/*
* 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 "gui/char_server.h"
#include "gui/char_select.h"
#include "gui/inventory.h"
#include "gui/ok_dialog.h"
#include "sound.h"
#include "graphics.h"
#include "resources/resourcemanager.h"
#include "net/protocol.h"
#include <iostream>
#include <guichan.hpp>
#include <physfs.h>
#include <libxml/xmlversion.h>
#include <libxml/parser.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include <SDL_image.h>
#ifdef __USE_UNIX98
#include <sys/stat.h>
#include <pwd.h>
#include <unistd.h>
#include <errno.h>
#endif
// Account infos
int account_ID, session_ID1, session_ID2;
char sex, n_server, n_character;
SERVER_INFO *server_info;
PLAYER_INFO *char_info = new PLAYER_INFO;
Spriteset *hairset = NULL, *playerset = NULL;
Image *login_wallpaper = NULL;
Graphics *graphics;
Map *tiledMap;
char username[LEN_USERNAME];
char password[LEN_PASSWORD];
int map_address, char_ID;
short map_port;
char map_name[16];
unsigned char state;
unsigned char screen_mode;
char *homeDir = NULL;
int displayFlags, screenW, screenH, bitDepth;
bool useOpenGL = false;
volatile int framesToDraw = 0;
Sound sound;
Music *bgm;
Configuration config; /**< Xml file configuration reader */
Logger *logger; /**< Log object */
ItemManager *itemDb; /**< Item database object */
/**
* Allows the next frame to be drawn (part of framerate limiting)
*/
Uint32 nextFrame(Uint32 interval, void *param)
{
framesToDraw++;
return interval;
}
/**
* Listener used for responding to map start error dialog.
*/
class MapStartErrorListener : public gcn::ActionListener {
void action(const std::string &eventId) {
if (eventId == "ok") {
state = LOGIN;
}
}
} mapStartErrorListener;
/**
* Listener used for responding to init warning.
*/
class InitWarningListener : public gcn::ActionListener {
void action(const std::string &eventId) {
if (eventId == "ok") {
state = LOGIN;
}
}
} initWarningListener;
/**
* Do all initialization stuff
*/
void init_engine()
{
// Initialize 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);
homeDir = new char[256];
#ifndef __USE_UNIX98
// In Windows and other systems we currently store data next to executable.
strcpy(homeDir, "");
#else
// In UNIX we store data in ~/.tmw/
char *name = getlogin();
passwd *pass;
if (name != NULL) {
pass = getpwnam(name);
}
else {
pass = getpwuid(geteuid());
}
if (pass == NULL) {
printf("Couldn't determine the user home directory. Exitting.\n");
exit(1);
}
// Checking if homeuser/.tmw folder exists.
sprintf(homeDir, "%s/.tmw/", pass->pw_dir);
if ((mkdir(homeDir, S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH) != 0) &&
(errno != EEXIST))
{
printf("%s can't be made, but it doesn't exist! Exitting.\n", homeDir);
exit(1);
}
#endif
// Initialize logger
logger = new Logger(std::string(homeDir) + std::string("tmw.log"));
// Fill configuration with defaults
config.setValue("host", "animesites.de");
config.setValue("port", 6901);
config.setValue("hwaccel", 0);
config.setValue("opengl", 0);
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);
// Checking if the configuration file exists... otherwise creates it with
// default options !
FILE *tmwFile = 0;
char configPath[256];
sprintf(configPath, "%sconfig.xml", homeDir);
tmwFile = fopen(configPath, "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, "wt");
if (tmwFile == NULL) {
printf("Can't create %s. Using Defaults.\n", configPath);
}
else {
fclose(tmwFile);
config.init(configPath);
}
}
else {
fclose(tmwFile);
config.init(configPath);
}
SDL_WM_SetCaption("The Mana World", NULL);
#ifdef USE_OPENGL
useOpenGL = true;
#else
useOpenGL = false;
#endif
displayFlags = SDL_ANYFORMAT;
if ((int)config.getValue("screen", 0) == 1) {
displayFlags |= SDL_FULLSCREEN;
}
if (useOpenGL) {
displayFlags |= SDL_OPENGL;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
else {
if ((int)config.getValue("hwaccel", 0)) {
logger->log("Attempting to use hardware acceleration.");
displayFlags |= SDL_HWSURFACE | SDL_DOUBLEBUF;
}
else {
displayFlags |= SDL_SWSURFACE;
}
}
screenW = (int)config.getValue("screenwidth", 800);
screenH = (int)config.getValue("screenheight", 600);
bitDepth = (int)config.getValue("colordepth", 16);
SDL_WM_SetIcon(IMG_Load(TMW_DATADIR "data/icons/tmw-icon.png"), NULL);
screen = SDL_SetVideoMode(screenW, screenH, bitDepth, displayFlags);
if (screen == NULL) {
std::cerr << "Couldn't set " << screenW << "x" << screenH << "x" <<
bitDepth << " video mode: " << SDL_GetError() << std::endl;
exit(1);
}
char videoDriverName[64];
if (SDL_VideoDriverName(videoDriverName, 64)) {
logger->log("Using video driver: %s", videoDriverName);
}
else {
logger->log("Using video driver: unkown");
}
const SDL_VideoInfo *vi = SDL_GetVideoInfo();
logger->log("Possible to create hardware surfaces: %s",
((vi->hw_available) ? "yes" : "no "));
logger->log("Window manager available: %s",
((vi->wm_available) ? "yes" : "no"));
logger->log("Accelerated hardware to hardware blits: %s",
((vi->blit_hw) ? "yes" : "no"));
logger->log("Accelerated hardware to hardware colorkey blits: %s",
((vi->blit_hw_CC) ? "yes" : "no"));
logger->log("Accelerated hardware to hardware alpha blits: %s",
((vi->blit_hw_A) ? "yes" : "no"));
logger->log("Accelerated software to hardware blits: %s",
((vi->blit_sw) ? "yes" : "no"));
logger->log("Accelerated software to hardware colorkey blits: %s",
((vi->blit_sw_CC) ? "yes" : "no"));
logger->log("Accelerated software to hardware alpha blits: %s",
((vi->blit_sw_A) ? "yes" : "no"));
logger->log("Accelerated color fills: %s",
((vi->blit_fill) ? "yes" : "no"));
logger->log("Available video memory: %d", vi->video_mem);
//vfmt Pixel format of the video device
// Initialize item manager
itemDb = new ItemManager();
// Create the graphics context
graphics = new Graphics();
ResourceManager *resman = ResourceManager::getInstance();
login_wallpaper = resman->getImage(
"graphics/images/login_wallpaper.png");
Image *playerImg = resman->getImage(
"graphics/sprites/player_male_base.png");
Image *hairImg = resman->getImage(
"graphics/sprites/player_male_hair.png");
if (!login_wallpaper) logger->error("Couldn't load login_wallpaper.png");
if (!playerImg) logger->error("Couldn't load player_male_base.png");
if (!hairImg) logger->error("Couldn't load player_male_hair.png");
playerset = new Spriteset(playerImg, 64, 64);
hairset = new Spriteset(hairImg, 40, 40);
gui = new Gui(graphics);
state = LOGIN;
// Initialize sound engine
try {
if (config.getValue("sound", 0) == 1) {
sound.init();
}
sound.setSfxVolume((int)config.getValue("sfxVolume", 100));
sound.setMusicVolume((int)config.getValue("musicVolume", 60));
}
catch (const char *err) {
state = ERROR;
new OkDialog("Sound Engine", err, &initWarningListener);
logger->log("Warning: %s", err);
}
// Set frame counter when using fps limit
int fpsLimit = (int)config.getValue("fpslimit", 0);
if (fpsLimit)
{
if (fpsLimit < 20) fpsLimit = 20;
if (fpsLimit > 200) fpsLimit = 200;
SDL_AddTimer(1000 / fpsLimit, nextFrame, NULL);
}
}
/** Clear the engine */
void exit_engine()
{
config.write();
delete[] homeDir;
delete gui;
delete graphics;
delete itemDb;
// Shutdown libxml
xmlCleanupParser();
ResourceManager::deleteInstance();
delete logger;
}
/** Main */
int main(int argc, char *argv[])
{
// Initialize libxml2 and check for potential ABI mismatches between
// compiled version and the shared library actually used.
xmlInitParser();
LIBXML_TEST_VERSION;
// Redirect libxml errors to /dev/null
FILE *nullFile = fopen("/dev/null", "w");
xmlSetGenericErrorFunc(nullFile, NULL);
// Initialize PhysicsFS
PHYSFS_init(argv[0]);
init_engine();
SDL_Event event;
while (state != EXIT)
{
// Handle SDL events
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
state = EXIT;
break;
}
guiInput->pushInput(event);
}
ResourceManager *resman = ResourceManager::getInstance();
switch (state) {
case LOGIN:
logger->log("State: LOGIN");
sound.playMusic(TMW_DATADIR "data/music/Ivano(de)Jeanette.ogg");
/*bgm = resman->getMusic("music/Ivano(de)Jeanette.ogg");
bgm->play(-1);*/
login();
break;
case CHAR_SERVER:
logger->log("State: CHAR_SERVER");
char_server();
break;
case CHAR_SELECT:
logger->log("State: CHAR_SELECT");
charSelect();
break;
case GAME:
sound.fadeOutMusic(1000);
//bgm->stop();
logger->log("State: GAME");
try {
map_start();
game();
}
catch (const char* err) {
state = ERROR;
new OkDialog("Error", err, &mapStartErrorListener);
}
break;
case ERROR:
// Redraw GUI
login_wallpaper->draw(screen, 0, 0);
gui->logic();
gui->draw();
graphics->updateScreen();
break;
default:
state = EXIT;
break;
}
}
logger->log("State: EXIT");
exit_engine();
PHYSFS_deinit();
return 0;
}
// GetSkill Function
// Retrieves the level of the skill for the ID value given.
// This function also increases the XP of the skill by the given parameter.
// Call n_base to return the actual value, regardless of equipment modifiers.
// ---by Kyokai
/*
int PLAYER_INFO::GetSkill(int n_ID, int n_XP, int n_base)
{
if (n_ID > N_SKILLS || n_ID < 0) // out of cheese error, abort function
return 0;
// 1. raise the exp value
m_Skill[n_ID].exp += (short)(n_XP * m_Skill[n_ID].mod);
// 2. Check for level up
if (m_Skill[n_ID].exp >= 20 * ((m_Skill[n_ID].level)^(6/5)))
{
m_Skill[n_ID].level += 1;
m_Skill[n_ID].exp = 0;
// TO DO: send the user a message that tells him his
// skill just leveled up!
}
// 3. getting the return value
int r = m_Skill[n_ID].level;
if (n_base)
{
// TO DO: alter values based on equipment bonuses
}
return r; // return the value
}
*/