/* * 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_server.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 "resources/equipmentdb.h" #include "resources/image.h" #include "resources/itemdb.h" #include "resources/resourcemanager.h" #include "resources/spriteset.h" #include "utils/dtor.h" #include "utils/tostring.h" // Account infos char n_server, n_character; std::vector hairset; Spriteset *playerset[2]; Graphics *graphics; // TODO Anyone knows a good location for this? Or a way to make it non-global? class SERVER_INFO; SERVER_INFO **server_info; unsigned char state; std::string errorMessage; 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 = LOGIN_STATE; } } 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) {}; bool printHelp; bool skipUpdate; bool chooseDefault; std::string username; std::string password; std::string playername; std::string configPath; }; /** * Do all initialization stuff */ void init_engine(const Options &options) { // 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); std::string homeDir = ""; #if !(defined __USE_UNIX98 || defined __FreeBSD__) // In Windows and other systems we currently store data next to executable. 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 // Set log file logger->setLogFile(homeDir + std::string("/tmw.log")); 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); // Fill configuration with defaults config.setValue("host", "animesites.de"); config.setValue("port", 6901); 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", 60); config.setValue("updatehost", "http://updates.themanaworld.org"); config.setValue("customcursor", 1); config.setValue("homeDir", homeDir); // Checking if the configuration file exists... otherwise creates 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); } SDL_WM_SetCaption("The Mana World", NULL); SDL_WM_SetIcon(IMG_Load(TMW_DATADIR "data/icons/tmw-icon.png"), NULL); #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 = UPDATE_STATE; /**< 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 = ERROR_STATE; errorMessage = err; logger->log("Warning: %s", err); } // Load XML databases EquipmentDB::load(); ItemDB::load(); } /** 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(); // Unload XML databases EquipmentDB::unload(); ItemDB::unload(); ResourceManager::deleteInstance(); delete logger; } 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 << " -p --playername : Login with this player" << std::endl << " -C --configfile : Configuration file to use" << std::endl; } void parseOptions(int argc, char *argv[], Options &options) { const char *optstring = "huU:P:Dp: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' }, { "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.username = optarg; break; case 'P': options.password = optarg; break; case 'D': options.chooseDefault = true; break; case 'p': options.playername = optarg; break; case 'C': options.configPath = optarg; 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(Network *network, LoginData *loginData) { logger->log("Trying to connect to account server..."); logger->log("Username is %s", loginData->username.c_str()); network->connect(loginData->hostname, loginData->port); network->registerHandler(&loginHandler); loginHandler.setLoginData(loginData); // Send login infos MessageOut outMsg(network); outMsg.writeInt16(0x0064); outMsg.writeInt32(0); // client version outMsg.writeString(loginData->username, 24); outMsg.writeString(loginData->password, 24); outMsg.writeInt8(0); // unknown // 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 charLogin(Network *network, LoginData *loginData) { logger->log("Trying to connect to char server..."); network->connect(loginData->hostname, loginData->port); network->registerHandler(&charServerHandler); charServerHandler.setCharInfo(&charInfo); charServerHandler.setLoginData(loginData); // Send login infos MessageOut outMsg(network); outMsg.writeInt16(0x0065); outMsg.writeInt32(loginData->account_ID); outMsg.writeInt32(loginData->session_ID1); outMsg.writeInt32(loginData->session_ID2); outMsg.writeInt16(0); // unknown outMsg.writeInt8(loginData->sex); // We get 4 useless bytes before the real answer comes in network->skip(4); } void mapLogin(Network *network, LoginData *loginData) { logger->log("Memorizing selected character %s", player_node->getName().c_str()); config.setValue("lastCharacter", player_node->getName()); MessageOut outMsg(network); logger->log("Trying to connect to map server..."); logger->log("Map: %s", map_path.c_str()); network->connect(loginData->hostname, loginData->port); network->registerHandler(&mapLoginHandler); // Send login infos outMsg.writeInt16(0x0072); outMsg.writeInt32(loginData->account_ID); outMsg.writeInt32(player_node->mCharId); outMsg.writeInt32(loginData->session_ID1); outMsg.writeInt32(loginData->session_ID2); outMsg.writeInt8(loginData->sex); // We get 4 useless bytes before the real answer comes in network->skip(4); } /** Main */ int main(int argc, char *argv[]) { #ifdef PACKAGE_VERSION std::cout << "The Mana World v" << PACKAGE_VERSION << std::endl; #endif logger = new Logger(); Options options; parseOptions(argc, argv, options); if (options.printHelp) { printHelp(); return 0; } // 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(options); SDL_Event event; if (options.skipUpdate && state != ERROR_STATE) { state = LOGIN_STATE; } else { state = UPDATE_STATE; } 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); SDLNet_Init(); Network *network = new Network(); while (state != EXIT_STATE) { // Handle SDL events while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: state = EXIT_STATE; break; case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE) state = EXIT_STATE; break; } guiInput->pushInput(event); } gui->logic(); network->flush(); network->dispatchMessages(); if (network->getState() == Network::NET_ERROR) { state = ERROR_STATE; 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(); if (state != oldstate) { switch (oldstate) { case UPDATE_STATE: loadUpdates(); // Reload the wallpaper in case that it was updated login_wallpaper->decRef(); login_wallpaper = ResourceManager::getInstance()-> getImage("graphics/images/login_wallpaper.png"); break; // Those states don't cause a network disconnect case ACCOUNT_STATE: case CHAR_CONNECT_STATE: case CONNECTING_STATE: break; default: network->disconnect(); network->clearHandlers(); break; } oldstate = state; if (currentDialog && state != ACCOUNT_STATE && state != CHAR_CONNECT_STATE) { delete currentDialog; currentDialog = NULL; } switch (state) { case LOGIN_STATE: logger->log("State: LOGIN"); if (!loginData.password.empty()) { state = ACCOUNT_STATE; } else { currentDialog = new LoginDialog(&loginData); } break; case REGISTER_STATE: logger->log("State: REGISTER"); currentDialog = new RegisterDialog(&loginData); break; case CHAR_SERVER_STATE: logger->log("State: CHAR_SERVER"); currentDialog = new ServerSelectDialog(&loginData); if (options.chooseDefault || options.playername != "") { ((ServerSelectDialog*)currentDialog)->action("ok", NULL); } break; case CHAR_SELECT_STATE: logger->log("State: CHAR_SELECT"); currentDialog = new CharSelectDialog(network, &charInfo, 1 - loginData.sex); if (((CharSelectDialog*)currentDialog)-> selectByName(options.playername)) options.chooseDefault = true; else ((CharSelectDialog*)currentDialog)->selectByName( config.getValue("lastCharacter", "")); if (options.chooseDefault) ((CharSelectDialog*)currentDialog)->action("ok", NULL); break; case GAME_STATE: sound.fadeOutMusic(1000); currentDialog = NULL; login_wallpaper->decRef(); login_wallpaper = NULL; logger->log("State: GAME"); game = new Game(network); game->logic(); delete game; state = EXIT_STATE; break; case UPDATE_STATE: logger->log("State: UPDATE"); currentDialog = new UpdaterWindow(); break; case ERROR_STATE: logger->log("State: ERROR"); currentDialog = new OkDialog("Error", errorMessage); currentDialog->addActionListener(&errorListener); currentDialog = NULL; // OkDialog deletes itself network->disconnect(); network->clearHandlers(); break; case CONNECTING_STATE: logger->log("State: CONNECTING"); mapLogin(network, &loginData); currentDialog = new ConnectionDialog(); break; case CHAR_CONNECT_STATE: logger->log("Char: %i\n", loginData.sex); charLogin(network, &loginData); break; case ACCOUNT_STATE: logger->log("Account: %i\n", loginData.sex); accountLogin(network, &loginData); break; default: state = EXIT_STATE; break; } } } delete network; SDLNet_Quit(); if (nullFile) { fclose(nullFile); } logger->log("State: EXIT"); exit_engine(); PHYSFS_deinit(); return 0; }