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|
/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "main.h"
#include "configuration.h"
#include "emoteshortcut.h"
#include "game.h"
#include "graphics.h"
#include "itemshortcut.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "lockedarray.h"
#include "log.h"
#ifdef USE_OPENGL
#include "openglgraphics.h"
#endif
#include "playerrelations.h"
#include "sound.h"
#include "statuseffect.h"
#include "units.h"
#include "gui/widgets/button.h"
#include "gui/widgets/desktop.h"
#include "gui/widgets/label.h"
#include "gui/widgets/progressbar.h"
#include "gui/changeemaildialog.h"
#include "gui/changepassworddialog.h"
#include "gui/charselectdialog.h"
#include "gui/connectiondialog.h"
#include "gui/gui.h"
#include "gui/skin.h"
#include "gui/login.h"
#include "gui/okdialog.h"
#include "gui/palette.h"
#include "gui/quitdialog.h"
#include "gui/register.h"
#include "gui/sdlinput.h"
#include "gui/serverdialog.h"
#include "gui/setup.h"
#include "gui/unregisterdialog.h"
#include "gui/updatewindow.h"
#include "gui/worldselectdialog.h"
#include "net/charhandler.h"
#include "net/gamehandler.h"
#include "net/generalhandler.h"
#include "net/logindata.h"
#include "net/loginhandler.h"
#include "net/net.h"
#include "net/worldinfo.h"
#include "resources/colordb.h"
#include "resources/emotedb.h"
#include "resources/image.h"
#include "resources/itemdb.h"
#include "resources/monsterdb.h"
#include "resources/npcdb.h"
#include "resources/resourcemanager.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <SDL_image.h>
#include <libxml/parser.h>
#include <getopt.h>
#include <iostream>
#include <physfs.h>
#include <unistd.h>
#include <vector>
#ifdef __APPLE__
#include <CoreFoundation/CFBundle.h>
#endif
#ifdef __MINGW32__
#include <windows.h>
#define usleep(usec) (Sleep ((usec) / 1000), 0)
#endif
#ifdef WIN32
#include <SDL_syswm.h>
#else
#include <cerrno>
#include <sys/stat.h>
#endif
namespace
{
class SetupListener : public gcn::ActionListener
{
public:
/**
* Called when receiving actions from widget.
*/
void action(const gcn::ActionEvent &event);
} listener;
}
static const int defaultSfxVolume = 100;
static const int defaultMusicVolume = 60;
Graphics *graphics;
Game *game = 0;
State state = STATE_START;
std::string errorMessage;
ErrorListener errorListener;
Sound sound;
Music *bgm;
Configuration config; /**< XML file configuration reader */
Configuration branding; /**< XML branding information reader */
Logger *logger; /**< Log object */
KeyboardConfig keyboard;
LoginData loginData;
LockedArray<LocalPlayer*> charInfo(MAX_CHARACTER_COUNT);
Palette *guiPalette;
// This anonymous namespace hides whatever is inside from other modules.
namespace {
std::string homeDir;
std::string updateHost;
std::string updatesDir;
SDL_Surface *icon;
/**
* A structure holding the values of various options that can be passed from
* the command line.
*/
struct Options
{
/**
* Constructor.
*/
Options():
printHelp(false),
printVersion(false),
skipUpdate(false),
chooseDefault(false),
noOpenGL(false),
serverPort(0)
{}
bool printHelp;
bool printVersion;
bool skipUpdate;
bool chooseDefault;
bool noOpenGL;
std::string username;
std::string password;
std::string character;
std::string configPath;
std::string updateHost;
std::string dataPath;
std::string homeDir;
std::string screenshotDir;
std::string serverName;
short serverPort;
};
/**
* Parse the update host and determine the updates directory
* Then verify that the directory exists (creating if needed).
*/
static void setUpdatesDir()
{
std::stringstream updates;
// If updatesHost is currently empty, fill it from config file
if (updateHost.empty())
{
updateHost =
config.getValue("updatehost", "http://updates.themanaworld.org/");
}
// Remove any trailing slash at the end of the update host
if (updateHost.at(updateHost.size() - 1) == '/')
updateHost.resize(updateHost.size() - 1);
// Parse out any "http://" or "ftp://", and set the updates directory
size_t pos;
pos = updateHost.find("://");
if (pos != updateHost.npos)
{
if (pos + 3 < updateHost.length())
{
updates << "updates/" << updateHost.substr(pos + 3);
updatesDir = updates.str();
}
else
{
logger->log("Error: Invalid update host: %s", updateHost.c_str());
errorMessage = strprintf(_("Invalid update host: %s"), updateHost.c_str());
state = STATE_ERROR;
}
}
else
{
logger->log("Warning: no protocol was specified for the update host");
updates << "updates/" << updateHost;
updatesDir = updates.str();
}
ResourceManager *resman = ResourceManager::getInstance();
// Verify that the updates directory exists. Create if necessary.
if (!resman->isDirectory("/" + updatesDir))
{
if (!resman->mkdir("/" + updatesDir))
{
#if defined WIN32
std::string newDir = homeDir + "\\" + updatesDir;
std::string::size_type loc = newDir.find("/", 0);
while (loc != std::string::npos)
{
newDir.replace(loc, 1, "\\");
loc = newDir.find("/", loc);
}
if (!CreateDirectory(newDir.c_str(), 0) &&
GetLastError() != ERROR_ALREADY_EXISTS)
{
logger->log("Error: %s can't be made, but doesn't exist!",
newDir.c_str());
errorMessage = _("Error creating updates directory!");
state = STATE_ERROR;
}
#else
logger->log("Error: %s/%s can't be made, but doesn't exist!",
homeDir.c_str(), updatesDir.c_str());
errorMessage = _("Error creating updates directory!");
state = STATE_ERROR;
#endif
}
}
}
/**
* Initializes the home directory. On UNIX and FreeBSD, ~/.mana is used. On
* Windows and other systems we use the current working directory.
*/
static void initHomeDir(const Options &options)
{
homeDir = options.homeDir;
if (homeDir.empty())
{
#ifdef __APPLE__
// Use Application Directory instead of .mana
homeDir = std::string(PHYSFS_getUserDir()) +
"/Library/Application Support/" +
branding.getValue("appName", "Mana");
#else
homeDir = std::string(PHYSFS_getUserDir()) +
"/." + branding.getValue("appShort", "mana");
#endif
}
#if defined WIN32
if (!CreateDirectory(homeDir.c_str(), 0) &&
GetLastError() != ERROR_ALREADY_EXISTS)
#else
// Create home directory if it doesn't exist already
if ((mkdir(homeDir.c_str(), S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH) != 0) &&
(errno != EEXIST))
#endif
{
logger->error(strprintf(_("%s doesn't exist and can't be created! "
"Exiting."), homeDir.c_str()));
}
}
/**
* Initialize configuration.
*/
static void initConfiguration(const Options &options)
{
// Fill configuration with defaults
logger->log("Initializing configuration...");
std::string defaultHost = branding.getValue("defaultServer",
"server.themanaworld.org");
int defaultPort = (int)branding.getValue("defaultPort", DEFAULT_PORT);
config.setValue("port", defaultPort);
config.setValue("hwaccel", false);
#if (defined __APPLE__ || defined WIN32) && defined USE_OPENGL
config.setValue("opengl", true);
#else
config.setValue("opengl", false);
#endif
config.setValue("screen", false);
config.setValue("sound", true);
config.setValue("guialpha", 0.8f);
config.setValue("remember", true);
config.setValue("sfxVolume", 100);
config.setValue("musicVolume", 60);
config.setValue("fpslimit", 60);
std::string defaultUpdateHost = branding.getValue("defaultUpdateHost",
"http://updates.themanaworld.org");
config.setValue("updatehost", defaultUpdateHost);
config.setValue("customcursor", true);
config.setValue("ChatLogLength", 128);
// Checking if the configuration file exists... otherwise create it with
// default options.
FILE *configFile = 0;
std::string configPath = options.configPath;
if (configPath.empty())
configPath = homeDir + "/config.xml";
configFile = fopen(configPath.c_str(), "r");
// If we can't read it, it doesn't exist !
if (configFile == NULL) {
// We reopen the file in write mode and we create it
configFile = fopen(configPath.c_str(), "wt");
}
if (configFile == NULL) {
logger->log("Can't create %s. Using defaults.", configPath.c_str());
} else {
fclose(configFile);
config.init(configPath);
}
}
/**
* Do all initialization stuff.
*/
static void initEngine(const Options &options)
{
// Initialize SDL
logger->log("Initializing SDL...");
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0) {
logger->error(strprintf("Could not initialize SDL: %s",
SDL_GetError()));
}
atexit(SDL_Quit);
SDL_EnableUNICODE(1);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
SDL_WM_SetCaption(branding.getValue("appName", "The Mana World").c_str(),
NULL);
ResourceManager *resman = ResourceManager::getInstance();
if (!resman->setWriteDir(homeDir)) {
logger->error(strprintf("%s couldn't be set as home directory! "
"Exiting.", homeDir.c_str()));
}
// Add the user's homedir to PhysicsFS search path
resman->addToSearchPath(homeDir, false);
// Add the main data directories to our PhysicsFS search path
if (!options.dataPath.empty()) {
resman->addToSearchPath(options.dataPath, true);
}
resman->addToSearchPath("data", true);
#if defined __APPLE__
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
char path[PATH_MAX];
if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path,
PATH_MAX))
{
fprintf(stderr, "Can't find Resources directory\n");
}
CFRelease(resourcesURL);
strncat(path, "/data", PATH_MAX - 1);
resman->addToSearchPath(path, true);
#else
resman->addToSearchPath(PKG_DATADIR "data", true);
#endif
#ifdef WIN32
static SDL_SysWMinfo pInfo;
SDL_GetWMInfo(&pInfo);
HICON icon = LoadIcon(GetModuleHandle(NULL), "A");
if (icon)
{
SetClassLong(pInfo.window, GCL_HICON, (LONG) icon);
}
#else
icon = IMG_Load(resman->getPath(branding.getValue("appIcon", "data/icons/mana.png")).c_str());
if (icon)
{
SDL_SetAlpha(icon, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
SDL_WM_SetIcon(icon, NULL);
}
#endif
#ifdef USE_OPENGL
bool useOpenGL = !options.noOpenGL && (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
const int width = (int) config.getValue("screenwidth", defaultScreenWidth);
const int height = (int) config.getValue("screenheight", defaultScreenHeight);
const int bpp = 0;
const bool fullscreen = ((int) config.getValue("screen", 0) == 1);
const bool hwaccel = ((int) config.getValue("hwaccel", 0) == 1);
// Try to set the desired video mode
if (!graphics->setVideoMode(width, height, bpp, fullscreen, hwaccel))
{
logger->error(strprintf("Couldn't set %dx%dx%d video mode: %s",
width, height, bpp, SDL_GetError()));
}
// Initialize for drawing
graphics->_beginDraw();
// Initialize the item shortcuts.
itemShortcut = new ItemShortcut;
// Initialize the emote shortcuts.
emoteShortcut = new EmoteShortcut;
gui = new Gui(graphics);
// Initialize sound engine
try
{
if (config.getValue("sound", 0) == 1)
sound.init();
sound.setSfxVolume((int) config.getValue("sfxVolume",
defaultSfxVolume));
sound.setMusicVolume((int) config.getValue("musicVolume",
defaultMusicVolume));
}
catch (const char *err)
{
state = STATE_ERROR;
errorMessage = err;
logger->log("Warning: %s", err);
}
// Initialize keyboard
keyboard.init();
// Initialise player relations
player_relations.init();
}
/** Clear the engine */
static void exitEngine()
{
// Before config.write() since it writes the shortcuts to the config
delete itemShortcut;
delete emoteShortcut;
config.write();
delete gui;
delete graphics;
// Shutdown libxml
xmlCleanupParser();
// Shutdown sound
sound.close();
// Unload XML databases
ColorDB::unload();
EmoteDB::unload();
ItemDB::unload();
MonsterDB::unload();
NPCDB::unload();
StatusEffect::unload();
ResourceManager::deleteInstance();
SDL_FreeSurface(icon);
}
static void printHelp()
{
using std::endl;
std::cout
<< _("mana") << endl << endl
<< _("Options:") << endl
<< _(" -C --config-file : Configuration file to use") << endl
<< _(" -d --data : Directory to load game data from") << endl
<< _(" -D --default : Choose default character server and "
"character") << endl
<< _(" -h --help : Display this help") << endl
<< _(" -S --home-dir : Directory to use as home directory") << endl
<< _(" -i --screenshot-dir : Directory to store screenshots") << endl
<< _(" -H --update-host : Use this update host") << endl
<< _(" -P --password : Login with this password") << endl
<< _(" -c --character : Login with this character") << endl
<< _(" -p --port : Login server port") << endl
<< _(" -s --server : Login server name or IP") << endl
<< _(" -u --skip-update : Skip the update downloads") << endl
<< _(" -U --username : Login with this username") << endl
#ifdef USE_OPENGL
<< _(" -O --no-opengl : Disable OpenGL for this session") << endl
#endif
<< _(" -v --version : Display the version") << endl;
}
static void printVersion()
{
std::cout << strprintf("The Mana World %s", FULL_VERSION) << std::endl;
}
static void parseOptions(int argc, char *argv[], Options &options)
{
const char *optstring = "hvud:U:P:Dc:s:p:C:H:S:Oi:";
const struct option long_options[] = {
{ "config-file", required_argument, 0, 'C' },
{ "data", required_argument, 0, 'd' },
{ "default", no_argument, 0, 'D' },
{ "password", required_argument, 0, 'P' },
{ "character", required_argument, 0, 'c' },
{ "help", no_argument, 0, 'h' },
{ "home-dir", required_argument, 0, 'S' },
{ "update-host", required_argument, 0, 'H' },
{ "port", required_argument, 0, 'p' },
{ "server", required_argument, 0, 's' },
{ "skip-update", no_argument, 0, 'u' },
{ "username", required_argument, 0, 'U' },
{ "no-opengl", no_argument, 0, 'O' },
{ "version", no_argument, 0, 'v' },
{ "screenshot-dir", required_argument, 0, 'i' },
{ 0 }
};
while (optind < argc)
{
int result = getopt_long(argc, argv, optstring, long_options, NULL);
if (result == -1)
break;
switch (result)
{
case 'C':
options.configPath = optarg;
break;
case 'd':
options.dataPath = optarg;
break;
case 'D':
options.chooseDefault = true;
break;
default: // Unknown option
case 'h':
options.printHelp = true;
break;
case 'H':
options.updateHost = optarg;
break;
case 'c':
options.character = optarg;
break;
case 'P':
options.password = optarg;
break;
case 's':
options.serverName = optarg;
break;
case 'p':
options.serverPort = (short) atoi(optarg);
break;
case 'u':
options.skipUpdate = true;
break;
case 'U':
options.username = optarg;
break;
case 'v':
options.printVersion = true;
break;
case 'S':
options.homeDir = optarg;
break;
case 'O':
options.noOpenGL = true;
break;
case 'i':
options.screenshotDir = optarg;
break;
}
}
}
class AccountListener : public gcn::ActionListener
{
public:
void action(const gcn::ActionEvent &event)
{
state = STATE_CHAR_SELECT;
}
} accountListener;
class LoginListener : public gcn::ActionListener
{
public:
void action(const gcn::ActionEvent &event)
{
state = STATE_LOGIN;
}
} loginListener;
} // namespace
void ErrorListener::action(const gcn::ActionEvent &event)
{
state = STATE_CHOOSE_SERVER;
}
const std::string &getHomeDirectory()
{
return homeDir;
}
// TODO Find some nice place for these functions
static void accountLogin(LoginData *loginData)
{
logger->log("Username is %s", loginData->username.c_str());
Net::getCharHandler()->setCharInfo(&charInfo);
// Send login infos
if (loginData->registerLogin) {
Net::getLoginHandler()->registerAccount(loginData);
} else {
Net::getLoginHandler()->loginAccount(loginData);
}
// 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("username", loginData->username);
}
config.setValue("remember", loginData->remember);
}
extern "C" char const *_nl_locale_name_default(void);
static void initInternationalization()
{
#if ENABLE_NLS
#ifdef WIN32
putenv(("LANG=" + std::string(_nl_locale_name_default())).c_str());
// mingw doesn't like LOCALEDIR to be defined for some reason
bindtextdomain("mana", "translations/");
#else
bindtextdomain("mana", LOCALEDIR);
#endif
setlocale(LC_MESSAGES, "");
bind_textdomain_codeset("mana", "UTF-8");
textdomain("mana");
#endif
}
static void xmlNullLogger(void *ctx, const char *msg, ...)
{
// Does nothing, that's the whole point of it
}
// Initialize libxml2 and check for potential ABI mismatches between
// compiled version and the shared library actually used.
static void initXML()
{
xmlInitParser();
LIBXML_TEST_VERSION;
// Suppress libxml2 error messages
xmlSetGenericErrorFunc(NULL, xmlNullLogger);
}
/** Main */
int main(int argc, char *argv[])
{
// Parse command line options
Options options;
parseOptions(argc, argv, options);
if (options.printHelp)
{
printHelp();
return 0;
}
else if (options.printVersion)
{
printVersion();
return 0;
}
initInternationalization();
// Initialize PhysicsFS
PHYSFS_init(argv[0]);
initXML();
// Load branding information
branding.init("data/branding.xml");
initHomeDir(options);
setScreenshotDir(options.screenshotDir);
// Configure logger
logger = new Logger;
logger->setLogFile(homeDir + std::string("/mana.log"));
// Log the mana version
logger->log("Mana %s", FULL_VERSION);
initConfiguration(options);
logger->setLogToStandardOut(config.getValue("logToStandardOut", 0));
initEngine(options);
// Needs to be created in main, as the updater uses it
guiPalette = new Palette;
Window *currentDialog = NULL;
QuitDialog* quitDialog = NULL;
setupWindow = new Setup;
gcn::Container *top = static_cast<gcn::Container*>(gui->getTop());
Desktop *desktop = 0;
ProgressBar *progressBar = 0;
Button *setupButton = 0;
sound.playMusic(branding.getValue("loginMusic", "Magick - Real.ogg"));
// Initialize default server
ServerInfo currentServer;
currentServer.hostname = options.serverName;
currentServer.port = options.serverPort;
loginData.username = options.username;
loginData.password = options.password;
loginData.remember = config.getValue("remember", 0);
loginData.registerLogin = false;
if (currentServer.hostname.empty()) {
currentServer.hostname = branding.getValue("defaultServer",
"server.themanaworld.org").c_str();
}
if (options.serverPort == 0) {
currentServer.port = (short) branding.getValue("defaultPort",
DEFAULT_PORT);
}
if (loginData.username.empty() && loginData.remember) {
loginData.username = config.getValue("username", "");
}
if (state != STATE_ERROR)
state = STATE_CHOOSE_SERVER;
State oldstate = STATE_START; // We start with a status change
SDL_Event event;
while (state != STATE_EXIT)
{
bool handledEvents = false;
// Handle SDL events
while (SDL_PollEvent(&event))
{
handledEvents = true;
switch (event.type)
{
case SDL_QUIT:
state = STATE_EXIT;
break;
case SDL_KEYDOWN:
break;
}
guiInput->pushInput(event);
}
if (Net::getGeneralHandler())
{
Net::getGeneralHandler()->flushNetwork();
}
gui->logic();
if (progressBar && progressBar->isVisible())
{
progressBar->setProgress(progressBar->getProgress() + 0.005f);
if (progressBar->getProgress() == 1.0f)
progressBar->setProgress(0.0f);
}
gui->draw();
graphics->updateScreen();
// TODO: Add connect timeouts
if (state == STATE_CONNECT_GAME &&
Net::getGameHandler()->isConnected())
{
Net::getLoginHandler()->disconnect();
}
else if (state == STATE_CONNECT_SERVER && oldstate == STATE_CHOOSE_SERVER)
{
Net::connectToServer(currentServer);
}
else if (state == STATE_CONNECT_SERVER &&
oldstate != STATE_CHOOSE_SERVER &&
Net::getLoginHandler()->isConnected())
{
Net::getCharHandler()->setCharInfo(&charInfo);
state = STATE_LOGIN;
}
else if (state == STATE_WORLD_SELECT && oldstate == STATE_UPDATE)
{
if (Net::getLoginHandler()->getWorlds().size() < 2)
{
state = STATE_LOGIN;
}
}
else if (oldstate == STATE_START || oldstate == STATE_GAME)
{
desktop = new Desktop;
top->add(desktop);
progressBar = new ProgressBar(0.0f, 100, 20,
gcn::Color(168, 116, 31));
progressBar->setSmoothProgress(false);
Label *progressLabel = new Label;
top->add(progressBar, 5, top->getHeight() - 5 -
progressBar->getHeight());
top->add(progressLabel, 15 + progressBar->getWidth(),
progressBar->getY() + 4);
progressBar->setVisible(false);
setupButton = new Button(_("Setup"), "Setup", &listener);
setupButton->setPosition(top->getWidth() - setupButton->getWidth()
- 3, 3);
top->add(setupButton);
int screenWidth = (int) config.getValue("screenwidth",
defaultScreenWidth);
int screenHeight = (int) config.getValue("screenheight",
defaultScreenHeight);
desktop->setSize(screenWidth, screenHeight);
}
if (state == STATE_SWITCH_LOGIN && oldstate == STATE_GAME)
{
Net::getGameHandler()->disconnect();
}
if (state != oldstate)
{
oldstate = state;
// Get rid of the dialog of the previous state
if (currentDialog) {
delete currentDialog;
currentDialog = NULL;
}
// State has changed, while the quitDialog was active, it might
// not be correct anymore
if (quitDialog) {
quitDialog->scheduleDelete();
}
switch (state) {
case STATE_CHOOSE_SERVER:
logger->log("State: CHOOSE SERVER");
// Allow changing this using a server choice dialog
// We show the dialog box only if the command-line
// options weren't set.
if (options.serverName.empty() && options.serverPort == 0) {
// Don't allow an alpha opacity
// lower than the default value
SkinLoader::instance()->setMinimumOpacity(0.8f);
currentDialog = new ServerDialog(¤tServer,
homeDir);
} else {
state = STATE_CONNECT_SERVER;
// Reset options so that cancelling or connect
// timeout will show the server dialog.
options.serverName.clear();
options.serverPort = 0;
}
break;
case STATE_CONNECT_SERVER:
logger->log("State: CONNECT SERVER");
currentDialog = new ConnectionDialog(STATE_SWITCH_SERVER);
break;
case STATE_LOGIN:
logger->log("State: LOGIN");
// Don't allow an alpha opacity
// lower than the default value
SkinLoader::instance()->setMinimumOpacity(0.8f);
if (options.username.empty()
|| options.password.empty()) {
currentDialog = new LoginDialog(&loginData);
} else {
state = STATE_LOGIN_ATTEMPT;
// Clear the password so that when login fails, the
// dialog will show up next time.
options.password.clear();
}
break;
case STATE_LOGIN_ATTEMPT:
logger->log("State: LOGIN ATTEMPT");
accountLogin(&loginData);
break;
case STATE_WORLD_SELECT:
logger->log("State: WORLD SELECT");
{
Worlds worlds = Net::getLoginHandler()->getWorlds();
if (worlds.size() == 0)
{
// Trust that the netcode knows what it's doing
state = STATE_UPDATE;
}
else if (worlds.size() == 1)
{
Net::getLoginHandler()->chooseServer(0);
state = STATE_UPDATE;
}
else
{
currentDialog = new WorldSelectDialog(worlds);
if (options.chooseDefault)
{
((WorldSelectDialog*) currentDialog)->action(
gcn::ActionEvent(NULL, "ok"));
}
}
}
break;
case STATE_WORLD_SELECT_ATTEMPT:
logger->log("State: WORLD SELECT ATTEMPT");
currentDialog = new ConnectionDialog(STATE_WORLD_SELECT);
break;
case STATE_UPDATE:
// Determine which source to use for the update host
if (!options.updateHost.empty())
updateHost = options.updateHost;
else
updateHost = loginData.updateHost;
setUpdatesDir();
if (options.skipUpdate)
{
state = STATE_LOAD_DATA;
}
else
{
logger->log("State: UPDATE");
currentDialog = new UpdaterWindow(updateHost,
homeDir + "/" + updatesDir,options.dataPath.empty());
}
break;
case STATE_LOAD_DATA:
logger->log("State: LOAD DATA");
// If another data path has been set,
// we don't load any other files...
if (options.dataPath.empty())
{
// Add customdata directory
ResourceManager::getInstance()->searchAndAddArchives(
"customdata/",
"zip",
false);
}
// Load XML databases
ColorDB::load();
ItemDB::load();
Being::load(); // Hairstyles
MonsterDB::load();
NPCDB::load();
EmoteDB::load();
StatusEffect::load();
Units::loadUnits();
desktop->reloadWallpaper();
state = STATE_GET_CHARACTERS;
break;
case STATE_GET_CHARACTERS:
logger->log("State: GET CHARACTERS");
Net::getCharHandler()->getCharacters();
break;
case STATE_CHAR_SELECT:
logger->log("State: CHAR SELECT");
// Don't allow an alpha opacity
// lower than the default value
SkinLoader::instance()->setMinimumOpacity(0.8f);
currentDialog =
new CharSelectDialog(&charInfo, &loginData);
if (((CharSelectDialog*) currentDialog)->
selectByName(options.character)) {
((CharSelectDialog*) currentDialog)->chooseSelected();
} else {
((CharSelectDialog*) currentDialog)->selectByName(
config.getValue("lastCharacter", ""));
}
break;
case STATE_CONNECT_GAME:
logger->log("State: CONNECT GAME");
Net::getGameHandler()->connect();
currentDialog = new ConnectionDialog(STATE_SWITCH_CHARACTER);
break;
case STATE_GAME:
logger->log("Memorizing selected character %s",
player_node->getName().c_str());
config.setValue("lastCharacter", player_node->getName());
Net::getGameHandler()->inGame();
// Fade out logon-music here too to give the desired effect
// of "flowing" into the game.
sound.fadeOutMusic(1000);
// Allow any alpha opacity
SkinLoader::instance()->setMinimumOpacity(-1.0f);
delete setupButton;
delete desktop;
setupButton = NULL;
desktop = NULL;
currentDialog = NULL;
logger->log("State: GAME");
game = new Game;
game->logic();
delete game;
game = 0;
if (state == STATE_GAME)
state = STATE_EXIT;
break;
case STATE_LOGIN_ERROR:
logger->log("State: LOGIN ERROR");
currentDialog = new OkDialog(_("Error"), errorMessage);
currentDialog->addActionListener(&loginListener);
currentDialog = NULL; // OkDialog deletes itself
break;
case STATE_ACCOUNTCHANGE_ERROR:
logger->log("State: ACCOUNT CHANGE ERROR");
currentDialog = new OkDialog(_("Error"), errorMessage);
currentDialog->addActionListener(&accountListener);
currentDialog = NULL; // OkDialog deletes itself
break;
case STATE_REGISTER_PREP:
logger->log("State: REGISTER_PREP");
Net::getLoginHandler()->getRegistrationDetails();
currentDialog = new ConnectionDialog(STATE_LOGIN);
break;
case STATE_REGISTER:
logger->log("State: REGISTER");
currentDialog = new RegisterDialog(&loginData);
break;
case STATE_REGISTER_ATTEMPT:
logger->log("Username is %s", loginData.username.c_str());
Net::getCharHandler()->setCharInfo(&charInfo);
Net::getLoginHandler()->registerAccount(&loginData);
break;
case STATE_CHANGEPASSWORD:
logger->log("State: CHANGE PASSWORD");
currentDialog = new ChangePasswordDialog(&loginData);
break;
case STATE_CHANGEPASSWORD_ATTEMPT:
logger->log("State: CHANGE PASSWORD ATTEMPT");
Net::getLoginHandler()->changePassword(loginData.username,
loginData.password,
loginData.newPassword);
break;
case STATE_CHANGEPASSWORD_SUCCESS:
logger->log("State: CHANGE PASSWORD SUCCESS");
currentDialog = new OkDialog(_("Password Change"),
_("Password changed successfully!"));
currentDialog->addActionListener(&accountListener);
currentDialog = NULL; // OkDialog deletes itself
loginData.password = loginData.newPassword;
loginData.newPassword = "";
break;
case STATE_CHANGEEMAIL:
logger->log("State: CHANGE EMAIL");
currentDialog = new ChangeEmailDialog(&loginData);
break;
case STATE_CHANGEEMAIL_ATTEMPT:
logger->log("State: CHANGE EMAIL ATTEMPT");
Net::getLoginHandler()->changeEmail(loginData.email);
break;
case STATE_CHANGEEMAIL_SUCCESS:
logger->log("State: CHANGE EMAIL SUCCESS");
currentDialog = new OkDialog(_("Email Change"),
_("Email changed successfully!"));
currentDialog->addActionListener(&accountListener);
currentDialog = NULL; // OkDialog deletes itself
break;
case STATE_UNREGISTER:
logger->log("State: UNREGISTER");
currentDialog = new UnRegisterDialog(&loginData);
break;
case STATE_UNREGISTER_ATTEMPT:
logger->log("State: UNREGISTER ATTEMPT");
Net::getLoginHandler()->unregisterAccount(
loginData.username, loginData.password);
break;
case STATE_UNREGISTER_SUCCESS:
logger->log("State: UNREGISTER SUCCESS");
Net::getLoginHandler()->disconnect();
currentDialog = new OkDialog(_("Unregister Successful"),
_("Farewell, come back any time..."));
loginData.clear();
//The errorlistener sets the state to STATE_CHOOSE_SERVER
currentDialog->addActionListener(&errorListener);
currentDialog = NULL; // OkDialog deletes itself
break;
case STATE_SWITCH_SERVER:
logger->log("State: SWITCH SERVER");
Net::getLoginHandler()->disconnect();
Net::getGameHandler()->disconnect();
state = STATE_CHOOSE_SERVER;
break;
case STATE_SWITCH_LOGIN:
logger->log("State: SWITCH LOGIN");
Net::getLoginHandler()->logout();
state = STATE_LOGIN;
break;
case STATE_SWITCH_CHARACTER:
logger->log("State: SWITCH CHARACTER");
// Done with game
Net::getGameHandler()->disconnect();
Net::getCharHandler()->getCharacters();
break;
case STATE_LOGOUT_ATTEMPT:
logger->log("State: LOGOUT ATTEMPT");
// TODO
break;
case STATE_WAIT:
logger->log("State: WAIT");
break;
case STATE_EXIT:
logger->log("State: EXIT");
Net::getGeneralHandler()->unload();
break;
case STATE_FORCE_QUIT:
logger->log("State: FORCE QUIT");
if (Net::getGeneralHandler())
Net::getGeneralHandler()->unload();
state = STATE_EXIT;
break;
case STATE_ERROR:
logger->log("State: ERROR");
currentDialog = new OkDialog(_("Error"), errorMessage);
currentDialog->addActionListener(&errorListener);
currentDialog = NULL; // OkDialog deletes itself
Net::getGameHandler()->disconnect();
break;
default:
state = STATE_FORCE_QUIT;
break;
}
}
/*
* This loop can really stress the CPU, for no reason since it's
* just constantly redrawing the wallpaper. Added the following
* usleep to limit it to 40 FPS during the login sequence
*/
if (!handledEvents)
usleep(25000);
}
delete guiPalette;
logger->log("Quitting");
exitEngine();
PHYSFS_deinit();
delete logger;
return 0;
}
void SetupListener::action(const gcn::ActionEvent &event)
{
Window *window = NULL;
if (event.getId() == "Setup")
window = setupWindow;
if (window)
{
window->setVisible(!window->isVisible());
if (window->isVisible())
window->requestMoveToTop();
}
}
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