/* * 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 #ifdef WIN32 #include #endif #ifndef WIN32 #include #include #endif #if defined __APPLE__ #include #endif #include "configuration.h" #include "keyboardconfig.h" #include "game.h" #include "graphics.h" #include "itemshortcut.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/progressbar.h" #include "gui/quitdialog.h" #include "gui/register.h" #include "gui/sdlinput.h" #include "gui/serverdialog.h" #include "gui/textfield.h" #include "gui/updatewindow.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/image.h" #include "resources/itemdb.h" #include "resources/monsterdb.h" #include "resources/npcdb.h" #include "resources/resourcemanager.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "utils/tostring.h" std::string token; //used to store magic_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 */ KeyboardConfig keyboard; Net::Connection *accountServerConnection = 0; Net::Connection *gameServerConnection = 0; Net::Connection *chatServerConnection = 0; /** * 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), serverPort(0) {}; bool printHelp; bool printVersion; bool skipUpdate; bool chooseDefault; std::string playername; std::string password; std::string configPath; std::string dataPath; 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() { homeDir = std::string(PHYSFS_getUserDir()) + "/.tmw"; #if defined WIN32 if (!CreateDirectory(homeDir.c_str(), 0) && GetLastError() != ERROR_ALREADY_EXISTS) #else // Checking if /home/user/.tmw folder exists. if ((mkdir(homeDir.c_str(), S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH) != 0) && (errno != EEXIST)) #endif { std::cout << homeDir << " can't be created, but it doesn't exist! Exiting." << std::endl; exit(1); } } /** * 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("ChatLogLength", 128); // 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(const Options &options) { // 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); #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 SDL_Surface *icon = IMG_Load(TMW_DATADIR "data/icons/tmw.png"); if (icon) { SDL_SetAlpha(icon, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); SDL_WM_SetIcon(icon, NULL); } #endif 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 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(TMW_DATADIR "data", true); #endif #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(); // Initialize the item shortcuts. itemShortcut = new ItemShortcut(); 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); } // Initialize keyboard keyboard.init(); } /** Clear the engine */ void exit_engine() { // Before config.write() since it writes the shortcuts to the config delete itemShortcut; config.write(); delete gui; delete graphics; // Shutdown libxml xmlCleanupParser(); // Shutdown sound sound.close(); // Unload XML databases ItemDB::unload(); MonsterDB::unload(); NPCDB::unload(); ResourceManager::deleteInstance(); } void printHelp() { std::cout << "tmw\n\n" "Options:\n" " -h --help : Display this help\n" " -v --version : Display the version\n" " -u --skipupdate : Skip the update process\n" " -d --data : Directory to load game data from\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 printVersion() { #ifdef PACKAGE_VERSION std::cout << "The Mana World version " << PACKAGE_VERSION << std::endl; #else std::cout << "The Mana World version " << "(local build?, PACKAGE_VERSION is not defined)" << std::endl; #endif } void parseOptions(int argc, char *argv[], Options &options) { const char *optstring = "hvud:U:P:Dp:s:o:C:"; const struct option long_options[] = { { "help", no_argument, 0, 'h' }, { "version", no_argument, 0, 'v' }, { "skipupdate", no_argument, 0, 'u' }, { "data", required_argument, 0, 'd' }, { "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 'v': options.printVersion = true; break; case 'u': options.skipUpdate = true; break; case 'd': options.dataPath = optarg; 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 lines = resman->loadTextFile(updatesFile); 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 charInfo(maxSlot + 1); namespace { struct ErrorListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event) { state = STATE_CHOOSE_SERVER; } } errorListener; struct AccountListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event) { state = STATE_CHAR_SELECT; } } accountListener; struct LoginListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event) { state = STATE_LOGIN; } } loginListener; } // TODO Find some nice place for these functions void accountLogin(LoginData *loginData) { logger->log("Username is %s", loginData->username.c_str()); Net::registerHandler(&loginHandler); 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); 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 accountChangePassword(LoginData *loginData) { Net::registerHandler(&loginHandler); Net::AccountServer::Account::changePassword(loginData->password, loginData->newPassword); } 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); 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); } extern "C" char const *_nl_locale_name_default(void); /** Main */ int main(int argc, char *argv[]) { try { // Parse command line options Options options; parseOptions(argc, argv, options); if (options.printHelp) { printHelp(); return 0; } else if (options.printVersion) { printVersion(); return 0; } #if ENABLE_NLS #ifdef WIN32 putenv(("LANG=" + std::string(_nl_locale_name_default())).c_str()); #endif setlocale(LC_MESSAGES, ""); bindtextdomain("tmw", LOCALEDIR); bind_textdomain_codeset("tmw", "UTF-8"); textdomain("tmw"); #endif // 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); #else logger->log("The Mana World - version not defined"); #endif initXML(); initConfiguration(options); initEngine(options); Game *game = NULL; Window *currentDialog = NULL; QuitDialog* quitDialog = NULL; Image *login_wallpaper = NULL; gcn::Container *top = static_cast(gui->getTop()); #ifdef PACKAGE_VERSION gcn::Label *versionLabel = new gcn::Label(PACKAGE_VERSION); top->add(versionLabel, 25, 2); #endif sound.playMusic("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); loginData.registerLogin = false; 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); } Net::flush(); gui->logic(); 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); gui->draw(); graphics->updateScreen(); // TODO: Add connect timeouts if (state == STATE_CONNECT_ACCOUNT && accountServerConnection->isConnected()) { if (options.skipUpdate) { state = STATE_LOADDATA; } 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) { // TODO: Revive later //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_SWITCH_ACCOUNTSERVER_ATTEMPT); break; case STATE_UPDATE: logger->log("State: UPDATE"); // TODO: Revive later //currentDialog = new UpdaterWindow(); state = STATE_LOADDATA; break; case STATE_LOGIN: logger->log("State: LOGIN"); currentDialog = new LoginDialog(&loginData); // TODO: Restore autologin //if (!loginData.password.empty()) { // accountLogin(&loginData); //} break; case STATE_LOADDATA: logger->log("State: LOADDATA"); // Add customdata directory ResourceManager::getInstance()->searchAndAddArchives( "customdata/", "zip", false); // Load XML databases ItemDB::load(); MonsterDB::load(); NPCDB::load(); state = STATE_LOGIN; break; case STATE_LOGIN_ATTEMPT: accountLogin(&loginData); 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_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(); state = STATE_SWITCH_ACCOUNTSERVER; 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")); options.chooseDefault = false; } break; case STATE_CHANGEPASSWORD_ATTEMPT: logger->log("State: CHANGE PASSWORD ATTEMPT"); accountChangePassword(&loginData); break; case STATE_CHANGEPASSWORD: logger->log("State: CHANGE PASSWORD"); 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_UNREGISTER_ATTEMPT: logger->log("State: UNREGISTER ATTEMPT"); accountUnRegister(&loginData); break; case STATE_UNREGISTER: logger->log("State: UNREGISTER"); accountServerConnection->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_ACCOUNTCHANGE_ERROR: logger->log("State: ACCOUNT CHANGE ERROR"); currentDialog = new OkDialog("Error ", errorMessage); currentDialog->addActionListener(&accountListener); 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_SWITCH_ACCOUNTSERVER_ATTEMPT); 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); #ifdef PACKAGE_VERSION delete versionLabel; versionLabel = NULL; #endif 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; } 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; } } } #ifdef PACKAGE_VERSION delete versionLabel; #endif } catch (...) { logger->log("Exception"); } 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; }