/* * 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 #include #include #include #include #include #include #include #include #if (defined __USE_UNIX98 || defined __FreeBSD__) #include #include #elif defined WIN32 #define NOGDI #endif #include "configuration.h" #include "game.h" #include "graphics.h" #include "lockedarray.h" #include "localplayer.h" #include "log.h" #include "logindata.h" #ifdef USE_OPENGL #include "openglgraphics.h" #endif #include "sound.h" #include "gui/char_select.h" #include "gui/connection.h" #include "gui/gui.h" #include "gui/login.h" #include "gui/ok_dialog.h" #include "gui/register.h" #include "gui/updatewindow.h" #include "gui/textfield.h" #include "net/charserverhandler.h" #include "net/loginhandler.h" #include "net/maploginhandler.h" #include "net/messageout.h" #include "net/network.h" #include "net/protocol.h" #include "resources/image.h" #include "resources/resourcemanager.h" #include "resources/spriteset.h" #include "utils/dtor.h" #include "utils/tostring.h" // Account infos char n_character; std::vector hairset; Spriteset *playerset[2]; 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 */ namespace { struct ErrorListener : public gcn::ActionListener { void action(const std::string &eventId, gcn::Widget *widget) { state = STATE_CHOOSE_SERVER; } } errorListener; } /** * 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() { // Fill configuration with defaults config.setValue("host", "animesites.de"); 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://themanaworld.org/files"); 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 = 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 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); 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", 800); int height = (int)config.getValue("screenheight", 600); int bpp = 0; bool fullscreen = ((int)config.getValue("screen", 0) == 1); bool hwaccel = ((int)config.getValue("hwaccel", 0) == 1); // Try to set the desired video mode if (!graphics->setVideoMode(width, height, bpp, fullscreen, hwaccel)) { std::cerr << "Couldn't set " << width << "x" << height << "x" << bpp << " video mode: " << SDL_GetError() << std::endl; exit(1); } // Initialize for drawing graphics->_beginDraw(); playerset[0] = resman->getSpriteset( "graphics/sprites/player_male_base.png", 64, 64); if (!playerset[0]) logger->error("Couldn't load male player spriteset!"); playerset[1] = resman->getSpriteset( "graphics/sprites/player_female_base.png", 64, 64); if (!playerset[1]) logger->error("Couldn't load female player spriteset!"); for (int i = 0; i < NR_HAIR_STYLES; i++) { Spriteset *tmp = ResourceManager::getInstance()->getSpriteset( "graphics/sprites/hairstyle" + toString(i + 1) + ".png", 40, 40); if (!tmp) { logger->error("Unable to load hairstyle"); } else { hairset.push_back(tmp); } } gui = new Gui(graphics); state = STATE_CHOOSE_SERVER; /**< Initial game state */ // Initialize sound engine try { if (config.getValue("sound", 0) == 1) { sound.init(); } sound.setSfxVolume((int)config.getValue("sfxVolume", 100)); sound.setMusicVolume((int)config.getValue("musicVolume", 60)); } catch (const char *err) { state = STATE_ERROR; errorMessage = err; logger->log("Warning: %s", err); } } /** Clear the engine */ void exit_engine() { config.write(); delete gui; delete graphics; std::for_each(hairset.begin(), hairset.end(), std::mem_fun(&Spriteset::decRef)); hairset.clear(); playerset[0]->decRef(); playerset[1]->decRef(); // Shutdown libxml xmlCleanupParser(); // Shutdown sound sound.close(); ResourceManager::deleteInstance(); } /** * A structure holding the values of various options that can be passed from * the command line. */ struct Options { /** * Constructor. */ Options(): printHelp(false), skipUpdate(false), chooseDefault(false) {}; bool printHelp; bool skipUpdate; bool chooseDefault; std::string username; std::string password; }; void printHelp() { std::cout << "tmw" << std::endl << std::endl << "Options: " << std::endl << " -h --help : Display this help" << std::endl << " -u --skipupdate : Skip the update process" << std::endl << " -U --username : Login with this username" << std::endl << " -P --password : Login with this password" << std::endl << " -D --default : Bypass the login process with default settings" << std::endl; } void parseOptions(int argc, char *argv[], Options &options) { const char *optstring = "huU:P:D"; 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' }, { 0 } }; while (optind < argc) { int result = getopt_long(argc, argv, optstring, long_options, NULL); if (result == -1) { break; } switch (result) { default: // Unknown option case 'h': options.printHelp = true; break; case 'u': options.skipUpdate = true; break; case 'U': options.username = optarg; break; case 'P': options.password = optarg; break; case 'D': options.chooseDefault = true; break; } } } /** * Reads the file "updates/resources.txt" and attempts to load each update * mentioned in it. */ void loadUpdates() { const std::string updatesFile = "updates/resources.txt"; ResourceManager *resman = ResourceManager::getInstance(); std::vector lines = resman->loadTextFile(updatesFile); std::string homeDir = config.getValue("homeDir", ""); for (unsigned int i = 0; i < lines.size(); ++i) { resman->addToSearchPath(homeDir + "/updates/" + lines[i], false); } } CharServerHandler charServerHandler; LoginData loginData; LoginHandler loginHandler; LockedArray charInfo(MAX_SLOT + 1); MapLoginHandler mapLoginHandler; // TODO Find some nice place for these functions void accountLogin(LoginData *loginData) { logger->log("Username is %s", loginData->username.c_str()); network->registerHandler(&loginHandler); network->registerHandler(&charServerHandler); loginHandler.setLoginData(loginData); charServerHandler.setLoginData(loginData); charServerHandler.setCharInfo(&charInfo); // Send login infos MessageOut msg(PAMSG_LOGIN); msg.writeLong(0); // client version msg.writeString(loginData->username); msg.writeString(loginData->password); network->send(Network::ACCOUNT, msg); // 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()); network->registerHandler(&loginHandler); loginHandler.setLoginData(loginData); charServerHandler.setLoginData(loginData); charServerHandler.setCharInfo(&charInfo); // Send login infos MessageOut msg(PAMSG_REGISTER); msg.writeLong(0); // client version msg.writeString(loginData->username); msg.writeString(loginData->password); msg.writeString(loginData->email); network->send(Network::ACCOUNT, msg); } void mapLogin(Network *network, LoginData *loginData) { // TODO: Before the client has been identified using the magic token, the // map path is not known yet. logger->log("Map: %s", map_path.c_str()); network->registerHandler(&mapLoginHandler); // Send login infos // TODO: The token would need to be sent to complete client identification // for the game server //MessageOut outMsg(0x0072); //outMsg.writeLong(loginData->account_ID); //outMsg.writeLong(player_node->mCharId); //outMsg.writeLong(loginData->session_ID1); //outMsg.writeLong(loginData->session_ID2); } /** 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(); initConfiguration(); // Configure logger logger = new Logger(); logger->setLogFile(homeDir + std::string("/tmw.log")); logger->setLogToStandardOut(config.getValue("logToStandardOut", 0)); // Initialize libxml2 and check for potential ABI mismatches between // compiled version and the shared library actually used. logger->log("Initializing libxml2..."); xmlInitParser(); LIBXML_TEST_VERSION; // Redirect libxml errors to /dev/null FILE *nullFile = fopen("/dev/null", "w"); xmlSetGenericErrorFunc(nullFile, NULL); init_engine(); unsigned int oldstate = !state; // We start with a status change. Window *currentDialog = NULL; Image *login_wallpaper = NULL; Game *game = NULL; sound.playMusic(TMW_DATADIR "data/music/Magick - Real.ogg"); loginData.username = options.username; if (loginData.username.empty()) { if (config.getValue("remember", 0)) { loginData.username = config.getValue("username", ""); } } if (!options.password.empty()) { loginData.password = options.password; } loginData.hostname = config.getValue("host", "animesites.de"); loginData.port = (short)config.getValue("port", 0); loginData.remember = config.getValue("remember", 0); if (enet_initialize() != 0) { logger->error("An error occurred while initializing ENet."); } network = new Network(); SDL_Event event; while (state != STATE_EXIT) { // Handle SDL events while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: state = STATE_EXIT; break; case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE) state = STATE_EXIT; break; } guiInput->pushInput(event); } gui->logic(); network->flush(); if (network->getState() == Network::NET_ERROR) { state = STATE_ERROR; errorMessage = "Got disconnected from server!"; } if (!login_wallpaper) { login_wallpaper = ResourceManager::getInstance()-> getImage("graphics/images/login_wallpaper.png"); if (!login_wallpaper) { logger->error("Couldn't load login_wallpaper.png"); } } graphics->drawImage(login_wallpaper, 0, 0); #ifdef PACKAGE_VERSION graphics->setFont(gui->getFont()); graphics->drawText(PACKAGE_VERSION, 0, 0); #endif gui->draw(); graphics->updateScreen(); // TODO: Add connect timeout to go back to choose server if (state == STATE_CONNECT_ACCOUNT && network->isConnected(Network::ACCOUNT)) { if (options.skipUpdate) { state = STATE_LOGIN; } else { state = STATE_UPDATE; } } else if (state == STATE_CONNECT_GAME && network->isConnected(Network::GAME) && network->isConnected(Network::CHAT)) { // TODO: Somehow send the token state = STATE_GAME; } if (state != oldstate) { // Load updates after exiting the update state if (oldstate == STATE_UPDATE) { loadUpdates(); } // Disconnect from account server once connected to game server if (oldstate == STATE_CONNECT_GAME && state == STATE_GAME) { network->disconnect(Network::ACCOUNT); } oldstate = state; // Get rid of the dialog of the previous state if (currentDialog) { delete currentDialog; currentDialog = NULL; } switch (state) { case STATE_CHOOSE_SERVER: logger->log("State: CHOOSE_SERVER"); // TODO: Allow changing this using a server choice dialog logger->log("Trying to connect to account server..."); network->connect(Network::ACCOUNT, loginData.hostname, loginData.port); state = STATE_CONNECT_ACCOUNT; break; case STATE_CONNECT_ACCOUNT: logger->log("State: CONNECT_ACCOUNT"); 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"); currentDialog = new LoginDialog(&loginData); // TODO: Restore autologin //if (!loginData.password.empty()) { // accountLogin(&loginData); //} break; case STATE_LOGIN_ATTEMPT: accountLogin(&loginData); 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(network, &charInfo); if (options.chooseDefault) { ((CharSelectDialog*)currentDialog)->action("ok", NULL); } break; case STATE_ERROR: logger->log("State: ERROR"); currentDialog = new OkDialog("Error", errorMessage); currentDialog->addActionListener(&errorListener); currentDialog = NULL; // OkDialog deletes itself network->disconnect(Network::GAME); network->disconnect(Network::CHAT); network->clearHandlers(); break; case STATE_CONNECT_GAME: logger->log("State: CONNECT_GAME"); mapLogin(network, &loginData); currentDialog = new ConnectionDialog(); break; case STATE_GAME: sound.fadeOutMusic(1000); currentDialog = NULL; login_wallpaper->decRef(); login_wallpaper = NULL; logger->log("State: GAME"); game = new Game(network); game->logic(); delete game; state = STATE_EXIT; break; default: state = STATE_EXIT; break; } } } delete network; enet_deinitialize(); if (nullFile) { fclose(nullFile); } logger->log("State: EXIT"); exit_engine(); PHYSFS_deinit(); delete logger; return 0; }