/*
* 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>
#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_select.h"
#include "gui/connection.h"
#include "gui/gui.h"
#include "gui/serverdialog.h"
#include "gui/login.h"
#include "gui/quitdialog.h"
#include "gui/ok_dialog.h"
#include "gui/register.h"
#include "gui/updatewindow.h"
#include "gui/textfield.h"
#include "net/charserverhandler.h"
#include "net/connection.h"
#include "net/loginhandler.h"
#include "net/logouthandler.h"
#include "net/network.h"
#include "net/accountserver/accountserver.h"
#include "net/accountserver/account.h"
#include "net/chatserver/chatserver.h"
#include "net/gameserver/gameserver.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_character;
std::string token;
Graphics *graphics;
unsigned char state;
std::string errorMessage;
std::string homeDir;
unsigned char screen_mode;
Sound sound;
Music *bgm;
Configuration config; /**< Xml file configuration reader */
Logger *logger; /**< Log object */
Net::Connection *accountServerConnection = 0;
Net::Connection *gameServerConnection = 0;
Net::Connection *chatServerConnection = 0;
namespace {
struct ErrorListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event)
{
state = STATE_CHOOSE_SERVER;
}
} 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),
serverPort(0)
{};
bool printHelp;
bool skipUpdate;
bool chooseDefault;
std::string playername;
std::string password;
std::string configPath;
std::string serverName;
short serverPort;
};
/**
* Initializes the home directory. On UNIX and FreeBSD, ~/.tmw is used. On
* Windows and other systems we use the current working directory.
*/
void initHomeDir()
{
#if !(defined __USE_UNIX98 || defined __FreeBSD__)
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
}
/**
* Initialize configuration.
*/
void initConfiguration(const Options &options)
{
// Fill configuration with defaults
logger->log("Initializing configuration...");
config.setValue("host", "server.themanaworld.org");
config.setValue("port", 9601);
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", 0);
config.setValue("updatehost", "http://updates.themanaworld.org");
config.setValue("customcursor", 1);
config.setValue("homeDir", homeDir);
// Checking if the configuration file exists... otherwise create 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);
}
}
/**
* Do all initialization stuff.
*/
void initEngine()
{
// 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);
SDL_WM_SetCaption("The Mana World", NULL);
SDL_WM_SetIcon(IMG_Load(TMW_DATADIR "data/icons/tmw-icon.png"), NULL);
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);
#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", defaultScreenWidth);
int height = (int) config.getValue("screenheight", defaultScreenHeight);
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();
gui = new Gui(graphics);
state = STATE_CHOOSE_SERVER; /**< Initial game state */
// 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);
}
}
/** Clear the engine */
void exit_engine()
{
config.write();
delete gui;
delete graphics;
// Shutdown libxml
xmlCleanupParser();
// Shutdown sound
sound.close();
// Unload XML databases
EquipmentDB::unload();
ItemDB::unload();
MonsterDB::unload();
ResourceManager::deleteInstance();
}
void printHelp()
{
std::cout <<
"tmw\n\n"
"Options:\n"
" -h --help : Display this help\n"
" -u --skipupdate : Skip the update process\n"
" -U --username : Login with this username\n"
" -P --password : Login with this password\n"
" -D --default : Bypass the login process with default settings\n"
" -s --server : Login Server name or IP\n"
" -o --port : Login Server Port\n"
" -p --playername : Login with this player\n"
" -C --configfile : Configuration file to use\n";
}
void parseOptions(int argc, char *argv[], Options &options)
{
const char *optstring = "huU:P:Dp:s:o: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' },
{ "server", required_argument, 0, 's' },
{ "port", required_argument, 0, 'o' },
{ "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.playername = optarg;
break;
case 'P':
options.password = optarg;
break;
case 'D':
options.chooseDefault = true;
break;
case 's':
options.serverName = optarg;
break;
case 'o':
options.serverPort = (short)atoi(optarg);
break;
case 'p':
options.playername = optarg;
break;
case 'C':
options.configPath = optarg;
break;
}
}
}
/**
* Reads the file "updates/resources2.txt" and attempts to load each update
* mentioned in it.
*/
void loadUpdates()
{
const std::string updatesFile = "updates/resources2.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)
{
std::stringstream line(lines[i]);
std::string filename;
line >> filename;
resman->addToSearchPath(homeDir + "/updates/" + filename, false);
}
}
CharServerHandler charServerHandler;
LoginData loginData;
LoginHandler loginHandler;
LogoutHandler logoutHandler;
LockedArray<LocalPlayer*> charInfo(MAX_SLOT + 1);
// TODO Find some nice place for these functions
void accountLogin(LoginData *loginData)
{
logger->log("Username is %s", loginData->username.c_str());
Net::registerHandler(&loginHandler);
charInfo.clear();
charServerHandler.setCharInfo(&charInfo);
Net::registerHandler(&charServerHandler);
// Send login infos
Net::AccountServer::login(accountServerConnection, 0,
loginData->username, loginData->password);
// 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 accountRegister(LoginData *loginData)
{
logger->log("Username is %s", loginData->username.c_str());
Net::registerHandler(&loginHandler);
charInfo.clear();
charServerHandler.setCharInfo(&charInfo);
Net::registerHandler(&charServerHandler);
Net::AccountServer::registerAccount(accountServerConnection, 0,
loginData->username, loginData->password, loginData->email);
}
void accountUnRegister(LoginData *loginData)
{
Net::registerHandler(&logoutHandler);
Net::AccountServer::Account::unregister(loginData->username,
loginData->password);
}
void switchCharacter(std::string* passToken)
{
Net::registerHandler(&logoutHandler);
logoutHandler.reset();
logoutHandler.setScenario(LOGOUT_SWITCH_CHARACTER, passToken);
Net::GameServer::logout(true);
Net::ChatServer::logout();
}
void switchAccountServer()
{
Net::registerHandler(&logoutHandler);
logoutHandler.reset();
logoutHandler.setScenario(LOGOUT_SWITCH_ACCOUNTSERVER);
//Can't logout if we were not logged in ...
if (accountServerConnection->isConnected())
{
Net::AccountServer::logout();
}
else
{
logoutHandler.setAccountLoggedOut();
}
if (gameServerConnection->isConnected())
{
Net::GameServer::logout(false);
}
else
{
logoutHandler.setGameLoggedOut();
}
if (chatServerConnection->isConnected())
{
Net::ChatServer::logout();
}
else
{
logoutHandler.setChatLoggedOut();
}
}
void logoutThenExit()
{
Net::registerHandler(&logoutHandler);
logoutHandler.reset();
logoutHandler.setScenario(LOGOUT_EXIT);
//Can't logout if we were not logged in ...
if (accountServerConnection->isConnected())
{
Net::AccountServer::logout();
}
else
{
logoutHandler.setAccountLoggedOut();
}
if (gameServerConnection->isConnected())
{
Net::GameServer::logout(false);
}
else
{
logoutHandler.setGameLoggedOut();
}
if (chatServerConnection->isConnected())
{
Net::ChatServer::logout();
}
else
{
logoutHandler.setChatLoggedOut();
}
}
void reconnectAccount(const std::string& passToken)
{
Net::registerHandler(&loginHandler);
charInfo.clear();
charServerHandler.setCharInfo(&charInfo);
Net::registerHandler(&charServerHandler);
Net::AccountServer::reconnectAccount(accountServerConnection, passToken);
}
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.
void initXML()
{
logger->log("Initializing libxml2...");
xmlInitParser();
LIBXML_TEST_VERSION;
// Suppress libxml2 error messages
xmlSetGenericErrorFunc(NULL, xmlNullLogger);
}
/** Main */
int main(int argc, char *argv[])
{
#ifdef PACKAGE_VERSION
std::cout << "The Mana World v" << PACKAGE_VERSION << std::endl;
#endif
// Parse command line options
Options options;
parseOptions(argc, argv, options);
if (options.printHelp)
{
printHelp();
return 0;
}
// Initialize PhysicsFS
PHYSFS_init(argv[0]);
initHomeDir();
// Configure logger
logger = new Logger();
logger->setLogFile(homeDir + std::string("/tmw.log"));
logger->setLogToStandardOut(config.getValue("logToStandardOut", 0));
// Log the tmw version
#ifdef PACKAGE_VERSION
logger->log("The Mana World v%s", PACKAGE_VERSION);
#endif
initXML();
initConfiguration(options);
initEngine();
Window *currentDialog = NULL;
QuitDialog* quitDialog = NULL;
Image *login_wallpaper = NULL;
Game *game = NULL;
sound.playMusic(TMW_DATADIR "data/music/Magick - Real.ogg");
// Server choice
if (options.serverName.empty()) {
loginData.hostname = config.getValue("MostUsedServerName0",
defaultAccountServerName.c_str());
}
else {
loginData.hostname = options.serverName;
}
if (options.serverPort == 0) {
loginData.port = (short)config.getValue("MostUsedServerPort0",
defaultAccountServerPort);
} else {
loginData.port = options.serverPort;
}
loginData.username = options.playername;
if (loginData.username.empty()) {
if (config.getValue("remember", 0)) {
loginData.username = config.getValue("username", "");
}
}
if (!options.password.empty()) {
loginData.password = options.password;
}
loginData.remember = config.getValue("remember", 0);
Net::initialize();
accountServerConnection = Net::getConnection();
gameServerConnection = Net::getConnection();
chatServerConnection = Net::getConnection();
unsigned int oldstate = !state; // We start with a status change.
SDL_Event event;
while (state != STATE_FORCE_QUIT)
{
// Handle SDL events
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
state = STATE_FORCE_QUIT;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE)
if (!quitDialog)
{
quitDialog = new QuitDialog(NULL, &quitDialog);
}
else
{
quitDialog->requestMoveToTop();
}
break;
}
guiInput->pushInput(event);
}
gui->logic();
Net::flush();
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();
// TODO: Add connect timeouts
if (state == STATE_CONNECT_ACCOUNT &&
accountServerConnection->isConnected())
{
if (options.skipUpdate) {
state = STATE_LOGIN;
} else {
state = STATE_UPDATE;
}
}
else if (state == STATE_CONNECT_GAME &&
gameServerConnection->isConnected() &&
chatServerConnection->isConnected())
{
accountServerConnection->disconnect();
Net::clearHandlers();
state = STATE_GAME;
}
else if (state == STATE_RECONNECT_ACCOUNT &&
accountServerConnection->isConnected())
{
reconnectAccount(token);
state = STATE_WAIT;
}
if (state != oldstate) {
// Load updates after exiting the update state
if (oldstate == STATE_UPDATE)
{
loadUpdates();
// Reload the wallpaper in case that it was updated
login_wallpaper->decRef();
login_wallpaper = ResourceManager::getInstance()->
getImage("graphics/images/login_wallpaper.png");
}
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) {
currentDialog = new ServerDialog(&loginData);
} else {
state = STATE_CONNECT_ACCOUNT;
// Reset options so that cancelling or connect timeout
// will show the server dialog
options.serverName = "";
options.serverPort = 0;
}
break;
case STATE_CONNECT_ACCOUNT:
logger->log("State: CONNECT_ACCOUNT");
logger->log("Trying to connect to account server...");
accountServerConnection->connect(loginData.hostname,
loginData.port);
currentDialog = new ConnectionDialog(STATE_CHOOSE_SERVER);
break;
case STATE_UPDATE:
logger->log("State: UPDATE");
// TODO: Revive later
//currentDialog = new UpdaterWindow();
state = STATE_LOGIN;
break;
case STATE_LOGIN:
logger->log("State: LOGIN");
// Load XML databases
EquipmentDB::load();
ItemDB::load();
MonsterDB::load();
currentDialog = new LoginDialog(&loginData);
// TODO: Restore autologin
//if (!loginData.password.empty()) {
// accountLogin(&loginData);
//}
break;
case STATE_LOGIN_ATTEMPT:
accountLogin(&loginData);
break;
case STATE_SWITCH_ACCOUNTSERVER:
logger->log("State: SWITCH_ACCOUNTSERVER");
gameServerConnection->disconnect();
chatServerConnection->disconnect();
accountServerConnection->disconnect();
state = STATE_CHOOSE_SERVER;
break;
case STATE_SWITCH_ACCOUNTSERVER_ATTEMPT:
logger->log("State: SWITCH_ACCOUNTSERVER_ATTEMPT");
switchAccountServer();
break;
case STATE_REGISTER:
logger->log("State: REGISTER");
currentDialog = new RegisterDialog(&loginData);
break;
case STATE_REGISTER_ATTEMPT:
accountRegister(&loginData);
break;
case STATE_CHAR_SELECT:
logger->log("State: CHAR_SELECT");
currentDialog =
new CharSelectDialog(&charInfo, &loginData);
if (((CharSelectDialog*) currentDialog)->
selectByName(options.playername))
options.chooseDefault = true;
else
((CharSelectDialog*) currentDialog)->selectByName(
config.getValue("lastCharacter", ""));
if (options.chooseDefault)
((CharSelectDialog*) currentDialog)->action(
gcn::ActionEvent(NULL, "ok"));
break;
case STATE_UNREGISTER_ATTEMPT:
logger->log("State: UNREGISTER ATTEMPT");
accountUnRegister(&loginData);
loginData.clear();
break;
case STATE_UNREGISTER:
logger->log("State: UNREGISTER");
accountServerConnection->disconnect();
currentDialog = new OkDialog("Unregister succesfull",
"Farewell, come back any time ....");
//The errorlistener sets the state to STATE_CHOOSE_SERVER
currentDialog->addActionListener(&errorListener);
currentDialog = NULL; // OkDialog deletes itself
break;
case STATE_ERROR:
logger->log("State: ERROR");
currentDialog = new OkDialog("Error", errorMessage);
currentDialog->addActionListener(&errorListener);
currentDialog = NULL; // OkDialog deletes itself
gameServerConnection->disconnect();
chatServerConnection->disconnect();
Net::clearHandlers();
break;
case STATE_CONNECT_GAME:
logger->log("State: CONNECT_GAME");
currentDialog = new ConnectionDialog(STATE_CHAR_SELECT);
break;
case STATE_GAME:
logger->log("Memorizing selected character %s",
player_node->getName().c_str());
config.setValue("lastCharacter", player_node->getName());
Net::GameServer::connect(gameServerConnection, token);
Net::ChatServer::connect(chatServerConnection, token);
sound.fadeOutMusic(1000);
currentDialog = NULL;
logger->log("State: GAME");
game = new Game;
game->logic();
delete game;
//If the quitdialog didn't set the next state
if (state == STATE_GAME)
{
state = STATE_EXIT;
}
else if (state != STATE_FORCE_QUIT)
{
//TODO: solve this problem
delete gui; // Crashes otherwise
gui = new Gui(graphics);
}
break;
case STATE_SWITCH_CHARACTER:
logger->log("State: SWITCH_CHARACTER");
switchCharacter(&token);
break;
case STATE_RECONNECT_ACCOUNT:
logger->log("State: RECONNECT_ACCOUNT");
//done with game&chat
gameServerConnection->disconnect();
chatServerConnection->disconnect();
accountServerConnection->connect(loginData.hostname,
loginData.port);
break;
case STATE_WAIT:
break;
case STATE_EXIT:
logger->log("State: EXIT");
logoutThenExit();
break;
default:
state = STATE_FORCE_QUIT;
break;
}
}
}
accountServerConnection->disconnect();
gameServerConnection->disconnect();
chatServerConnection->disconnect();
delete accountServerConnection;
delete gameServerConnection;
delete chatServerConnection;
Net::finalize();
logger->log("Quitting");
exit_engine();
PHYSFS_deinit();
delete logger;
return 0;
}