/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef MAIN_H #define MAIN_H /** * \mainpage * * \section Introduction Introduction * * This is the documentation for the client of The Mana World * (http://themanaworld.org). It is always a work in progress, with the intent * to make it easier for new developers to grow familiar with the source code. * * \section General General information * * During the game, the current Map is displayed by the main Viewport, which * is the bottom-most widget in the WindowContainer. Aside the viewport, the * window container keeps track of all the \link Window Windows\endlink * displayed during the game. It is the <i>top</i> widget for Guichan. * * A Map is composed of several layers of \link Image Images\endlink (tiles), * a layer with collision information and \link Sprite Sprites\endlink. The * sprites define the visible part of \link Being Beings\endlink and * \link FloorItem FloorItems\endlink, they are drawn from top to bottom * by the map, interleaved with the tiles in the fringe layer. * * The server is split up into an \link Net::AccountServer account * server\endlink, a \link Net::ChatServer chat server\endlink and a \link * Net::GameServer game server\endlink. There may be multiple game servers. * Handling of incoming messages is spread over several \link MessageHandler * MessageHanders\endlink. */ #include <string> #ifdef HAVE_CONFIG_H #include "../config.h" #elif defined WIN32 #include "winver.h" #elif defined __APPLE__ #define PACKAGE_VERSION "0.0.29.1" #endif #ifdef PACKAGE_VERSION #ifdef TMWSERV_SUPPORT #define FULL_VERSION "v" PACKAGE_VERSION " (tmwserv)" #else #define FULL_VERSION "v" PACKAGE_VERSION " (eAthena)" #endif #else #define FULL_VERSION "Unknown Version" #endif #ifndef PKG_DATADIR #define PKG_DATADIR "" #endif /* * Client different States */ enum State { STATE_EXIT, STATE_LOADDATA, STATE_LOGIN, STATE_REGISTER, STATE_CHAR_SELECT, STATE_GAME, STATE_ERROR, STATE_UPDATE, STATE_CHANGEPASSWORD_ATTEMPT, STATE_CHANGEPASSWORD, STATE_ACCOUNTCHANGE_ERROR, #ifdef TMWSERV_SUPPORT STATE_CHOOSE_SERVER, STATE_CONNECT_ACCOUNT, STATE_LOGIN_ATTEMPT, STATE_LOGIN_ERROR, STATE_REGISTER_ATTEMPT, STATE_CHANGEEMAIL_ATTEMPT, STATE_CHANGEEMAIL, STATE_UNREGISTER_ATTEMPT, STATE_UNREGISTER, STATE_SWITCH_CHARACTER, STATE_RECONNECT_ACCOUNT, STATE_SWITCH_ACCOUNTSERVER_ATTEMPT, STATE_SWITCH_ACCOUNTSERVER, STATE_LOGOUT_ATTEMPT, STATE_CONNECT_GAME, STATE_WAIT, STATE_FORCE_QUIT, #else STATE_ACCOUNT, STATE_CHAR_CONNECT, STATE_CHAR_SERVER, STATE_CHAR_NEW, STATE_CHAR_DEL, STATE_CONNECTING, #endif STATE_NULL }; /* length definitions for several char[]s in order * to be able to use strncpy instead of strcpy for * security and stability reasons */ enum { LEN_MAX_USERNAME = 25, LEN_MIN_USERNAME = 4, LEN_MAX_PASSWORD = 25, LEN_MIN_PASSWORD = 4 }; // Defines the number of usable player slots const short maxSlot = 2; extern std::string token; extern char n_server, n_character; extern State state; extern std::string errorMessage; #endif