/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* 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, see .
*/
#include "main.h"
#include "client.h"
#include "auctionmanager.h"
#include "chatlogger.h"
#include "configmanager.h"
#include "configuration.h"
#include "dirs.h"
#include "dropshortcut.h"
#include "emoteshortcut.h"
#include "eventsmanager.h"
#include "game.h"
#include "guild.h"
#include "guildmanager.h"
#include "graphicsmanager.h"
#include "itemshortcut.h"
#include "party.h"
#include "settings.h"
#include "soundconsts.h"
#include "soundmanager.h"
#include "statuseffect.h"
#include "units.h"
#include "touchmanager.h"
#include "being/beingspeech.h"
#include "being/playerinfo.h"
#include "being/playerrelations.h"
#include "input/inputmanager.h"
#include "input/joystick.h"
#include "input/keyboardconfig.h"
#include "gui/dialogsmanager.h"
#include "gui/gui.h"
#include "gui/skin.h"
#include "gui/theme.h"
#include "gui/windowmanager.h"
#include "gui/windows/buyselldialog.h"
#include "gui/windows/buydialog.h"
#include "gui/windows/changeemaildialog.h"
#include "gui/windows/changepassworddialog.h"
#include "gui/windows/charselectdialog.h"
#include "gui/windows/confirmdialog.h"
#include "gui/windows/connectiondialog.h"
#include "gui/windows/didyouknowwindow.h"
#include "gui/windows/helpwindow.h"
#include "gui/windows/logindialog.h"
#include "gui/windows/npcdialog.h"
#include "gui/windows/okdialog.h"
#include "gui/windows/registerdialog.h"
#include "gui/windows/selldialog.h"
#include "gui/windows/serverdialog.h"
#include "gui/windows/setupwindow.h"
#include "gui/windows/unregisterdialog.h"
#include "gui/windows/updaterwindow.h"
#include "gui/windows/quitdialog.h"
#include "gui/windows/worldselectdialog.h"
#include "gui/widgets/button.h"
#include "gui/widgets/desktop.h"
#include "net/chathandler.h"
#include "net/download.h"
#include "net/gamehandler.h"
#include "net/generalhandler.h"
#include "net/guildhandler.h"
#include "net/inventoryhandler.h"
#include "net/loginhandler.h"
#include "net/net.h"
#include "net/netconsts.h"
#include "net/packetlimiter.h"
#include "net/partyhandler.h"
#include "particle/particle.h"
#include "resources/imagehelper.h"
#include "resources/openglimagehelper.h"
#include "resources/resourcemanager.h"
#include "resources/surfaceimagehelper.h"
#include "resources/spritereference.h"
#include "resources/db/avatardb.h"
#include "resources/db/chardb.h"
#include "resources/db/colordb.h"
#include "resources/db/deaddb.h"
#include "resources/db/emotedb.h"
#include "resources/db/sounddb.h"
#include "resources/db/itemdb.h"
#include "resources/db/mapdb.h"
#include "resources/db/moddb.h"
#include "resources/db/monsterdb.h"
#include "resources/db/npcdb.h"
#include "resources/db/palettedb.h"
#include "resources/db/petdb.h"
#include "resources/db/weaponsdb.h"
#include "utils/base64.h"
#include "utils/cpu.h"
#include "utils/delete2.h"
#include "utils/files.h"
#include "utils/fuzzer.h"
#include "utils/gettext.h"
#include "utils/gettexthelper.h"
#include "utils/mkdir.h"
#include "utils/paths.h"
#include "utils/physfstools.h"
#include "utils/sdlcheckutils.h"
#include "utils/sdlhelper.h"
#include "utils/timer.h"
#include "utils/translation/translationmanager.h"
#include "test/testlauncher.h"
#include "test/testmain.h"
#ifdef __APPLE__
#include
#endif
#include
#ifdef WIN32
#include
#include "utils/specialfolder.h"
#endif
#ifdef ANDROID
#ifndef USE_SDL2
#include
#endif
#endif
#include
#include
#include
#include "mumblemanager.h"
#include "debug.h"
#ifdef ANDROID
#ifdef USE_SDL2
int loadingProgressCounter = 1;
#endif
#endif
std::string errorMessage;
LoginData loginData;
Client *client = nullptr;
extern FPSmanager fpsManager;
volatile bool runCounters;
bool isSafeMode = false;
int serverVersion = 0;
unsigned int tmwServerVersion = 0;
int start_time;
unsigned int mLastHost = 0;
unsigned long mSearchHash = 0;
int textures_count = 0;
namespace
{
class AccountListener final : public ActionListener
{
public:
void action(const ActionEvent &)
{
client->setState(STATE_CHAR_SELECT);
}
} accountListener;
class LoginListener final : public ActionListener
{
public:
void action(const ActionEvent &)
{
client->setState(STATE_PRE_LOGIN);
}
} loginListener;
} // namespace
Client::Client() :
ActionListener(),
mCurrentServer(),
mGame(nullptr),
mCurrentDialog(nullptr),
mQuitDialog(nullptr),
mSetupButton(nullptr),
mVideoButton(nullptr),
mHelpButton(nullptr),
mAboutButton(nullptr),
mThemesButton(nullptr),
mPerfomanceButton(nullptr),
#ifdef ANDROID
mCloseButton(nullptr),
#endif
mState(STATE_CHOOSE_SERVER),
mOldState(STATE_START),
mSkin(nullptr),
mButtonPadding(1),
mButtonSpacing(3),
mConfigAutoSaved(false)
{
WindowManager::init();
}
void Client::testsInit()
{
if (!settings.options.test.empty() && settings.options.test != "99")
{
gameInit();
}
else
{
logger = new Logger;
Dirs::initLocalDataDir();
Dirs::initTempDir();
Dirs::initConfigDir();
}
}
void Client::gameInit()
{
logger = new Logger;
// Load branding information
if (!settings.options.brandingPath.empty())
branding.init(settings.options.brandingPath);
branding.setDefaultValues(getBrandingDefaults());
Dirs::initRootDir();
Dirs::initHomeDir();
// Configure logger
if (!settings.options.logFileName.empty())
settings.logFileName = settings.options.logFileName;
else
settings.logFileName = settings.localDataDir + "/manaplus.log";
logger->setLogFile(settings.logFileName);
#ifdef USE_FUZZER
Fuzzer::init();
#endif
ConfigManager::backupConfig("config.xml");
ConfigManager::initConfiguration();
paths.setDefaultValues(getPathsDefaults());
initFeatures();
logger->log("init 4");
logger->setDebugLog(config.getBoolValue("debugLog"));
config.incValue("runcount");
#ifndef ANDROID
ConfigManager::storeSafeParameters();
#endif
const ResourceManager *const resman = ResourceManager::getInstance();
if (!resman->setWriteDir(settings.localDataDir))
{
logger->error(strprintf("%s couldn't be set as home directory! "
"Exiting.", settings.localDataDir.c_str()));
}
GettextHelper::initLang();
chatLogger = new ChatLogger;
if (settings.options.chatLogDir.empty())
{
chatLogger->setBaseLogDir(settings.localDataDir
+ std::string("/logs/"));
}
else
{
chatLogger->setBaseLogDir(settings.options.chatLogDir);
}
logger->setLogToStandardOut(config.getBoolValue("logToStandardOut"));
// Log the client version
logger->log1(FULL_VERSION);
logger->log("Start configPath: " + config.getConfigPath());
Dirs::initScreenshotDir();
// Initialize SDL
logger->log1("Initializing SDL...");
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0)
{
logger->safeError(strprintf("Could not initialize SDL: %s",
SDL_GetError()));
}
atexit(SDL_Quit);
PacketLimiter::initPacketLimiter();
#ifndef USE_SDL2
SDL_EnableUNICODE(1);
#endif
WindowManager::applyKeyRepeat();
// disable unused SDL events
#ifndef USE_SDL2
SDL_EventState(SDL_VIDEOEXPOSE, SDL_IGNORE);
#endif
SDL_EventState(SDL_SYSWMEVENT, SDL_IGNORE);
SDL_EventState(SDL_USEREVENT, SDL_IGNORE);
#ifdef WIN32
Dirs::extractDataDir();
Dirs::mountDataDir();
#endif
WindowManager::setIcon();
ConfigManager::checkConfigVersion();
logVars();
Cpu::detect();
#if defined(USE_OPENGL)
#if !defined(ANDROID) && !defined(__APPLE__) && !defined(__native_client__)
if (!settings.options.safeMode && settings.options.test.empty()
&& !config.getBoolValue("videodetected"))
{
graphicsManager.detectVideoSettings();
}
#endif
#endif
updateEnv();
initGraphics();
#ifndef WIN32
Dirs::extractDataDir();
Dirs::mountDataDir();
#endif
Dirs::updateDataPath();
// Add the main data directories to our PhysicsFS search path
if (!settings.options.dataPath.empty())
resman->addToSearchPath(settings.options.dataPath, false);
// Add the local data directory to PhysicsFS search path
resman->addToSearchPath(settings.localDataDir, false);
TranslationManager::loadCurrentLang();
WindowManager::initTitle();
theme = new Theme;
Theme::selectSkin();
touchManager.init();
// Initialize the item and emote shortcuts.
for (unsigned f = 0; f < SHORTCUT_TABS; f ++)
itemShortcut[f] = new ItemShortcut(f);
emoteShortcut = new EmoteShortcut;
dropShortcut = new DropShortcut;
gui = new Gui();
gui->postInit(mainGraphics);
initSoundManager();
eventsManager.init();
// Initialize keyboard
keyboard.init();
inputManager.init();
// Initialise player relations
player_relations.init();
Joystick::init();
WindowManager::createWindows();
keyboard.update();
if (joystick)
joystick->update();
// Initialize default server
mCurrentServer.hostname = settings.options.serverName;
mCurrentServer.port = settings.options.serverPort;
loginData.username = settings.options.username;
loginData.password = settings.options.password;
loginData.remember = serverConfig.getValue("remember", 1);
loginData.registerLogin = false;
if (mCurrentServer.hostname.empty())
{
mCurrentServer.hostname = branding.getValue("defaultServer", "");
settings.options.serverName = mCurrentServer.hostname;
}
if (mCurrentServer.port == 0)
{
mCurrentServer.port = static_cast(branding.getValue(
"defaultPort", static_cast(DEFAULT_PORT)));
mCurrentServer.type = ServerInfo::parseType(
branding.getValue("defaultServerType", "tmwathena"));
}
if (chatLogger)
chatLogger->setServerName(mCurrentServer.hostname);
if (loginData.username.empty() && loginData.remember)
loginData.username = serverConfig.getValue("username", "");
if (mState != STATE_ERROR)
mState = STATE_CHOOSE_SERVER;
startTimers();
const int fpsLimit = config.getIntValue("fpslimit");
settings.limitFps = fpsLimit > 0;
SDL_initFramerate(&fpsManager);
WindowManager::setFramerate(fpsLimit);
initConfigListeners();
settings.guiAlpha = config.getFloatValue("guialpha");
optionChanged("fpslimit");
start_time = static_cast(time(nullptr));
PlayerInfo::init();
#ifdef ANDROID
#ifndef USE_SDL2
updateScreenKeyboard(SDL_GetScreenKeyboardHeight(nullptr));
#endif
#endif
}
Client::~Client()
{
if (!settings.options.testMode)
gameClear();
else
testsClear();
CHECKLISTENERS
}
void Client::initConfigListeners()
{
config.addListener("fpslimit", this);
config.addListener("guialpha", this);
config.addListener("gamma", this);
config.addListener("enableGamma", this);
config.addListener("particleEmitterSkip", this);
config.addListener("vsync", this);
config.addListener("repeateDelay", this);
config.addListener("repeateInterval", this);
config.addListener("logInput", this);
}
void Client::initSoundManager()
{
// Initialize sound engine
try
{
if (config.getBoolValue("sound"))
soundManager.init();
soundManager.setSfxVolume(config.getIntValue("sfxVolume"));
soundManager.setMusicVolume(config.getIntValue("musicVolume"));
}
catch (const char *const err)
{
mState = STATE_ERROR;
errorMessage = err;
logger->log("Warning: %s", err);
}
soundManager.playMusic(branding.getValue(
"loginMusic", "Magick - Real.ogg"));
}
void Client::updateEnv()
{
#if defined(WIN32) || defined(__APPLE__)
if (config.getBoolValue("centerwindow"))
setEnv("SDL_VIDEO_CENTERED", "1");
else
setEnv("SDL_VIDEO_CENTERED", "0");
#endif
if (config.getBoolValue("allowscreensaver"))
setEnv("SDL_VIDEO_ALLOW_SCREENSAVER", "1");
else
setEnv("SDL_VIDEO_ALLOW_SCREENSAVER", "0");
}
void Client::initGraphics()
{
graphicsManager.initGraphics(settings.options.noOpenGL);
runCounters = config.getBoolValue("packetcounters");
WindowManager::applyVSync();
graphicsManager.setVideoMode();
getConfigDefaults2(config.getDefaultValues());
WindowManager::applyGrabMode();
WindowManager::applyGamma();
mainGraphics->beginDraw();
}
#ifdef ANDROID
#ifdef USE_SDL2
static void updateProgress(int cnt)
{
const int progress = cnt + loadingProgressCounter;
const int h = mainGraphics->mHeight;
mainGraphics->setColor(Color(255, 255, 255));
const int maxSize = mainGraphics->mWidth - 100;
const int width = maxSize * progress / 450;
mainGraphics->fillRectangle(Rect(50, h - 100, width, 50));
mainGraphics->updateScreen();
}
static void setProgress(const int val)
{
loadingProgressCounter = val;
updateProgress(loadingProgressCounter);
}
#endif
#endif
void Client::setEnv(const char *const name, const char *const value)
{
if (!name || !value)
return;
#ifdef WIN32
if (putenv(const_cast((std::string(name)
+ "=" + value).c_str())))
#else
if (setenv(name, value, 1))
#endif
{
logger->log("setenv failed: %s=%s", name, value);
}
}
void Client::testsClear()
{
if (!settings.options.test.empty())
gameClear();
else
BeingInfo::clear();
}
void Client::gameClear()
{
if (logger)
logger->log1("Quitting1");
config.removeListeners(this);
eventsManager.shutdown();
delete2(setupWindow);
delete2(helpWindow);
delete2(didYouKnowWindow);
stopTimers();
// Unload XML databases
CharDB::unload();
DeadDB::unload();
ColorDB::unload();
SoundDB::unload();
EmoteDB::unload();
ItemDB::unload();
MonsterDB::unload();
NPCDB::unload();
AvatarDB::unload();
WeaponsDB::unload();
PaletteDB::unload();
PETDB::unload();
StatusEffect::unload();
ModDB::unload();
if (Net::getLoginHandler())
Net::getLoginHandler()->clearWorlds();
if (Net::getChatHandler())
Net::getChatHandler()->clear();
#ifdef USE_MUMBLE
delete2(mumbleManager);
#endif
PlayerInfo::deinit();
// Before config.write() since it writes the shortcuts to the config
for (unsigned f = 0; f < SHORTCUT_TABS; f ++)
delete2(itemShortcut[f])
delete2(emoteShortcut);
delete2(dropShortcut);
player_relations.store();
if (logger)
logger->log1("Quitting2");
delete2(mCurrentDialog);
delete2(gui);
if (Net::getInventoryHandler())
Net::getInventoryHandler()->clear();
if (logger)
logger->log1("Quitting3");
delete2(mainGraphics);
if (imageHelper != surfaceImageHelper)
delete surfaceImageHelper;
surfaceImageHelper = nullptr;
delete2(imageHelper);
if (logger)
logger->log1("Quitting4");
XML::cleanupXML();
if (logger)
logger->log1("Quitting5");
BeingInfo::clear();
// Shutdown sound
soundManager.close();
if (logger)
logger->log1("Quitting6");
ActorSprite::unload();
touchManager.clear();
ResourceManager::deleteInstance();
if (logger)
logger->log1("Quitting8");
WindowManager::deleteIcon();
if (logger)
logger->log1("Quitting9");
delete2(userPalette);
delete2(joystick);
keyboard.deinit();
if (logger)
logger->log1("Quitting10");
soundManager.shutdown();
touchManager.shutdown();
#ifdef DEBUG_CONFIG
config.enableKeyLogging();
#endif
config.removeOldKeys();
config.write();
serverConfig.write();
config.clear();
serverConfig.clear();
if (logger)
logger->log1("Quitting11");
#ifdef USE_PROFILER
Perfomance::clear();
#endif
#ifdef DEBUG_OPENGL_LEAKS
if (logger)
logger->log("textures left: %d", textures_count);
#endif
delete2(chatLogger);
TranslationManager::close();
}
int Client::testsExec() const
{
#ifdef USE_OPENGL
if (settings.options.test.empty())
{
TestMain test;
return test.exec();
}
else
{
TestLauncher launcher(settings.options.test);
return launcher.exec();
}
#else
return 0;
#endif
}
#define ADDBUTTON(var, object) var = object; \
x -= var->getWidth() + mButtonSpacing; \
var->setPosition(x, mButtonPadding); \
top->add(var);
int Client::gameExec()
{
int lastTickTime = tick_time;
#ifdef USE_MUMBLE
if (!mumbleManager)
mumbleManager = new MumbleManager();
#endif
mSkin = theme->load("windowmenu.xml", "");
if (mSkin)
{
mButtonPadding = mSkin->getPadding();
mButtonSpacing = mSkin->getOption("spacing", 3);
}
while (mState != STATE_EXIT)
{
PROFILER_START();
if (eventsManager.handleEvents())
continue;
BLOCK_START("Client::gameExec 3")
if (Net::getGeneralHandler())
Net::getGeneralHandler()->flushNetwork();
BLOCK_END("Client::gameExec 3")
BLOCK_START("Client::gameExec 4")
if (gui)
gui->logic();
cur_time = static_cast(time(nullptr));
int k = 0;
while (lastTickTime != tick_time && k < 40)
{
if (mGame)
mGame->logic();
else if (gui)
gui->handleInput();
++lastTickTime;
k ++;
}
soundManager.logic();
logic_count += k;
if (gui)
gui->slowLogic();
if (mGame)
mGame->slowLogic();
BLOCK_END("Client::gameExec 4")
// This is done because at some point tick_time will wrap.
lastTickTime = tick_time;
// Update the screen when application is visible, delay otherwise.
if (!WindowManager::getIsMinimized())
{
frame_count++;
if (gui)
gui->draw();
mainGraphics->updateScreen();
}
else
{
SDL_Delay(100);
}
BLOCK_START("~Client::SDL_framerateDelay")
if (settings.limitFps)
SDL_framerateDelay(&fpsManager);
BLOCK_END("~Client::SDL_framerateDelay")
BLOCK_START("Client::gameExec 6")
if (mState == STATE_CONNECT_GAME &&
Net::getGameHandler()->isConnected())
{
Net::getLoginHandler()->disconnect();
}
else if (mState == STATE_CONNECT_SERVER &&
mOldState == STATE_CHOOSE_SERVER)
{
settings.serverName = mCurrentServer.hostname;
ConfigManager::initServerConfig(mCurrentServer.hostname);
PacketLimiter::initPacketLimiter();
initTradeFilter();
Dirs::initUsersDir();
player_relations.init();
// Initialize the item and emote shortcuts.
for (unsigned f = 0; f < SHORTCUT_TABS; f ++)
{
delete itemShortcut[f];
itemShortcut[f] = new ItemShortcut(f);
}
delete emoteShortcut;
emoteShortcut = new EmoteShortcut;
// Initialize the drop shortcuts.
delete dropShortcut;
dropShortcut = new DropShortcut;
initFeatures();
PlayerInfo::loadData();
loginData.registerUrl = mCurrentServer.registerUrl;
if (!mCurrentServer.onlineListUrl.empty())
settings.onlineListUrl = mCurrentServer.onlineListUrl;
else
settings.onlineListUrl = settings.serverName;
settings.persistentIp = mCurrentServer.persistentIp;
settings.supportUrl = mCurrentServer.supportUrl;
settings.updateMirrors = mCurrentServer.updateMirrors;
if (settings.options.username.empty())
{
if (loginData.remember)
loginData.username = serverConfig.getValue("username", "");
else
loginData.username.clear();
}
else
{
loginData.username = settings.options.username;
}
loginData.remember = serverConfig.getValue("remember", 1);
Net::connectToServer(mCurrentServer);
#ifdef USE_MUMBLE
if (mumbleManager)
mumbleManager->setServer(mCurrentServer.hostname);
#endif
GuildManager::init();
AuctionManager::init();
if (!mConfigAutoSaved)
{
mConfigAutoSaved = true;
config.write();
}
}
else if (mState == STATE_CONNECT_SERVER &&
mOldState != STATE_CHOOSE_SERVER &&
Net::getLoginHandler()->isConnected())
{
mState = STATE_PRE_LOGIN;
}
else if (mState == STATE_WORLD_SELECT && mOldState == STATE_UPDATE)
{
if (Net::getLoginHandler()->getWorlds().size() < 2)
mState = STATE_PRE_LOGIN;
}
else if (mOldState == STATE_START ||
(mOldState == STATE_GAME && mState != STATE_GAME))
{
if (!gui)
break;
BasicContainer2 *const top = static_cast(
gui->getTop());
if (!top)
break;
desktop = new Desktop(nullptr);
desktop->postInit();
top->add(desktop);
int x = top->getWidth() - mButtonPadding;
ADDBUTTON(mSetupButton, new Button(desktop,
// TRANSLATORS: setup tab quick button
_("Setup"), "Setup", this))
ADDBUTTON(mPerfomanceButton, new Button(desktop,
// TRANSLATORS: perfoamance tab quick button
_("Performance"), "Perfomance", this))
ADDBUTTON(mVideoButton, new Button(desktop,
// TRANSLATORS: video tab quick button
_("Video"), "Video", this))
ADDBUTTON(mThemesButton, new Button(desktop,
// TRANSLATORS: theme tab quick button
_("Theme"), "Themes", this))
ADDBUTTON(mAboutButton, new Button(desktop,
// TRANSLATORS: theme tab quick button
_("About"), "about", this))
ADDBUTTON(mHelpButton, new Button(desktop,
// TRANSLATORS: theme tab quick button
_("Help"), "help", this))
#ifdef ANDROID
ADDBUTTON(mCloseButton, new Button(desktop,
// TRANSLATORS: close quick button
_("Close"), "close", this))
#endif
desktop->setSize(mainGraphics->getWidth(),
mainGraphics->getHeight());
}
BLOCK_END("Client::gameExec 6")
if (mState == STATE_SWITCH_LOGIN && mOldState == STATE_GAME)
Net::getGameHandler()->disconnect();
if (mState != mOldState)
{
BLOCK_START("Client::gameExec 7")
PlayerInfo::stateChange(mState);
if (mOldState == STATE_GAME)
{
delete2(mGame);
Game::clearInstance();
ResourceManager *const resman = ResourceManager::getInstance();
if (resman)
resman->cleanOrphans();
Party::clearParties();
Guild::clearGuilds();
NpcDialog::clearDialogs();
Net::getGuildHandler()->clear();
Net::getPartyHandler()->clear();
if (chatLogger)
chatLogger->clear();
if (!settings.options.dataPath.empty())
UpdaterWindow::unloadMods(settings.options.dataPath);
else
UpdaterWindow::unloadMods(settings.oldUpdates);
if (!settings.options.skipUpdate)
UpdaterWindow::unloadMods(settings.oldUpdates + "/fix/");
}
mOldState = mState;
// Get rid of the dialog of the previous state
delete2(mCurrentDialog);
// State has changed, while the quitDialog was active, it might
// not be correct anymore
if (mQuitDialog)
{
mQuitDialog->scheduleDelete();
mQuitDialog = nullptr;
}
BLOCK_END("Client::gameExec 7")
BLOCK_START("Client::gameExec 8")
switch (mState)
{
case STATE_CHOOSE_SERVER:
{
BLOCK_START("Client::gameExec STATE_CHOOSE_SERVER")
logger->log1("State: CHOOSE SERVER");
mCurrentServer.supportUrl.clear();
settings.supportUrl.clear();
ResourceManager *const resman
= ResourceManager::getInstance();
if (settings.options.dataPath.empty())
{
// Add customdata directory
resman->searchAndRemoveArchives(
"customdata/",
"zip");
}
if (!settings.oldUpdates.empty())
{
UpdaterWindow::unloadUpdates(settings.oldUpdates);
settings.oldUpdates.clear();
}
if (!settings.options.skipUpdate)
{
resman->searchAndRemoveArchives(
settings.updatesDir + "/local/",
"zip");
resman->removeFromSearchPath(settings.localDataDir
+ dirSeparator + settings.updatesDir + "/local/");
}
resman->clearCache();
loginData.clearUpdateHost();
serverVersion = 0;
// Allow changing this using a server choice dialog
// We show the dialog box only if the command-line
// options weren't set.
if (settings.options.serverName.empty() && settings.options.serverPort == 0
&& !branding.getValue("onlineServerList", "a").empty())
{
// Don't allow an alpha opacity
// lower than the default value
theme->setMinimumOpacity(0.8F);
mCurrentDialog = new ServerDialog(&mCurrentServer,
settings.configDir);
mCurrentDialog->postInit();
}
else
{
mState = STATE_CONNECT_SERVER;
// Reset options so that cancelling or connect
// timeout will show the server dialog.
settings.options.serverName.clear();
settings.options.serverPort = 0;
}
BLOCK_END("Client::gameExec STATE_CHOOSE_SERVER")
break;
}
case STATE_CONNECT_SERVER:
BLOCK_START("Client::gameExec STATE_CONNECT_SERVER")
logger->log1("State: CONNECT SERVER");
loginData.updateHosts.clear();
mCurrentDialog = new ConnectionDialog(
// TRANSLATORS: connection dialog header
_("Connecting to server"), STATE_SWITCH_SERVER);
mCurrentDialog->postInit();
TranslationManager::loadCurrentLang();
BLOCK_END("Client::gameExec STATE_CONNECT_SERVER")
break;
case STATE_PRE_LOGIN:
logger->log1("State: PRE_LOGIN");
// if (serverVersion < 5)
// setState(STATE_LOGIN);
break;
case STATE_LOGIN:
BLOCK_START("Client::gameExec STATE_LOGIN")
logger->log1("State: LOGIN");
// Don't allow an alpha opacity
// lower than the default value
theme->setMinimumOpacity(0.8F);
loginData.updateType
= serverConfig.getValue("updateType", 0);
mSearchHash = Net::Download::adlerBuffer(
const_cast(mCurrentServer.hostname.c_str()),
static_cast(mCurrentServer.hostname.size()));
if (settings.options.username.empty()
|| settings.options.password.empty())
{
mCurrentDialog = new LoginDialog(&loginData,
mCurrentServer.hostname, &settings.options.updateHost);
mCurrentDialog->postInit();
}
else
{
mState = STATE_LOGIN_ATTEMPT;
// Clear the password so that when login fails, the
// dialog will show up next time.
settings.options.password.clear();
}
BLOCK_END("Client::gameExec STATE_LOGIN")
break;
case STATE_LOGIN_ATTEMPT:
BLOCK_START("Client::gameExec STATE_LOGIN_ATTEMPT")
logger->log1("State: LOGIN ATTEMPT");
mCurrentDialog = new ConnectionDialog(
// TRANSLATORS: connection dialog header
_("Logging in"), STATE_SWITCH_SERVER);
mCurrentDialog->postInit();
Net::getLoginHandler()->loginOrRegister(&loginData);
BLOCK_END("Client::gameExec STATE_LOGIN_ATTEMPT")
break;
case STATE_WORLD_SELECT:
BLOCK_START("Client::gameExec STATE_WORLD_SELECT")
logger->log1("State: WORLD SELECT");
{
TranslationManager::loadCurrentLang();
Worlds worlds = Net::getLoginHandler()->getWorlds();
if (worlds.empty())
{
// Trust that the netcode knows what it's doing
mState = STATE_UPDATE;
}
else if (worlds.size() == 1)
{
Net::getLoginHandler()->chooseServer(
0, mCurrentServer.persistentIp);
mState = STATE_UPDATE;
}
else
{
mCurrentDialog = new WorldSelectDialog(worlds);
mCurrentDialog->postInit();
if (settings.options.chooseDefault)
{
static_cast(mCurrentDialog)
->action(ActionEvent(nullptr, "ok"));
}
}
}
BLOCK_END("Client::gameExec STATE_WORLD_SELECT")
break;
case STATE_WORLD_SELECT_ATTEMPT:
BLOCK_START("Client::gameExec STATE_WORLD_SELECT_ATTEMPT")
logger->log1("State: WORLD SELECT ATTEMPT");
mCurrentDialog = new ConnectionDialog(
// TRANSLATORS: connection dialog header
_("Entering game world"), STATE_WORLD_SELECT);
mCurrentDialog->postInit();
BLOCK_END("Client::gameExec STATE_WORLD_SELECT_ATTEMPT")
break;
case STATE_UPDATE:
BLOCK_START("Client::gameExec STATE_UPDATE")
logger->log1("State: UPDATE");
// Determine which source to use for the update host
if (!settings.options.updateHost.empty())
settings.updateHost = settings.options.updateHost;
else
settings.updateHost = loginData.updateHost;
Dirs::initUpdatesDir();
if (!settings.oldUpdates.empty())
UpdaterWindow::unloadUpdates(settings.oldUpdates);
if (settings.options.skipUpdate)
{
mState = STATE_LOAD_DATA;
settings.oldUpdates.clear();
UpdaterWindow::loadDirMods(settings.options.dataPath);
}
else if (loginData.updateType & UpdateType::Skip)
{
settings.oldUpdates = settings.localDataDir
+ dirSeparator + settings.updatesDir;
UpdaterWindow::loadLocalUpdates(settings.oldUpdates);
mState = STATE_LOAD_DATA;
}
else
{
settings.oldUpdates = settings.localDataDir
+ dirSeparator + settings.updatesDir;
mCurrentDialog = new UpdaterWindow(settings.updateHost,
settings.oldUpdates,
settings.options.dataPath.empty(),
loginData.updateType);
mCurrentDialog->postInit();
}
BLOCK_END("Client::gameExec STATE_UPDATE")
break;
case STATE_LOAD_DATA:
{
BLOCK_START("Client::gameExec STATE_LOAD_DATA")
logger->log1("State: LOAD DATA");
const ResourceManager *const resman
= ResourceManager::getInstance();
// If another data path has been set,
// we don't load any other files...
if (settings.options.dataPath.empty())
{
// Add customdata directory
resman->searchAndAddArchives(
"customdata/",
"zip",
false);
}
if (!settings.options.skipUpdate)
{
resman->searchAndAddArchives(
settings.updatesDir + "/local/",
"zip",
false);
resman->addToSearchPath(settings.localDataDir
+ dirSeparator + settings.updatesDir + "/local/",
false);
}
logger->log("Init paths");
paths.init("paths.xml", true);
paths.setDefaultValues(getPathsDefaults());
if (!SpriteReference::Empty)
{
SpriteReference::Empty = new SpriteReference(
paths.getStringValue("spriteErrorFile"), 0);
}
if (!BeingInfo::unknown)
BeingInfo::unknown = new BeingInfo;
initFeatures();
TranslationManager::loadCurrentLang();
PlayerInfo::stateChange(mState);
// Load XML databases
CharDB::load();
DeadDB::load();
PaletteDB::load();
ColorDB::load();
SoundDB::load();
MapDB::load();
ItemDB::load();
Being::load();
MonsterDB::load();
AvatarDB::load();
WeaponsDB::load();
NPCDB::load();
PETDB::load();
EmoteDB::load();
// ModDB::load();
StatusEffect::load();
Units::loadUnits();
ActorSprite::load();
if (desktop)
desktop->reloadWallpaper();
mState = STATE_GET_CHARACTERS;
BLOCK_END("Client::gameExec STATE_LOAD_DATA")
break;
}
case STATE_GET_CHARACTERS:
BLOCK_START("Client::gameExec STATE_GET_CHARACTERS")
logger->log1("State: GET CHARACTERS");
mCurrentDialog = new ConnectionDialog(
// TRANSLATORS: connection dialog header
_("Requesting characters"),
STATE_SWITCH_SERVER);
mCurrentDialog->postInit();
Net::getCharServerHandler()->requestCharacters();
BLOCK_END("Client::gameExec STATE_GET_CHARACTERS")
break;
case STATE_CHAR_SELECT:
BLOCK_START("Client::gameExec STATE_CHAR_SELECT")
logger->log1("State: CHAR SELECT");
// Don't allow an alpha opacity
// lower than the default value
theme->setMinimumOpacity(0.8F);
mCurrentDialog = new CharSelectDialog(&loginData);
mCurrentDialog->postInit();
if (!(static_cast(mCurrentDialog))
->selectByName(settings.options.character,
CharSelectDialog::Choose))
{
(static_cast(mCurrentDialog))
->selectByName(
serverConfig.getValue("lastCharacter", ""),
settings.options.chooseDefault ?
CharSelectDialog::Choose :
CharSelectDialog::Focus);
}
// Choosing character on the command line should work only
// once, clear it so that 'switch character' works.
settings.options.character.clear();
BLOCK_END("Client::gameExec STATE_CHAR_SELECT")
break;
case STATE_CONNECT_GAME:
BLOCK_START("Client::gameExec STATE_CONNECT_GAME")
logger->log1("State: CONNECT GAME");
mCurrentDialog = new ConnectionDialog(
// TRANSLATORS: connection dialog header
_("Connecting to the game server"),
STATE_CHOOSE_SERVER);
mCurrentDialog->postInit();
Net::getGameHandler()->connect();
BLOCK_END("Client::gameExec STATE_CONNECT_GAME")
break;
case STATE_CHANGE_MAP:
BLOCK_START("Client::gameExec STATE_CHANGE_MAP")
logger->log1("State: CHANGE_MAP");
mCurrentDialog = new ConnectionDialog(
// TRANSLATORS: connection dialog header
_("Changing game servers"),
STATE_SWITCH_CHARACTER);
mCurrentDialog->postInit();
Net::getGameHandler()->connect();
BLOCK_END("Client::gameExec STATE_CHANGE_MAP")
break;
case STATE_GAME:
BLOCK_START("Client::gameExec STATE_GAME")
if (player_node)
{
logger->log("Memorizing selected character %s",
player_node->getName().c_str());
serverConfig.setValue("lastCharacter",
player_node->getName());
#ifdef USE_MUMBLE
if (mumbleManager)
mumbleManager->setPlayer(player_node->getName());
#endif
}
// Fade out logon-music here too to give the desired effect
// of "flowing" into the game.
soundManager.fadeOutMusic(1000);
// Allow any alpha opacity
theme->setMinimumOpacity(-1.0F);
if (chatLogger)
chatLogger->setServerName(settings.serverName);
#ifdef ANDROID
delete2(mCloseButton);
#endif
delete2(mSetupButton);
delete2(mVideoButton);
delete2(mThemesButton);
delete2(mAboutButton);
delete2(mHelpButton);
delete2(mPerfomanceButton);
delete2(desktop);
mCurrentDialog = nullptr;
logger->log1("State: GAME");
if (Net::getGeneralHandler())
Net::getGeneralHandler()->reloadPartially();
mGame = new Game;
BLOCK_END("Client::gameExec STATE_GAME")
break;
case STATE_LOGIN_ERROR:
BLOCK_START("Client::gameExec STATE_LOGIN_ERROR")
logger->log1("State: LOGIN ERROR");
// TRANSLATORS: error dialog header
mCurrentDialog = new OkDialog(_("Error"),
errorMessage, DialogType::ERROR);
mCurrentDialog->addActionListener(&loginListener);
mCurrentDialog = nullptr; // OkDialog deletes itself
BLOCK_END("Client::gameExec STATE_LOGIN_ERROR")
break;
case STATE_ACCOUNTCHANGE_ERROR:
BLOCK_START("Client::gameExec STATE_ACCOUNTCHANGE_ERROR")
logger->log1("State: ACCOUNT CHANGE ERROR");
// TRANSLATORS: error dialog header
mCurrentDialog = new OkDialog(_("Error"),
errorMessage, DialogType::ERROR);
mCurrentDialog->addActionListener(&accountListener);
mCurrentDialog = nullptr; // OkDialog deletes itself
BLOCK_END("Client::gameExec STATE_ACCOUNTCHANGE_ERROR")
break;
case STATE_REGISTER_PREP:
BLOCK_START("Client::gameExec STATE_REGISTER_PREP")
logger->log1("State: REGISTER_PREP");
mCurrentDialog = new ConnectionDialog(
// TRANSLATORS: connection dialog header
_("Requesting registration details"), STATE_LOGIN);
mCurrentDialog->postInit();
Net::getLoginHandler()->getRegistrationDetails();
BLOCK_END("Client::gameExec STATE_REGISTER_PREP")
break;
case STATE_REGISTER:
logger->log1("State: REGISTER");
mCurrentDialog = new RegisterDialog(&loginData);
mCurrentDialog->postInit();
break;
case STATE_REGISTER_ATTEMPT:
BLOCK_START("Client::gameExec STATE_REGISTER_ATTEMPT")
logger->log("Username is %s", loginData.username.c_str());
Net::getLoginHandler()->registerAccount(&loginData);
BLOCK_END("Client::gameExec STATE_REGISTER_ATTEMPT")
break;
case STATE_CHANGEPASSWORD:
BLOCK_START("Client::gameExec STATE_CHANGEPASSWORD")
logger->log1("State: CHANGE PASSWORD");
mCurrentDialog = new ChangePasswordDialog(&loginData);
mCurrentDialog->setVisible(true);
BLOCK_END("Client::gameExec STATE_CHANGEPASSWORD")
break;
case STATE_CHANGEPASSWORD_ATTEMPT:
BLOCK_START("Client::gameExec "
"STATE_CHANGEPASSWORD_ATTEMPT")
logger->log1("State: CHANGE PASSWORD ATTEMPT");
Net::getLoginHandler()->changePassword(loginData.username,
loginData.password, loginData.newPassword);
BLOCK_END("Client::gameExec STATE_CHANGEPASSWORD_ATTEMPT")
break;
case STATE_CHANGEPASSWORD_SUCCESS:
BLOCK_START("Client::gameExec "
"STATE_CHANGEPASSWORD_SUCCESS")
logger->log1("State: CHANGE PASSWORD SUCCESS");
// TRANSLATORS: password change message header
mCurrentDialog = new OkDialog(_("Password Change"),
// TRANSLATORS: password change message text
_("Password changed successfully!"),
DialogType::ERROR);
mCurrentDialog->addActionListener(&accountListener);
mCurrentDialog = nullptr; // OkDialog deletes itself
loginData.password = loginData.newPassword;
loginData.newPassword.clear();
BLOCK_END("Client::gameExec STATE_CHANGEPASSWORD_SUCCESS")
break;
case STATE_CHANGEEMAIL:
logger->log1("State: CHANGE EMAIL");
mCurrentDialog = new ChangeEmailDialog(&loginData);
mCurrentDialog->setVisible(true);
break;
case STATE_CHANGEEMAIL_ATTEMPT:
logger->log1("State: CHANGE EMAIL ATTEMPT");
Net::getLoginHandler()->changeEmail(loginData.email);
break;
case STATE_CHANGEEMAIL_SUCCESS:
logger->log1("State: CHANGE EMAIL SUCCESS");
// TRANSLATORS: email change message header
mCurrentDialog = new OkDialog(_("Email Change"),
// TRANSLATORS: email change message text
_("Email changed successfully!"), DialogType::ERROR);
mCurrentDialog->addActionListener(&accountListener);
mCurrentDialog = nullptr; // OkDialog deletes itself
break;
case STATE_UNREGISTER:
logger->log1("State: UNREGISTER");
mCurrentDialog = new UnRegisterDialog(&loginData);
mCurrentDialog->postInit();
break;
case STATE_UNREGISTER_ATTEMPT:
logger->log1("State: UNREGISTER ATTEMPT");
Net::getLoginHandler()->unregisterAccount(
loginData.username, loginData.password);
break;
case STATE_UNREGISTER_SUCCESS:
logger->log1("State: UNREGISTER SUCCESS");
Net::getLoginHandler()->disconnect();
mCurrentDialog = DialogsManager::openErrorDialog(
// TRANSLATORS: unregister message header
_("Unregister Successful"),
// TRANSLATORS: unregister message text
_("Farewell, come back any time..."), true);
loginData.clear();
// The errorlistener sets the state to STATE_CHOOSE_SERVER
mCurrentDialog->addActionListener(&errorListener);
mCurrentDialog = nullptr; // OkDialog deletes itself
break;
case STATE_SWITCH_SERVER:
BLOCK_START("Client::gameExec STATE_SWITCH_SERVER")
logger->log1("State: SWITCH SERVER");
Net::getLoginHandler()->disconnect();
Net::getGameHandler()->disconnect();
Net::getGameHandler()->clear();
settings.serverName.clear();
serverConfig.write();
serverConfig.unload();
if (setupWindow)
setupWindow->externalUnload();
mState = STATE_CHOOSE_SERVER;
BLOCK_END("Client::gameExec STATE_SWITCH_SERVER")
break;
case STATE_SWITCH_LOGIN:
BLOCK_START("Client::gameExec STATE_SWITCH_LOGIN")
logger->log1("State: SWITCH LOGIN");
Net::getLoginHandler()->logout();
Net::getLoginHandler()->disconnect();
Net::getGameHandler()->disconnect();
Net::getLoginHandler()->connect();
mState = STATE_LOGIN;
BLOCK_END("Client::gameExec STATE_SWITCH_LOGIN")
break;
case STATE_SWITCH_CHARACTER:
BLOCK_START("Client::gameExec STATE_SWITCH_CHARACTER")
logger->log1("State: SWITCH CHARACTER");
// Done with game
Net::getGameHandler()->disconnect();
mState = STATE_GET_CHARACTERS;
BLOCK_END("Client::gameExec STATE_SWITCH_CHARACTER")
break;
case STATE_LOGOUT_ATTEMPT:
logger->log1("State: LOGOUT ATTEMPT");
break;
case STATE_WAIT:
logger->log1("State: WAIT");
break;
case STATE_EXIT:
BLOCK_START("Client::gameExec STATE_EXIT")
logger->log1("State: EXIT");
Net::unload();
BLOCK_END("Client::gameExec STATE_EXIT")
break;
case STATE_FORCE_QUIT:
BLOCK_START("Client::gameExec STATE_FORCE_QUIT")
logger->log1("State: FORCE QUIT");
if (Net::getGeneralHandler())
Net::getGeneralHandler()->unload();
mState = STATE_EXIT;
BLOCK_END("Client::gameExec STATE_FORCE_QUIT")
break;
case STATE_ERROR:
BLOCK_START("Client::gameExec STATE_ERROR")
config.write();
if (mOldState == STATE_GAME)
serverConfig.write();
logger->log1("State: ERROR");
logger->log("Error: %s\n", errorMessage.c_str());
// TRANSLATORS: error message header
mCurrentDialog = DialogsManager::openErrorDialog(
_("Error"),
errorMessage,
true);
mCurrentDialog->addActionListener(&errorListener);
mCurrentDialog = nullptr; // OkDialog deletes itself
Net::getGameHandler()->disconnect();
BLOCK_END("Client::gameExec STATE_ERROR")
break;
case STATE_AUTORECONNECT_SERVER:
// ++++++
break;
case STATE_START:
default:
mState = STATE_FORCE_QUIT;
break;
}
BLOCK_END("Client::gameExec 8")
}
}
return 0;
}
void Client::optionChanged(const std::string &name)
{
if (name == "fpslimit")
{
const int fpsLimit = config.getIntValue("fpslimit");
settings.limitFps = fpsLimit > 0;
WindowManager::setFramerate(fpsLimit);
}
else if (name == "guialpha")
{
const float alpha = config.getFloatValue("guialpha");
settings.guiAlpha = alpha;
ImageHelper::setEnableAlpha(alpha != 1.0F);
}
else if (name == "gamma" || name == "enableGamma")
{
WindowManager::applyGamma();
}
else if (name == "particleEmitterSkip")
{
Particle::emitterSkip = config.getIntValue("particleEmitterSkip") + 1;
}
else if (name == "vsync")
{
WindowManager::applyVSync();
}
else if (name == "repeateInterval" || name == "repeateDelay")
{
WindowManager::applyKeyRepeat();
}
}
void Client::action(const ActionEvent &event)
{
std::string tab;
const std::string &eventId = event.getId();
if (eventId == "close")
{
setState(STATE_FORCE_QUIT);
return;
}
if (eventId == "Setup")
{
tab.clear();
}
else if (eventId == "help")
{
inputManager.executeAction(InputAction::WINDOW_HELP);
return;
}
else if (eventId == "about")
{
inputManager.executeAction(InputAction::WINDOW_ABOUT);
return;
}
else if (eventId == "Video")
{
tab = "Video";
}
else if (eventId == "Themes")
{
tab = "Theme";
}
else if (eventId == "Perfomance")
{
tab = "Perfomance";
}
else
{
return;
}
if (setupWindow)
{
setupWindow->setVisible(!setupWindow->isWindowVisible());
if (setupWindow->isWindowVisible())
{
if (!tab.empty())
setupWindow->activateTab(tab);
setupWindow->requestMoveToTop();
}
}
}
void Client::initFeatures()
{
features.init(paths.getStringValue("featuresFile"), true);
features.setDefaultValues(getFeaturesDefaults());
}
void Client::initTradeFilter() const
{
const std::string tradeListName =
settings.serverConfigDir + "/tradefilter.txt";
std::ofstream tradeFile;
struct stat statbuf;
if (stat(tradeListName.c_str(), &statbuf) || !S_ISREG(statbuf.st_mode))
{
tradeFile.open(tradeListName.c_str(), std::ios::out);
if (tradeFile.is_open())
{
tradeFile << ": sell" << std::endl;
tradeFile << ": buy" << std::endl;
tradeFile << ": trade" << std::endl;
tradeFile << "i sell" << std::endl;
tradeFile << "i buy" << std::endl;
tradeFile << "i trade" << std::endl;
tradeFile << "i trading" << std::endl;
tradeFile << "i am buy" << std::endl;
tradeFile << "i am sell" << std::endl;
tradeFile << "i am trade" << std::endl;
tradeFile << "i am trading" << std::endl;
tradeFile << "i'm buy" << std::endl;
tradeFile << "i'm sell" << std::endl;
tradeFile << "i'm trade" << std::endl;
tradeFile << "i'm trading" << std::endl;
}
tradeFile.close();
}
}
bool Client::isTmw() const
{
const std::string &name = settings.serverName;
if (name == "server.themanaworld.org"
|| name == "themanaworld.org"
|| name == "192.31.187.185")
{
return true;
}
return false;
}
void Client::moveButtons(const int width)
{
if (mSetupButton)
{
int x = width - mSetupButton->getWidth() - mButtonPadding;
mSetupButton->setPosition(x, mButtonPadding);
#ifndef WIN32
x -= mPerfomanceButton->getWidth() + mButtonSpacing;
mPerfomanceButton->setPosition(x, mButtonPadding);
x -= mVideoButton->getWidth() + mButtonSpacing;
mVideoButton->setPosition(x, mButtonPadding);
x -= mThemesButton->getWidth() + mButtonSpacing;
mThemesButton->setPosition(x, mButtonPadding);
x -= mAboutButton->getWidth() + mButtonSpacing;
mAboutButton->setPosition(x, mButtonPadding);
x -= mHelpButton->getWidth() + mButtonSpacing;
mHelpButton->setPosition(x, mButtonPadding);
#ifdef ANDROID
x -= mCloseButton->getWidth() + mButtonSpacing;
mCloseButton->setPosition(x, mButtonPadding);
#endif
#endif
}
}
void Client::windowRemoved(const Window *const window)
{
if (mCurrentDialog == window)
mCurrentDialog = nullptr;
}
void Client::logVars()
{
#ifdef ANDROID
logger->log("APPDIR: %s", getenv("APPDIR"));
logger->log("DATADIR2: %s", getSdStoragePath().c_str());
#endif
}
#ifdef ANDROID
#ifdef USE_SDL2
void Client::extractAssets()
{
if (!getenv("APPDIR"))
{
logger->log("error: APPDIR is not set!");
return;
}
const std::string fileName = std::string(getenv(
"APPDIR")).append("/data.zip");
logger->log("Extracting asset into: " + fileName);
uint8_t *buf = new uint8_t[1000000];
FILE *const file = fopen(fileName.c_str(), "w");
for (int f = 0; f < 100; f ++)
{
std::string part = strprintf("manaplus-data.zip%u%u",
static_cast(f / 10),
static_cast(f % 10));
logger->log("testing asset: " + part);
SDL_RWops *const rw = SDL_RWFromFile(part.c_str(), "r");
if (rw)
{
const int size = SDL_RWsize(rw);
int size2 = SDL_RWread(rw, buf, 1, size);
logger->log("asset size: %d", size2);
fwrite(buf, 1, size2, file);
SDL_RWclose(rw);
setProgress(loadingProgressCounter + 1);
}
else
{
break;
}
}
fclose(file);
const std::string fileName2 = std::string(getenv(
"APPDIR")).append("/locale.zip");
FILE *const file2 = fopen(fileName2.c_str(), "w");
SDL_RWops *const rw = SDL_RWFromFile("manaplus-locale.zip", "r");
if (rw)
{
const int size = SDL_RWsize(rw);
int size2 = SDL_RWread(rw, buf, 1, size);
fwrite(buf, 1, size2, file2);
SDL_RWclose(rw);
setProgress(loadingProgressCounter + 1);
}
fclose(file2);
delete [] buf;
}
#endif
#endif