/* * The Mana Server * Copyright (C) 2013 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server 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 Server 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 Server. If not, see . */ #include "resources/settingsmanager.h" #include "configuration.h" #include "resources/attributes.h" #include "resources/hairdb.h" #include "resources/itemdb.h" #include "resources/monsterdb.h" #include "resources/specialdb.h" #include "resources/npcdb.h" #include "resources/emotedb.h" #include "statuseffect.h" #include "units.h" #include "net/manaserv/itemhandler.h" #include "net/net.h" #include "utils/xml.h" #include "utils/path.h" #include "log.h" namespace SettingsManager { static std::string mSettingsFile; static std::set mIncludedFiles; static void loadFile(const std::string &filename); void load() { // initialize managers paths.clear(); Attributes::init(); hairDB.init(); itemDb->init(); MonsterDB::init(); SpecialDB::init(); NPCDB::init(); EmoteDB::init(); StatusEffect::init(); Units::init(); // load stuff from settings loadFile("settings.xml"); Attributes::checkStatus(); hairDB.checkStatus(); itemDb->checkStatus(); MonsterDB::checkStatus(); SpecialDB::checkStatus(); NPCDB::checkStatus(); EmoteDB::checkStatus(); StatusEffect::checkStatus(); Units::checkStatus(); if (Net::getNetworkType() == ServerInfo::MANASERV) { Attributes::informItemDB(); } } void unload() { StatusEffect::unload(); EmoteDB::unload(); NPCDB::unload(); SpecialDB::unload(); MonsterDB::unload(); itemDb->unload(); hairDB.unload(); Attributes::unload(); } /** * Loads a settings file. */ static void loadFile(const std::string &filename) { logger->log("Loading game settings from %s", filename.c_str()); XML::Document doc(filename); xmlNodePtr node = doc.rootNode(); // add file to include set mIncludedFiles.insert(filename); // FIXME: check root node's name when bjorn decides it's time if (!node /*|| !xmlStrEqual(node->name, BAD_CAST "settings") */) { logger->log("Settings Manager: %s is not a valid settings file!", filename.c_str()); return; } // go through every node for_each_xml_child_node(childNode, node) { if (childNode->type != XML_ELEMENT_NODE) continue; if (xmlStrEqual(childNode->name, BAD_CAST "include")) { // include an other file const std::string includeFile = XML::getProperty(childNode, "file", std::string()); // check if file property was given if (!includeFile.empty()) { // build absolute path path const utils::splittedPath splittedPath = utils::splitFileNameAndPath(filename); const std::string realIncludeFile = utils::cleanPath( utils::joinPaths(splittedPath.path, includeFile)); // check if we're not entering a loop if (mIncludedFiles.find(realIncludeFile) != mIncludedFiles.end()) { logger->log("Circular include loop detecting while including %s from %s", includeFile.c_str(), filename.c_str()); } else { // include that file loadFile(realIncludeFile); } } } else if (xmlStrEqual(childNode->name, BAD_CAST "option")) { // options from paths.xml std::string name = XML::getProperty(childNode, "name", std::string()); std::string value = XML::getProperty(childNode, "value", std::string()); if (!name.empty()) paths.setValue(name, value); else logger->log("Warning: option without a name found in %s", filename.c_str()); } else if (xmlStrEqual(childNode->name, BAD_CAST "attribute")) { // map config Attributes::readAttributeNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "points")) { Attributes::readPointsNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "color")) { hairDB.readHairColorNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "item")) { itemDb->readItemNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "monster")) { MonsterDB::readMonsterNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "special-set")) { SpecialDB::readSpecialSetNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "npc")) { NPCDB::readNPCNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "emote")) { EmoteDB::readEmoteNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "status-effect") || xmlStrEqual(childNode->name, BAD_CAST "stun-effect")) { StatusEffect::readStatusEffectNode(childNode, filename); } else if (xmlStrEqual(childNode->name, BAD_CAST "unit")) { Units::readUnitNode(childNode, filename); } else { // compatibility stuff with older configs/games if (xmlStrEqual(node->name, BAD_CAST "specials") && xmlStrEqual(childNode->name, BAD_CAST "set")) { // specials.xml:/specials/set SpecialDB::readSpecialSetNode(childNode, filename); } } } mIncludedFiles.erase(filename); } }