SDL events
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
state = EXIT_STATE;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE)
state = EXIT_STATE;
break;
}
guiInput->pushInput(event);
}
gui->logic();
network->flush();
network->dispatchMessages();
if (network->getState() == Network::NET_ERROR)
{
state = ERROR_STATE;
errorMessage = "Got disconnected from server!";
}
if (!login_wallpaper)
{
login_wallpaper = ResourceManager::getInstance()->
getImage("graphics/images/login_wallpaper.png");
if (!login_wallpaper)
{
logger->error("Couldn't load login_wallpaper.png");
}
}
graphics->drawImage(login_wallpaper, 0, 0);
#ifdef PACKAGE_VERSION
graphics->setFont(gui->getFont());
graphics->drawText(PACKAGE_VERSION, 0, 0);
#endif
gui->draw();
graphics->updateScreen();
if (state != oldstate) {
switch (oldstate)
{
case UPDATE_STATE:
loadUpdates();
// Reload the wallpaper in case that it was updated
login_wallpaper->decRef();
login_wallpaper = ResourceManager::getInstance()->
getImage("graphics/images/login_wallpaper.png");
break;
// Those states don't cause a network disconnect
case ACCOUNT_STATE:
case CHAR_CONNECT_STATE:
case CONNECTING_STATE:
break;
default:
network->disconnect();
network->clearHandlers();
break;
}
oldstate = state;
if (currentDialog && state != ACCOUNT_STATE &&
state != CHAR_CONNECT_STATE) {
delete currentDialog;
currentDialog = NULL;
}
switch (state) {
case LOGIN_STATE:
logger->log("State: LOGIN");
if (!loginData.password.empty()) {
state = ACCOUNT_STATE;
} else {
currentDialog = new LoginDialog(&loginData);
}
break;
case REGISTER_STATE:
logger->log("State: REGISTER");
currentDialog = new RegisterDialog(&loginData);
break;
case CHAR_SERVER_STATE:
logger->log("State: CHAR_SERVER");
currentDialog = new ServerSelectDialog(&loginData);
if (options.chooseDefault || options.playername != "") {
((ServerSelectDialog*)currentDialog)->action("ok",
NULL);
}
break;
case CHAR_SELECT_STATE:
logger->log("State: CHAR_SELECT");
currentDialog = new CharSelectDialog(network, &charInfo,
1 - loginData.sex);
if (((CharSelectDialog*)currentDialog)->
selectByName(options.playername))
options.chooseDefault = true;
else
((CharSelectDialog*)currentDialog)->selectByName(
config.getValue("lastCharacter", ""));
if (options.chooseDefault)
((CharSelectDialog*)currentDialog)->action("ok", NULL);
break;
case GAME_STATE:
sound.fadeOutMusic(1000);
currentDialog = NULL;
login_wallpaper->decRef();
login_wallpaper = NULL;
logger->log("State: GAME");
game = new Game(network);
game->logic();
delete game;
state = EXIT_STATE;
break;
case UPDATE_STATE:
logger->log("State: UPDATE");
currentDialog = new UpdaterWindow();
break;
case ERROR_STATE:
logger->log("State: ERROR");
currentDialog = new OkDialog("Error", errorMessage);
currentDialog->addActionListener(&errorListener);
currentDialog = NULL; // OkDialog deletes itself
network->disconnect();
network->clearHandlers();
break;
case CONNECTING_STATE:
logger->log("State: CONNECTING");
mapLogin(network, &loginData);
currentDialog = new ConnectionDialog();
break;
case CHAR_CONNECT_STATE:
logger->log("Char: %i\n", loginData.sex);
charLogin(network, &loginData);
break;
case ACCOUNT_STATE:
logger->log("Account: %i\n", loginData.sex);
accountLogin(network, &loginData);
break;
default:
state = EXIT_STATE;
break;
}
}
}
delete network;
SDLNet_Quit();
if (nullFile)
{
fclose(nullFile);
}
logger->log("State: EXIT");
exit_engine();
PHYSFS_deinit();
return 0;
}
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