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-rw-r--r--docs/FAQ.txt88
-rw-r--r--docs/HACKING.txt137
-rw-r--r--docs/Makefile.am9
-rw-r--r--docs/SOURCE/Doxyfile1153
-rw-r--r--docs/clientupdates.txt46
-rw-r--r--docs/example.mana24
-rw-r--r--docs/items.txt198
-rw-r--r--docs/manaplus.6104
-rw-r--r--docs/packages.txt250
-rw-r--r--docs/progression.txt129
-rw-r--r--docs/sounddev.txt38
11 files changed, 2176 insertions, 0 deletions
diff --git a/docs/FAQ.txt b/docs/FAQ.txt
new file mode 100644
index 000000000..178608365
--- /dev/null
+++ b/docs/FAQ.txt
@@ -0,0 +1,88 @@
+F.A.Q.
+------
+
+HELP
+
+Q: How to get help?
+
+A: The fastest way is to come on our IRC channel. There you can find a lot of
+ nice people that will help you until you solve your problem.
+
+ Server: irc.freenode.net Channel: #themanaworld.
+
+ If you don't like IRC just come to our forums:
+
+ http://forums.themanaworld.org.
+
+ Ok, do you think forums are evil? Don't worry, send us an e-mail at
+ themanaworld-devel@lists.sourceforge.net and you're done. That's not enough?
+ No, we don't share our phone numbers! ;P
+
+
+GAME
+
+Q: I always get "Unregistered ID" error message, why?
+
+A: Is the first time you login? Have you registered an account? If not use the
+ "Register" button. If you already succesfully connected before, but now
+ you're getting this message, please get in touch (see "How to get help").
+
+Q: I always get "Wrong password" but I'm sure I typed it right, why?
+
+A: If is the first time you login be sure you're not adding _M at the end of
+ your username. Otherwise just get in touch (see "How to get help").
+
+Q: How can I talk to NPCs?
+
+A: Did you read README? Are you really sure? If not go read it and you'll find
+ all the known commands. Or just press F1 in game. If you notice the
+ README/ingame help is not up to date/wrong, please report it to the
+ developers.
+
+Q: I can't recover HP anymore.
+
+A: Check your inventory, if you've got lots of stuff probably you're
+ overweight, try to give away some of them. You get overweight when you're
+ carrying 50% of your maximum weight.
+
+
+Git
+
+Q: What's Git?
+
+A: It's a system where is stored the latest development version. It's not
+ assured that it's stable, but surely it has the latest updates. (Git version
+ is updated quite frequently). If you want to check it out, read this guide
+
+ http://wiki.themanaworld.org/index.php/Git
+
+
+DEVELOPMENT
+
+Q: When will the next version be released?
+
+A: We don't have scheduled releases, but usually a new release is available
+ every few months. Check http://themanaworld.org/ for further info.
+
+
+Q: How can I contribute?
+
+A: There are a lot of ways:
+
+ - If you're a programmer, an artist or just willing to help in any way, you
+ can become part of the development team. Join our irc channel:
+
+ #themanaworld @ irc.freenode.net.
+
+ There's also a wiki page about how to get involved:
+
+ http://wiki.themanaworld.org/index.php/Joining_the_project
+
+ - You can donate money. Follow the link on the project page:
+
+ http://sourceforge.net/projects/themanaworld/
+
+ - You can be a beta tester. Just play The Mana World and report every
+ error to the bug tracker or on the forum.
+
+ - Play with The Mana World: more players, more fun! Simple as that! ;-)
diff --git a/docs/HACKING.txt b/docs/HACKING.txt
new file mode 100644
index 000000000..ad2f341bb
--- /dev/null
+++ b/docs/HACKING.txt
@@ -0,0 +1,137 @@
+----------------------------
+Mana Hacking Guide
+----------------------------
+
+This guide is also available at http://gitorious.org/mana/pages/Hacking
+including more tips about C++ programming in general.
+
+With multiple coders working on the same source files, there needs to be a
+standard specifying how code is written down. Not doing so can cause quite some
+annoyance for certain coders and easily creates more version conflicts than
+necessary.
+
+* Indentation:
+ Code is indented using 4 spaces, no tabs.
+
+* Line length:
+ Should not exceed 79 characters.
+
+ One reason for this is to keep code readable. In such cases it would often be
+ better to spread the line over multiple lines or use some extra temporary
+ variables. Another reason is that some of us are using editors that default
+ to an 80 character wide screen, and often put two instances next to
+ eachother. 79 character wide lines leave just a spot for the cursor at the
+ end of the line.
+
+* Control constructs like this:
+
+ Good:
+
+ if (condition)
+ {
+ }
+ else
+ {
+ }
+
+ for (init; condition; step)
+ {
+ }
+
+ while (condition)
+ {
+ }
+
+ /**
+ * Documentation about behaviour
+ * ...
+ *
+ * @param param1 the first argument
+ * @param param2 the second argument
+ */
+ void function(param1, param2)
+ {
+ }
+
+ class TheClass : public TheSubclass
+ {
+ };
+
+ When there is only one statement you may leave out the braces, but don't
+ place the statement on the same line as the condition:
+
+ Good:
+
+ if (condition)
+ statement;
+
+ Bad:
+
+ if (condition) statement;
+
+* Includes:
+ Source files should include their header first, to make sure the headers are
+ self-contained. After that follow other project includes, grouped by
+ directory and alphabetically ordered. System includes come last. All project
+ includes are done relative from the 'src' directory.
+
+ Good (subdirectory/source.cpp):
+
+ #include "subdirectory/header.h"
+
+ #include "somesub/bar.h"
+ #include "somesub/zaro.h"
+
+ #include <systemlib.h>
+
+* Comments:
+ Single line C++ style comments are indented the same as the previous line.
+
+ Good:
+ // comment
+
+ Multiple line C style comments are initially indented like previous line
+ except every new line of the comment begins with a asterisk ('*') which lines
+ up with the initial asterisk of the comment opening (1 space indent). The
+ comment is closed also with the asterisk lining up. Comment text is only
+ placed on a line starting with a asterisk.
+
+ Good:
+ /*
+ * Some comment
+ * additional comment material
+ */
+
+ Bad:
+ /* text
+ comment
+ */
+
+ Note that for documenting functions, methods and other things that can use
+ documentation, you should use Doxygen style as in the function example above.
+ For details see the manual at http://www.doxygen.org/.
+
+* Whitespace examples:
+
+ Good:
+ x = ((5 + 4) * 3) / 1.5;
+ afunction(12, 3, (1 + 1));
+
+ Bad:
+ x = ( ( 5 + 4 ) * 3 ) / 1.5;
+ afunction(12,3,(1+1));
+
+* Method, class, member and constant naming is based on the
+ generally accepted way Java code is written.
+
+ Class: CapitalizedWords
+ Method: camelCase
+ Member: mCamelCase
+ Constant/enum: UPPERCASE_UNDERSCORES
+
+ To denote global variables and functions the lowercase_underscores style may
+ be used. Hungarian style should be avoided.
+
+* Whenever you add a new source file somewhere in ./src do not forget to add
+ them in ./src/Makefile.am as well!
+
diff --git a/docs/Makefile.am b/docs/Makefile.am
new file mode 100644
index 000000000..9ea3cbafc
--- /dev/null
+++ b/docs/Makefile.am
@@ -0,0 +1,9 @@
+man6_MANS = manaplus.6
+
+EXTRA_DIST = $(man6_MANS) \
+ packages.txt \
+ FAQ.txt \
+ HACKING.txt \
+ SOURCE/Doxyfile \
+ items.txt \
+ progression.txt
diff --git a/docs/SOURCE/Doxyfile b/docs/SOURCE/Doxyfile
new file mode 100644
index 000000000..5b5f30f94
--- /dev/null
+++ b/docs/SOURCE/Doxyfile
@@ -0,0 +1,1153 @@
+# Doxyfile 1.3.8
+
+# This file describes the settings to be used by the documentation system
+# doxygen (www.doxygen.org) for a project
+#
+# All text after a hash (#) is considered a comment and will be ignored
+# The format is:
+# TAG = value [value, ...]
+# For lists items can also be appended using:
+# TAG += value [value, ...]
+# Values that contain spaces should be placed between quotes (" ")
+
+#---------------------------------------------------------------------------
+# Project related configuration options
+#---------------------------------------------------------------------------
+
+# The PROJECT_NAME tag is a single word (or a sequence of words surrounded
+# by quotes) that should identify the project.
+
+PROJECT_NAME = "Mana"
+
+# The PROJECT_NUMBER tag can be used to enter a project or revision number.
+# This could be handy for archiving the generated documentation or
+# if some version control system is used.
+
+PROJECT_NUMBER =
+
+# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute)
+# base path where the generated documentation will be put.
+# If a relative path is entered, it will be relative to the location
+# where doxygen was started. If left blank the current directory will be used.
+
+OUTPUT_DIRECTORY =
+
+# If the CREATE_SUBDIRS tag is set to YES, then doxygen will create
+# 4096 sub-directories (in 2 levels) under the output directory of each output
+# format and will distribute the generated files over these directories.
+# Enabling this option can be useful when feeding doxygen a huge amount of source
+# files, where putting all generated files in the same directory would otherwise
+# cause performance problems for the file system.
+
+CREATE_SUBDIRS = NO
+
+# The OUTPUT_LANGUAGE tag is used to specify the language in which all
+# documentation generated by doxygen is written. Doxygen will use this
+# information to generate all constant output in the proper language.
+# The default language is English, other supported languages are:
+# Brazilian, Catalan, Chinese, Chinese-Traditional, Croatian, Czech, Danish,
+# Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese,
+# Japanese-en (Japanese with English messages), Korean, Korean-en, Norwegian,
+# Polish, Portuguese, Romanian, Russian, Serbian, Slovak, Slovene, Spanish,
+# Swedish, and Ukrainian.
+
+OUTPUT_LANGUAGE = English
+
+# This tag can be used to specify the encoding used in the generated output.
+# The encoding is not always determined by the language that is chosen,
+# but also whether or not the output is meant for Windows or non-Windows users.
+# In case there is a difference, setting the USE_WINDOWS_ENCODING tag to YES
+# forces the Windows encoding (this is the default for the Windows binary),
+# whereas setting the tag to NO uses a Unix-style encoding (the default for
+# all platforms other than Windows).
+
+USE_WINDOWS_ENCODING = NO
+
+# If the BRIEF_MEMBER_DESC tag is set to YES (the default) Doxygen will
+# include brief member descriptions after the members that are listed in
+# the file and class documentation (similar to JavaDoc).
+# Set to NO to disable this.
+
+BRIEF_MEMBER_DESC = YES
+
+# If the REPEAT_BRIEF tag is set to YES (the default) Doxygen will prepend
+# the brief description of a member or function before the detailed description.
+# Note: if both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the
+# brief descriptions will be completely suppressed.
+
+REPEAT_BRIEF = YES
+
+# This tag implements a quasi-intelligent brief description abbreviator
+# that is used to form the text in various listings. Each string
+# in this list, if found as the leading text of the brief description, will be
+# stripped from the text and the result after processing the whole list, is used
+# as the annotated text. Otherwise, the brief description is used as-is. If left
+# blank, the following values are used ("$name" is automatically replaced with the
+# name of the entity): "The $name class" "The $name widget" "The $name file"
+# "is" "provides" "specifies" "contains" "represents" "a" "an" "the"
+
+ABBREVIATE_BRIEF =
+
+# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then
+# Doxygen will generate a detailed section even if there is only a brief
+# description.
+
+ALWAYS_DETAILED_SEC = NO
+
+# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all inherited
+# members of a class in the documentation of that class as if those members were
+# ordinary class members. Constructors, destructors and assignment operators of
+# the base classes will not be shown.
+
+INLINE_INHERITED_MEMB = NO
+
+# If the FULL_PATH_NAMES tag is set to YES then Doxygen will prepend the full
+# path before files name in the file list and in the header files. If set
+# to NO the shortest path that makes the file name unique will be used.
+
+FULL_PATH_NAMES = YES
+
+# If the FULL_PATH_NAMES tag is set to YES then the STRIP_FROM_PATH tag
+# can be used to strip a user-defined part of the path. Stripping is
+# only done if one of the specified strings matches the left-hand part of
+# the path. The tag can be used to show relative paths in the file list.
+# If left blank the directory from which doxygen is run is used as the
+# path to strip.
+
+STRIP_FROM_PATH =
+
+# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of
+# the path mentioned in the documentation of a class, which tells
+# the reader which header file to include in order to use a class.
+# If left blank only the name of the header file containing the class
+# definition is used. Otherwise one should specify the include paths that
+# are normally passed to the compiler using the -I flag.
+
+STRIP_FROM_INC_PATH =
+
+# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter
+# (but less readable) file names. This can be useful is your file systems
+# doesn't support long names like on DOS, Mac, or CD-ROM.
+
+SHORT_NAMES = NO
+
+# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen
+# will interpret the first line (until the first dot) of a JavaDoc-style
+# comment as the brief description. If set to NO, the JavaDoc
+# comments will behave just like the Qt-style comments (thus requiring an
+# explicit @brief command for a brief description.
+
+JAVADOC_AUTOBRIEF = YES
+
+# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen
+# treat a multi-line C++ special comment block (i.e. a block of //! or ///
+# comments) as a brief description. This used to be the default behaviour.
+# The new default is to treat a multi-line C++ comment block as a detailed
+# description. Set this tag to YES if you prefer the old behaviour instead.
+
+MULTILINE_CPP_IS_BRIEF = NO
+
+# If the DETAILS_AT_TOP tag is set to YES then Doxygen
+# will output the detailed description near the top, like JavaDoc.
+# If set to NO, the detailed description appears after the member
+# documentation.
+
+DETAILS_AT_TOP = YES
+
+# If the INHERIT_DOCS tag is set to YES (the default) then an undocumented
+# member inherits the documentation from any documented member that it
+# re-implements.
+
+INHERIT_DOCS = YES
+
+# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC
+# tag is set to YES, then doxygen will reuse the documentation of the first
+# member in the group (if any) for the other members of the group. By default
+# all members of a group must be documented explicitly.
+
+DISTRIBUTE_GROUP_DOC = NO
+
+# The TAB_SIZE tag can be used to set the number of spaces in a tab.
+# Doxygen uses this value to replace tabs by spaces in code fragments.
+
+TAB_SIZE = 4
+
+# This tag can be used to specify a number of aliases that acts
+# as commands in the documentation. An alias has the form "name=value".
+# For example adding "sideeffect=\par Side Effects:\n" will allow you to
+# put the command \sideeffect (or @sideeffect) in the documentation, which
+# will result in a user-defined paragraph with heading "Side Effects:".
+# You can put \n's in the value part of an alias to insert newlines.
+
+ALIASES =
+
+# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources
+# only. Doxygen will then generate output that is more tailored for C.
+# For instance, some of the names that are used will be different. The list
+# of all members will be omitted, etc.
+
+OPTIMIZE_OUTPUT_FOR_C = NO
+
+# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java sources
+# only. Doxygen will then generate output that is more tailored for Java.
+# For instance, namespaces will be presented as packages, qualified scopes
+# will look different, etc.
+
+OPTIMIZE_OUTPUT_JAVA = NO
+
+# Set the SUBGROUPING tag to YES (the default) to allow class member groups of
+# the same type (for instance a group of public functions) to be put as a
+# subgroup of that type (e.g. under the Public Functions section). Set it to
+# NO to prevent subgrouping. Alternatively, this can be done per class using
+# the \nosubgrouping command.
+
+SUBGROUPING = YES
+
+#---------------------------------------------------------------------------
+# Build related configuration options
+#---------------------------------------------------------------------------
+
+# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in
+# documentation are documented, even if no documentation was available.
+# Private class members and static file members will be hidden unless
+# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES
+
+EXTRACT_ALL = YES
+
+# If the EXTRACT_PRIVATE tag is set to YES all private members of a class
+# will be included in the documentation.
+
+EXTRACT_PRIVATE = YES
+
+# If the EXTRACT_STATIC tag is set to YES all static members of a file
+# will be included in the documentation.
+
+EXTRACT_STATIC = NO
+
+# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs)
+# defined locally in source files will be included in the documentation.
+# If set to NO only classes defined in header files are included.
+
+EXTRACT_LOCAL_CLASSES = YES
+
+# This flag is only useful for Objective-C code. When set to YES local
+# methods, which are defined in the implementation section but not in
+# the interface are included in the documentation.
+# If set to NO (the default) only methods in the interface are included.
+
+EXTRACT_LOCAL_METHODS = NO
+
+# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all
+# undocumented members of documented classes, files or namespaces.
+# If set to NO (the default) these members will be included in the
+# various overviews, but no documentation section is generated.
+# This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_MEMBERS = YES
+
+# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all
+# undocumented classes that are normally visible in the class hierarchy.
+# If set to NO (the default) these classes will be included in the various
+# overviews. This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_CLASSES = YES
+
+# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all
+# friend (class|struct|union) declarations.
+# If set to NO (the default) these declarations will be included in the
+# documentation.
+
+HIDE_FRIEND_COMPOUNDS = NO
+
+# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any
+# documentation blocks found inside the body of a function.
+# If set to NO (the default) these blocks will be appended to the
+# function's detailed documentation block.
+
+HIDE_IN_BODY_DOCS = NO
+
+# The INTERNAL_DOCS tag determines if documentation
+# that is typed after a \internal command is included. If the tag is set
+# to NO (the default) then the documentation will be excluded.
+# Set it to YES to include the internal documentation.
+
+INTERNAL_DOCS = NO
+
+# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate
+# file names in lower-case letters. If set to YES upper-case letters are also
+# allowed. This is useful if you have classes or files whose names only differ
+# in case and if your file system supports case sensitive file names. Windows
+# and Mac users are advised to set this option to NO.
+
+CASE_SENSE_NAMES = YES
+
+# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen
+# will show members with their full class and namespace scopes in the
+# documentation. If set to YES the scope will be hidden.
+
+HIDE_SCOPE_NAMES = NO
+
+# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen
+# will put a list of the files that are included by a file in the documentation
+# of that file.
+
+SHOW_INCLUDE_FILES = YES
+
+# If the INLINE_INFO tag is set to YES (the default) then a tag [inline]
+# is inserted in the documentation for inline members.
+
+INLINE_INFO = YES
+
+# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen
+# will sort the (detailed) documentation of file and class members
+# alphabetically by member name. If set to NO the members will appear in
+# declaration order.
+
+SORT_MEMBER_DOCS = YES
+
+# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the
+# brief documentation of file, namespace and class members alphabetically
+# by member name. If set to NO (the default) the members will appear in
+# declaration order.
+
+SORT_BRIEF_DOCS = NO
+
+# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be
+# sorted by fully-qualified names, including namespaces. If set to
+# NO (the default), the class list will be sorted only by class name,
+# not including the namespace part.
+# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES.
+# Note: This option applies only to the class list, not to the
+# alphabetical list.
+
+SORT_BY_SCOPE_NAME = NO
+
+# The GENERATE_TODOLIST tag can be used to enable (YES) or
+# disable (NO) the todo list. This list is created by putting \todo
+# commands in the documentation.
+
+GENERATE_TODOLIST = YES
+
+# The GENERATE_TESTLIST tag can be used to enable (YES) or
+# disable (NO) the test list. This list is created by putting \test
+# commands in the documentation.
+
+GENERATE_TESTLIST = YES
+
+# The GENERATE_BUGLIST tag can be used to enable (YES) or
+# disable (NO) the bug list. This list is created by putting \bug
+# commands in the documentation.
+
+GENERATE_BUGLIST = YES
+
+# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or
+# disable (NO) the deprecated list. This list is created by putting
+# \deprecated commands in the documentation.
+
+GENERATE_DEPRECATEDLIST= YES
+
+# The ENABLED_SECTIONS tag can be used to enable conditional
+# documentation sections, marked by \if sectionname ... \endif.
+
+ENABLED_SECTIONS =
+
+# The MAX_INITIALIZER_LINES tag determines the maximum number of lines
+# the initial value of a variable or define consists of for it to appear in
+# the documentation. If the initializer consists of more lines than specified
+# here it will be hidden. Use a value of 0 to hide initializers completely.
+# The appearance of the initializer of individual variables and defines in the
+# documentation can be controlled using \showinitializer or \hideinitializer
+# command in the documentation regardless of this setting.
+
+MAX_INITIALIZER_LINES = 30
+
+# Set the SHOW_USED_FILES tag to NO to disable the list of files generated
+# at the bottom of the documentation of classes and structs. If set to YES the
+# list will mention the files that were used to generate the documentation.
+
+SHOW_USED_FILES = YES
+
+#---------------------------------------------------------------------------
+# configuration options related to warning and progress messages
+#---------------------------------------------------------------------------
+
+# The QUIET tag can be used to turn on/off the messages that are generated
+# by doxygen. Possible values are YES and NO. If left blank NO is used.
+
+QUIET = NO
+
+# The WARNINGS tag can be used to turn on/off the warning messages that are
+# generated by doxygen. Possible values are YES and NO. If left blank
+# NO is used.
+
+WARNINGS = YES
+
+# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings
+# for undocumented members. If EXTRACT_ALL is set to YES then this flag will
+# automatically be disabled.
+
+WARN_IF_UNDOCUMENTED = YES
+
+# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for
+# potential errors in the documentation, such as not documenting some
+# parameters in a documented function, or documenting parameters that
+# don't exist or using markup commands wrongly.
+
+WARN_IF_DOC_ERROR = YES
+
+# The WARN_FORMAT tag determines the format of the warning messages that
+# doxygen can produce. The string should contain the $file, $line, and $text
+# tags, which will be replaced by the file and line number from which the
+# warning originated and the warning text.
+
+WARN_FORMAT = "$file:$line: $text"
+
+# The WARN_LOGFILE tag can be used to specify a file to which warning
+# and error messages should be written. If left blank the output is written
+# to stderr.
+
+WARN_LOGFILE = "warnings.log"
+
+#---------------------------------------------------------------------------
+# configuration options related to the input files
+#---------------------------------------------------------------------------
+
+# The INPUT tag can be used to specify the files and/or directories that contain
+# documented source files. You may enter file names like "myfile.cpp" or
+# directories like "/usr/src/myproject". Separate the files or directories
+# with spaces.
+
+INPUT = "../../src"
+
+# If the value of the INPUT tag contains directories, you can use the
+# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp
+# and *.h) to filter out the source-files in the directories. If left
+# blank the following patterns are tested:
+# *.c *.cc *.cxx *.cpp *.c++ *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh *.hxx *.hpp
+# *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm
+
+FILE_PATTERNS =
+
+# The RECURSIVE tag can be used to turn specify whether or not subdirectories
+# should be searched for input files as well. Possible values are YES and NO.
+# If left blank NO is used.
+
+RECURSIVE = YES
+
+# The EXCLUDE tag can be used to specify files and/or directories that should
+# excluded from the INPUT source files. This way you can easily exclude a
+# subdirectory from a directory tree whose root is specified with the INPUT tag.
+
+EXCLUDE =
+
+# The EXCLUDE_SYMLINKS tag can be used select whether or not files or directories
+# that are symbolic links (a Unix filesystem feature) are excluded from the input.
+
+EXCLUDE_SYMLINKS = NO
+
+# If the value of the INPUT tag contains directories, you can use the
+# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude
+# certain files from those directories.
+
+EXCLUDE_PATTERNS =
+
+# The EXAMPLE_PATH tag can be used to specify one or more files or
+# directories that contain example code fragments that are included (see
+# the \include command).
+
+EXAMPLE_PATH =
+
+# If the value of the EXAMPLE_PATH tag contains directories, you can use the
+# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp
+# and *.h) to filter out the source-files in the directories. If left
+# blank all files are included.
+
+EXAMPLE_PATTERNS =
+
+# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be
+# searched for input files to be used with the \include or \dontinclude
+# commands irrespective of the value of the RECURSIVE tag.
+# Possible values are YES and NO. If left blank NO is used.
+
+EXAMPLE_RECURSIVE = NO
+
+# The IMAGE_PATH tag can be used to specify one or more files or
+# directories that contain image that are included in the documentation (see
+# the \image command).
+
+IMAGE_PATH =
+
+# The INPUT_FILTER tag can be used to specify a program that doxygen should
+# invoke to filter for each input file. Doxygen will invoke the filter program
+# by executing (via popen()) the command <filter> <input-file>, where <filter>
+# is the value of the INPUT_FILTER tag, and <input-file> is the name of an
+# input file. Doxygen will then use the output that the filter program writes
+# to standard output. If FILTER_PATTERNS is specified, this tag will be
+# ignored.
+
+INPUT_FILTER =
+
+# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
+# basis. Doxygen will compare the file name with each pattern and apply the
+# filter if there is a match. The filters are a list of the form:
+# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further
+# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER
+# is applied to all files.
+
+FILTER_PATTERNS =
+
+# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using
+# INPUT_FILTER) will be used to filter the input files when producing source
+# files to browse (i.e. when SOURCE_BROWSER is set to YES).
+
+FILTER_SOURCE_FILES = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to source browsing
+#---------------------------------------------------------------------------
+
+# If the SOURCE_BROWSER tag is set to YES then a list of source files will
+# be generated. Documented entities will be cross-referenced with these sources.
+# Note: To get rid of all source code in the generated output, make sure also
+# VERBATIM_HEADERS is set to NO.
+
+SOURCE_BROWSER = YES
+
+# Setting the INLINE_SOURCES tag to YES will include the body
+# of functions and classes directly in the documentation.
+
+INLINE_SOURCES = NO
+
+# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct
+# doxygen to hide any special comment blocks from generated source code
+# fragments. Normal C and C++ comments will always remain visible.
+
+STRIP_CODE_COMMENTS = YES
+
+# If the REFERENCED_BY_RELATION tag is set to YES (the default)
+# then for each documented function all documented
+# functions referencing it will be listed.
+
+REFERENCED_BY_RELATION = NO
+
+# If the REFERENCES_RELATION tag is set to YES (the default)
+# then for each documented function all documented entities
+# called/used by that function will be listed.
+
+REFERENCES_RELATION = NO
+
+# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen
+# will generate a verbatim copy of the header file for each class for
+# which an include is specified. Set to NO to disable this.
+
+VERBATIM_HEADERS = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the alphabetical class index
+#---------------------------------------------------------------------------
+
+# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index
+# of all compounds will be generated. Enable this if the project
+# contains a lot of classes, structs, unions or interfaces.
+
+ALPHABETICAL_INDEX = NO
+
+# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then
+# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns
+# in which this list will be split (can be a number in the range [1..20])
+
+COLS_IN_ALPHA_INDEX = 5
+
+# In case all classes in a project start with a common prefix, all
+# classes will be put under the same header in the alphabetical index.
+# The IGNORE_PREFIX tag can be used to specify one or more prefixes that
+# should be ignored while generating the index headers.
+
+IGNORE_PREFIX =
+
+#---------------------------------------------------------------------------
+# configuration options related to the HTML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_HTML tag is set to YES (the default) Doxygen will
+# generate HTML output.
+
+GENERATE_HTML = YES
+
+# The HTML_OUTPUT tag is used to specify where the HTML docs will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `html' will be used as the default path.
+
+HTML_OUTPUT = html
+
+# The HTML_FILE_EXTENSION tag can be used to specify the file extension for
+# each generated HTML page (for example: .htm,.php,.asp). If it is left blank
+# doxygen will generate files with .html extension.
+
+HTML_FILE_EXTENSION = .html
+
+# The HTML_HEADER tag can be used to specify a personal HTML header for
+# each generated HTML page. If it is left blank doxygen will generate a
+# standard header.
+
+HTML_HEADER =
+
+# The HTML_FOOTER tag can be used to specify a personal HTML footer for
+# each generated HTML page. If it is left blank doxygen will generate a
+# standard footer.
+
+HTML_FOOTER =
+
+# The HTML_STYLESHEET tag can be used to specify a user-defined cascading
+# style sheet that is used by each HTML page. It can be used to
+# fine-tune the look of the HTML output. If the tag is left blank doxygen
+# will generate a default style sheet. Note that doxygen will try to copy
+# the style sheet file to the HTML output directory, so don't put your own
+# stylesheet in the HTML output directory as well, or it will be erased!
+
+HTML_STYLESHEET =
+
+# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes,
+# files or namespaces will be aligned in HTML using tables. If set to
+# NO a bullet list will be used.
+
+HTML_ALIGN_MEMBERS = YES
+
+# If the GENERATE_HTMLHELP tag is set to YES, additional index files
+# will be generated that can be used as input for tools like the
+# Microsoft HTML help workshop to generate a compressed HTML help file (.chm)
+# of the generated HTML documentation.
+
+GENERATE_HTMLHELP = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can
+# be used to specify the file name of the resulting .chm file. You
+# can add a path in front of the file if the result should not be
+# written to the html output directory.
+
+CHM_FILE = mana.chm
+
+# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can
+# be used to specify the location (absolute path including file name) of
+# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run
+# the HTML help compiler on the generated index.hhp.
+
+HHC_LOCATION =
+
+# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag
+# controls if a separate .chi index file is generated (YES) or that
+# it should be included in the master .chm file (NO).
+
+GENERATE_CHI = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag
+# controls whether a binary table of contents is generated (YES) or a
+# normal table of contents (NO) in the .chm file.
+
+BINARY_TOC = NO
+
+# The TOC_EXPAND flag can be set to YES to add extra items for group members
+# to the contents of the HTML help documentation and to the tree view.
+
+TOC_EXPAND = NO
+
+# The DISABLE_INDEX tag can be used to turn on/off the condensed index at
+# top of each HTML page. The value NO (the default) enables the index and
+# the value YES disables it.
+
+DISABLE_INDEX = NO
+
+# This tag can be used to set the number of enum values (range [1..20])
+# that doxygen will group on one line in the generated HTML documentation.
+
+ENUM_VALUES_PER_LINE = 4
+
+# If the GENERATE_TREEVIEW tag is set to YES, a side panel will be
+# generated containing a tree-like index structure (just like the one that
+# is generated for HTML Help). For this to work a browser that supports
+# JavaScript, DHTML, CSS and frames is required (for instance Mozilla 1.0+,
+# Netscape 6.0+, Internet explorer 5.0+, or Konqueror). Windows users are
+# probably better off using the HTML help feature.
+
+GENERATE_TREEVIEW = NO
+
+# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be
+# used to set the initial width (in pixels) of the frame in which the tree
+# is shown.
+
+TREEVIEW_WIDTH = 250
+
+#---------------------------------------------------------------------------
+# configuration options related to the LaTeX output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will
+# generate Latex output.
+
+GENERATE_LATEX = NO
+
+# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `latex' will be used as the default path.
+
+LATEX_OUTPUT = latex
+
+# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be
+# invoked. If left blank `latex' will be used as the default command name.
+
+LATEX_CMD_NAME = latex
+
+# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to
+# generate index for LaTeX. If left blank `makeindex' will be used as the
+# default command name.
+
+MAKEINDEX_CMD_NAME = makeindex
+
+# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact
+# LaTeX documents. This may be useful for small projects and may help to
+# save some trees in general.
+
+COMPACT_LATEX = NO
+
+# The PAPER_TYPE tag can be used to set the paper type that is used
+# by the printer. Possible values are: a4, a4wide, letter, legal and
+# executive. If left blank a4wide will be used.
+
+PAPER_TYPE = a4wide
+
+# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX
+# packages that should be included in the LaTeX output.
+
+EXTRA_PACKAGES =
+
+# The LATEX_HEADER tag can be used to specify a personal LaTeX header for
+# the generated latex document. The header should contain everything until
+# the first chapter. If it is left blank doxygen will generate a
+# standard header. Notice: only use this tag if you know what you are doing!
+
+LATEX_HEADER =
+
+# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated
+# is prepared for conversion to pdf (using ps2pdf). The pdf file will
+# contain links (just like the HTML output) instead of page references
+# This makes the output suitable for online browsing using a pdf viewer.
+
+PDF_HYPERLINKS = NO
+
+# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of
+# plain latex in the generated Makefile. Set this option to YES to get a
+# higher quality PDF documentation.
+
+USE_PDFLATEX = NO
+
+# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode.
+# command to the generated LaTeX files. This will instruct LaTeX to keep
+# running if errors occur, instead of asking the user for help.
+# This option is also used when generating formulas in HTML.
+
+LATEX_BATCHMODE = NO
+
+# If LATEX_HIDE_INDICES is set to YES then doxygen will not
+# include the index chapters (such as File Index, Compound Index, etc.)
+# in the output.
+
+LATEX_HIDE_INDICES = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the RTF output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output
+# The RTF output is optimized for Word 97 and may not look very pretty with
+# other RTF readers or editors.
+
+GENERATE_RTF = NO
+
+# The RTF_OUTPUT tag is used to specify where the RTF docs will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `rtf' will be used as the default path.
+
+RTF_OUTPUT = rtf
+
+# If the COMPACT_RTF tag is set to YES Doxygen generates more compact
+# RTF documents. This may be useful for small projects and may help to
+# save some trees in general.
+
+COMPACT_RTF = NO
+
+# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated
+# will contain hyperlink fields. The RTF file will
+# contain links (just like the HTML output) instead of page references.
+# This makes the output suitable for online browsing using WORD or other
+# programs which support those fields.
+# Note: wordpad (write) and others do not support links.
+
+RTF_HYPERLINKS = NO
+
+# Load stylesheet definitions from file. Syntax is similar to doxygen's
+# config file, i.e. a series of assignments. You only have to provide
+# replacements, missing definitions are set to their default value.
+
+RTF_STYLESHEET_FILE =
+
+# Set optional variables used in the generation of an rtf document.
+# Syntax is similar to doxygen's config file.
+
+RTF_EXTENSIONS_FILE =
+
+#---------------------------------------------------------------------------
+# configuration options related to the man page output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_MAN tag is set to YES (the default) Doxygen will
+# generate man pages
+
+GENERATE_MAN = NO
+
+# The MAN_OUTPUT tag is used to specify where the man pages will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `man' will be used as the default path.
+
+MAN_OUTPUT = man
+
+# The MAN_EXTENSION tag determines the extension that is added to
+# the generated man pages (default is the subroutine's section .3)
+
+MAN_EXTENSION = .3
+
+# If the MAN_LINKS tag is set to YES and Doxygen generates man output,
+# then it will generate one additional man file for each entity
+# documented in the real man page(s). These additional files
+# only source the real man page, but without them the man command
+# would be unable to find the correct page. The default is NO.
+
+MAN_LINKS = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the XML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_XML tag is set to YES Doxygen will
+# generate an XML file that captures the structure of
+# the code including all documentation.
+
+GENERATE_XML = NO
+
+# The XML_OUTPUT tag is used to specify where the XML pages will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `xml' will be used as the default path.
+
+XML_OUTPUT = xml
+
+# The XML_SCHEMA tag can be used to specify an XML schema,
+# which can be used by a validating XML parser to check the
+# syntax of the XML files.
+
+XML_SCHEMA =
+
+# The XML_DTD tag can be used to specify an XML DTD,
+# which can be used by a validating XML parser to check the
+# syntax of the XML files.
+
+XML_DTD =
+
+# If the XML_PROGRAMLISTING tag is set to YES Doxygen will
+# dump the program listings (including syntax highlighting
+# and cross-referencing information) to the XML output. Note that
+# enabling this will significantly increase the size of the XML output.
+
+XML_PROGRAMLISTING = YES
+
+#---------------------------------------------------------------------------
+# configuration options for the AutoGen Definitions output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will
+# generate an AutoGen Definitions (see autogen.sf.net) file
+# that captures the structure of the code including all
+# documentation. Note that this feature is still experimental
+# and incomplete at the moment.
+
+GENERATE_AUTOGEN_DEF = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the Perl module output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_PERLMOD tag is set to YES Doxygen will
+# generate a Perl module file that captures the structure of
+# the code including all documentation. Note that this
+# feature is still experimental and incomplete at the
+# moment.
+
+GENERATE_PERLMOD = NO
+
+# If the PERLMOD_LATEX tag is set to YES Doxygen will generate
+# the necessary Makefile rules, Perl scripts and LaTeX code to be able
+# to generate PDF and DVI output from the Perl module output.
+
+PERLMOD_LATEX = NO
+
+# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be
+# nicely formatted so it can be parsed by a human reader. This is useful
+# if you want to understand what is going on. On the other hand, if this
+# tag is set to NO the size of the Perl module output will be much smaller
+# and Perl will parse it just the same.
+
+PERLMOD_PRETTY = YES
+
+# The names of the make variables in the generated doxyrules.make file
+# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX.
+# This is useful so different doxyrules.make files included by the same
+# Makefile don't overwrite each other's variables.
+
+PERLMOD_MAKEVAR_PREFIX =
+
+#---------------------------------------------------------------------------
+# Configuration options related to the preprocessor
+#---------------------------------------------------------------------------
+
+# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will
+# evaluate all C-preprocessor directives found in the sources and include
+# files.
+
+ENABLE_PREPROCESSING = YES
+
+# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro
+# names in the source code. If set to NO (the default) only conditional
+# compilation will be performed. Macro expansion can be done in a controlled
+# way by setting EXPAND_ONLY_PREDEF to YES.
+
+MACRO_EXPANSION = NO
+
+# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES
+# then the macro expansion is limited to the macros specified with the
+# PREDEFINED and EXPAND_AS_PREDEFINED tags.
+
+EXPAND_ONLY_PREDEF = NO
+
+# If the SEARCH_INCLUDES tag is set to YES (the default) the includes files
+# in the INCLUDE_PATH (see below) will be search if a #include is found.
+
+SEARCH_INCLUDES = YES
+
+# The INCLUDE_PATH tag can be used to specify one or more directories that
+# contain include files that are not input files but should be processed by
+# the preprocessor.
+
+INCLUDE_PATH =
+
+# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard
+# patterns (like *.h and *.hpp) to filter out the header-files in the
+# directories. If left blank, the patterns specified with FILE_PATTERNS will
+# be used.
+
+INCLUDE_FILE_PATTERNS =
+
+# The PREDEFINED tag can be used to specify one or more macro names that
+# are defined before the preprocessor is started (similar to the -D option of
+# gcc). The argument of the tag is a list of macros of the form: name
+# or name=definition (no spaces). If the definition and the = are
+# omitted =1 is assumed.
+
+PREDEFINED =
+
+# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then
+# this tag can be used to specify a list of macro names that should be expanded.
+# The macro definition that is found in the sources will be used.
+# Use the PREDEFINED tag if you want to use a different macro definition.
+
+EXPAND_AS_DEFINED =
+
+# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then
+# doxygen's preprocessor will remove all function-like macros that are alone
+# on a line, have an all uppercase name, and do not end with a semicolon. Such
+# function macros are typically used for boiler-plate code, and will confuse the
+# parser if not removed.
+
+SKIP_FUNCTION_MACROS = NO
+
+#---------------------------------------------------------------------------
+# Configuration::additions related to external references
+#---------------------------------------------------------------------------
+
+# The TAGFILES option can be used to specify one or more tagfiles.
+# Optionally an initial location of the external documentation
+# can be added for each tagfile. The format of a tag file without
+# this location is as follows:
+# TAGFILES = file1 file2 ...
+# Adding location for the tag files is done as follows:
+# TAGFILES = file1=loc1 "file2 = loc2" ...
+# where "loc1" and "loc2" can be relative or absolute paths or
+# URLs. If a location is present for each tag, the installdox tool
+# does not have to be run to correct the links.
+# Note that each tag file must have a unique name
+# (where the name does NOT include the path)
+# If a tag file is not located in the directory in which doxygen
+# is run, you must also specify the path to the tagfile here.
+
+TAGFILES =
+
+# When a file name is specified after GENERATE_TAGFILE, doxygen will create
+# a tag file that is based on the input files it reads.
+
+GENERATE_TAGFILE =
+
+# If the ALLEXTERNALS tag is set to YES all external classes will be listed
+# in the class index. If set to NO only the inherited external classes
+# will be listed.
+
+ALLEXTERNALS = NO
+
+# If the EXTERNAL_GROUPS tag is set to YES all external groups will be listed
+# in the modules index. If set to NO, only the current project's groups will
+# be listed.
+
+EXTERNAL_GROUPS = YES
+
+# The PERL_PATH should be the absolute path and name of the perl script
+# interpreter (i.e. the result of `which perl').
+
+PERL_PATH = /usr/bin/perl
+
+#---------------------------------------------------------------------------
+# Configuration options related to the dot tool
+#---------------------------------------------------------------------------
+
+# If the CLASS_DIAGRAMS tag is set to YES (the default) Doxygen will
+# generate a inheritance diagram (in HTML, RTF and LaTeX) for classes with base or
+# super classes. Setting the tag to NO turns the diagrams off. Note that this
+# option is superseded by the HAVE_DOT option below. This is only a fallback. It is
+# recommended to install and use dot, since it yields more powerful graphs.
+
+CLASS_DIAGRAMS = YES
+
+# If set to YES, the inheritance and collaboration graphs will hide
+# inheritance and usage relations if the target is undocumented
+# or is not a class.
+
+HIDE_UNDOC_RELATIONS = YES
+
+# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is
+# available from the path. This tool is part of Graphviz, a graph visualization
+# toolkit from AT&T and Lucent Bell Labs. The other options in this section
+# have no effect if this option is set to NO (the default)
+
+HAVE_DOT = NO
+
+# If the CLASS_GRAPH and HAVE_DOT tags are set to YES then doxygen
+# will generate a graph for each documented class showing the direct and
+# indirect inheritance relations. Setting this tag to YES will force the
+# the CLASS_DIAGRAMS tag to NO.
+
+CLASS_GRAPH = YES
+
+# If the COLLABORATION_GRAPH and HAVE_DOT tags are set to YES then doxygen
+# will generate a graph for each documented class showing the direct and
+# indirect implementation dependencies (inheritance, containment, and
+# class references variables) of the class with other documented classes.
+
+COLLABORATION_GRAPH = YES
+
+# If the UML_LOOK tag is set to YES doxygen will generate inheritance and
+# collaboration diagrams in a style similar to the OMG's Unified Modeling
+# Language.
+
+UML_LOOK = YES
+
+# If set to YES, the inheritance and collaboration graphs will show the
+# relations between templates and their instances.
+
+TEMPLATE_RELATIONS = NO
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDE_GRAPH, and HAVE_DOT
+# tags are set to YES then doxygen will generate a graph for each documented
+# file showing the direct and indirect include dependencies of the file with
+# other documented files.
+
+INCLUDE_GRAPH = YES
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDED_BY_GRAPH, and
+# HAVE_DOT tags are set to YES then doxygen will generate a graph for each
+# documented header file showing the documented files that directly or
+# indirectly include this file.
+
+INCLUDED_BY_GRAPH = YES
+
+# If the CALL_GRAPH and HAVE_DOT tags are set to YES then doxygen will
+# generate a call dependency graph for every global function or class method.
+# Note that enabling this option will significantly increase the time of a run.
+# So in most cases it will be better to enable call graphs for selected
+# functions only using the \callgraph command.
+
+CALL_GRAPH = NO
+
+# If the GRAPHICAL_HIERARCHY and HAVE_DOT tags are set to YES then doxygen
+# will graphical hierarchy of all classes instead of a textual one.
+
+GRAPHICAL_HIERARCHY = NO
+
+# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images
+# generated by dot. Possible values are png, jpg, or gif
+# If left blank png will be used.
+
+DOT_IMAGE_FORMAT = png
+
+# The tag DOT_PATH can be used to specify the path where the dot tool can be
+# found. If left blank, it is assumed the dot tool can be found on the path.
+
+DOT_PATH =
+
+# The DOTFILE_DIRS tag can be used to specify one or more directories that
+# contain dot files that are included in the documentation (see the
+# \dotfile command).
+
+DOTFILE_DIRS =
+
+# The MAX_DOT_GRAPH_WIDTH tag can be used to set the maximum allowed width
+# (in pixels) of the graphs generated by dot. If a graph becomes larger than
+# this value, doxygen will try to truncate the graph, so that it fits within
+# the specified constraint. Beware that most browsers cannot cope with very
+# large images.
+
+MAX_DOT_GRAPH_WIDTH = 1024
+
+# The MAX_DOT_GRAPH_HEIGHT tag can be used to set the maximum allows height
+# (in pixels) of the graphs generated by dot. If a graph becomes larger than
+# this value, doxygen will try to truncate the graph, so that it fits within
+# the specified constraint. Beware that most browsers cannot cope with very
+# large images.
+
+MAX_DOT_GRAPH_HEIGHT = 1024
+
+# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the
+# graphs generated by dot. A depth value of 3 means that only nodes reachable
+# from the root by following a path via at most 3 edges will be shown. Nodes that
+# lay further from the root node will be omitted. Note that setting this option to
+# 1 or 2 may greatly reduce the computation time needed for large code bases. Also
+# note that a graph may be further truncated if the graph's image dimensions are
+# not sufficient to fit the graph (see MAX_DOT_GRAPH_WIDTH and MAX_DOT_GRAPH_HEIGHT).
+# If 0 is used for the depth value (the default), the graph is not depth-constrained.
+
+MAX_DOT_GRAPH_DEPTH = 0
+
+# If the GENERATE_LEGEND tag is set to YES (the default) Doxygen will
+# generate a legend page explaining the meaning of the various boxes and
+# arrows in the dot generated graphs.
+
+GENERATE_LEGEND = YES
+
+# If the DOT_CLEANUP tag is set to YES (the default) Doxygen will
+# remove the intermediate dot files that are used to generate
+# the various graphs.
+
+DOT_CLEANUP = YES
+
+#---------------------------------------------------------------------------
+# Configuration::additions related to the search engine
+#---------------------------------------------------------------------------
+
+# The SEARCHENGINE tag specifies whether or not a search engine should be
+# used. If set to NO the values of all tags below this one will be ignored.
+
+SEARCHENGINE = YES
diff --git a/docs/clientupdates.txt b/docs/clientupdates.txt
new file mode 100644
index 000000000..c5e38d8b8
--- /dev/null
+++ b/docs/clientupdates.txt
@@ -0,0 +1,46 @@
+--------------------
+CLIENT AUTO-UPDATING
+--------------------
+
+UPDATING CLIENT DATA
+
+For future clients we need to develop a way in which they can automatically
+update to new data like for example new images, maps or item, being and skill
+definitions. Here is described the sequence of actions that could implement
+this functionality:
+
+ 1. Client loads initial core data for login screen (always included with
+ release)
+ 2. Client logs on
+ 3. Server sends client list of required packages (maybe with versions)
+ 4. Client notices he doesn't have a certain package yet or is out of date
+ 5. Client requests from server .torrent files (or maybe at first just URL)
+ from where to get the the missing packages
+ 6. Client downloads them and puts them in "data" directory (~/.mana/data on
+ Linux, cause that's writable)
+ 7. Client loads the list of files server mentioned in PhysFS virtual
+ filesystem
+ 8. Client tells server that it is up to date
+ 9. Client could load some common data like item definitions here
+10. Server sends client player position and so on, game starts, client loads
+ and unloads additional data like maps, tilesets, sprites, etc. on demand.
+
+
+UPDATING THE CLIENT BINARY
+
+Updates to the actual client binary are also being considered, especially on
+the Windows operating system. While the plan is to move any specific game data
+outside of the binary, sometimes an update to the binary will be required for
+being able to play the game. Also especially Windows users are used to
+automatic update checks for many applications (possibly because of the lack of
+such a feature system-wide).
+
+On Linux this would require either installing a statically linked binary
+(which could still have some issues) or automatically compiling/installing
+from source. Neither are very attractive options, and I (Hammerbear) would
+prefer not to deal with automatic binary updates on Linux.
+
+On Windows a binary can't be replaced while it is running, so probably a
+separate update tool would need to be written that is run before the client
+to check for updates to the client and possibly replaces the client before
+running it.
diff --git a/docs/example.mana b/docs/example.mana
new file mode 100644
index 000000000..9173efb01
--- /dev/null
+++ b/docs/example.mana
@@ -0,0 +1,24 @@
+<?xml version="1.0"?>
+
+<!--
+Example branding file
+
+With a branding file you can customize the appearance and various
+other default settings. To use a branding file just pass its
+filename / path as a command line parameter
+-->
+
+<configuration>
+ <option name="appName" value="Mana"/>
+ <option name="appShort" value="mana"/>
+ <option name="appIcon" value="icons/mana.png"/>
+ <option name="loginMusic" value="Magick - Real.ogg"/>
+ <option name="onlineServerList" value="http://manasource.org/serverlist.xml"/>
+ <option name="defaultServer" value="testing.manasource.org"/>
+ <option name="defaultPort" value="9601"/>
+ <option name="defaultServerType" value="manaserv"/>
+ <option name="defaultUpdateHost" value="http://updates.themanaworld.org"/>
+ <option name="font" value="fonts/dejavusans.ttf" />
+ <option name="boldFont" value="fonts/dejavusans-bold.ttf" />
+ <option name="theme" value="wood" />
+</configuration>
diff --git a/docs/items.txt b/docs/items.txt
new file mode 100644
index 000000000..19c6b10cc
--- /dev/null
+++ b/docs/items.txt
@@ -0,0 +1,198 @@
+-------------------------------
+THE MANA WORLD INVENTORY SYSTEM
+-------------------------------
+
+1. INTRODUCTION
+2. DATABASE
+3. INVENTORY
+4. EQUIPMENT
+5. IMPLEMENTATION
+6. SPECIAL ITEMS
+7. PROTOCOL
+
+An item will have the following properties:
+
+C means info is used only by the client
+S means info is used only by the server
+C&S means info is used by both
+
+- id (C&S) -> unsigned int
+
+ a positive integer uniquely identifying an item.
+
+- image (C) -> unsigned int
+
+ used if same images are used for different items.
+ Maybe we need more image ids to tell which image (bigger one) to show in
+ equipment window or when equipping items in weapon slot.
+
+- name (C) -> char[30]
+
+ to be shown in inventory.
+
+- description (C) -> char[100]
+
+ a brief description shown in shops, or in the inventory
+
+- type (S) -> unsigned char
+
+ server uses it to check if is an item or an equipment and send the
+ appropriate packet.
+
+ * USABLE_ITEM (food, potions, ...)
+ * EQUIPMENT_ITEM (weapons, armors, ...)
+ * SLOT_ITEM (cards, materias, summoned beings, ...)
+ * SLOTTED_ITEM (bags, small chests, ...)
+
+- identify (S) -> unsigned char
+
+ The server will check this flag if the items can be identified by the
+ player.
+
+ * IDENTIFIED no need to identify the item
+ * IDENTIFY_ITEM you can identify it by using a special item
+ * IDENTIFY_MAGIC you can identify it by using a particular spell
+ * BLACKSMITH needs a blacksmith to be identified
+ * WIZARD needs a wizard to be identified (enchanted items)
+ * ANCIENT_BLACKSMITH
+ * ANCIENT_WIZARD
+ * NOT_IDENTIFIABLE reserved for future use
+
+- weight (C&S) -> unsigned short
+
+ Used by server to calculate if the being can carry more items. The client
+ uses it to display the information to the player.
+
+- # of slots (C&S) -> unsigned char
+
+ If this field is greater than 0 it means this one is a slotted item.
+ (Probably we can remove SLOTTED_ITEM from the type enumeration)
+ For example a bag will have 4 slots, while a chest about 10.
+
+- script (S) -> probably a file name to reference the script file
+ or class or name of class object
+
+ Script to be executed when item is used/equipped. Events include:
+
+ onPickup(Being b) The item is picked up by being b
+ onDrop(Being b) The item is dropped by being b
+ onUse(Being b) The item is used by being b
+ onUseWith(Being b, Object o) The item is used with object o by being b
+ onEquip(Being b) The item is equipped by being b
+
+
+3. INVENTORY
+
+Inventory will contain any kind of weapons including non equipped items and
+slotted items. Every being will have a variable number of slots to store items.
+For example a maggot won't have any slot, while players could have a number of
+slots depending on his strength. A pet could have one slot used to add a bag and
+help the player carrying items.
+
+Hammerbear says: I think here we should go all the way with weight approach and
+not have a slot limit. The same could be used for container items, that simply
+have a contents that can hold a certain total weight. Places where slots are
+then used is for equipment, where each slot maps onto a certain body part, and
+possibly certain slotted items that have slots that can only hold a certain
+type of item.
+
+
+4. EQUIPMENT
+
+Every being will have a variable number of slots to equip items. For a human
+player we will have the following slots:
+
+* 0 body
+* 1 hair
+ 2 head (hat, helmet, etc.)
+ 3 neck (necklace)
+ 4 torso (body armour)
+ 5 right hand (weapons)
+ 6 left hand (shield, only available with no or one-handed weapon)
+ (ammunition, only available with certain weapons)
+ 7 left ring finger
+ 8 right ring finger
+ 9 legs (pants)
+ 10 feet (shoes)
+
+These slots will composite to form the character graphic. The order of the
+composition is not the same in each direction and some slots do not contribute
+to the final graphic. Draw order for each direction:
+
+ left 0, 1, 2, 10, 9, 5, 4, 6
+ right 0, 1, 2, 10, 9, 6, 4, 5
+ up 0, 1, 2, 10, 9, 5, 6, 4
+ down 0, 1, 2, 10, 9, 4, 6, 5
+
+*) These slots are not under player control, but are merely used by the engine
+so be able to change this as part of the same system.
+
+
+5. IMPLEMENTATION
+
+Since both client and server will only need to store item ids, inventory and
+equipment can be easily coded as unsigned int arrays. The only problem is
+about slotted items. They for sure can't store another slotted item, but it's
+hard to represent them as an int. Probably a more complex structure is needed.
+
+struct ITEM_HOLDER {
+ int id;
+ int quantity;
+ ITEM_HOLDER *item;
+}
+
+ITEM_HOLDER inventory[number_of_slots];
+ITEM_HOLDER equipment[number_of_slots];
+
+If item is not NULL it will reference an array of items stored in the slotted
+item.
+
+How to limit the quantity of items? We could have a fixed number of slots in the
+inventory. In one slot you can store only items with the same id (except slotted
+items which need separate slots). When you pick up/receive a new item, total
+weigth you can carry is checked if the item can be stored.
+
+
+6. SPECIAL ITEMS
+
+A special case is represented by arrow holder. Possible solutions:
+
+ - Equipment will have a special slot where you can equip only arrows
+ (or stones)
+
+ - Item with one slot
+
+ - Arrows can be simply stored in inventory
+
+ - Arrow holder has special slot for items of type "arrow" that can hold up
+ to a certain maximum number of arrows.
+
+Weapons can store a limited number of items in their slots. In this kind of
+slots you can store materia, demons or arrows. Some examples, with XML test
+cases based on 4th solution above.
+
+ * Arrow holder = max 100 arrows (1 slot)
+
+ <item name="Medium quiver" ...>
+ <slot type="arrow" max="100"/>
+ </item>
+
+ * Sword of chaos = max 1 materia + 2 demons (2 slot)
+
+ <item name="Sword of chaos" ...>
+ <slot type="materia" max="1"/>
+ <slot type="demon" max="2"/>
+ </item>
+
+ * Bag that can hold 5 kg of arbitrary stuff (container).
+
+ <item name="Leather bag" weight="1" ... capacity="5"/>
+
+ The rationale of being able to carry 5 kg of stuff at the cost of only
+ 1 kg is that the bag helps you carry the stuff by providing a convenient
+ way to hold it.
+
+
+7. PROTOCOL
+
+To be defined.
diff --git a/docs/manaplus.6 b/docs/manaplus.6
new file mode 100644
index 000000000..dbde16d49
--- /dev/null
+++ b/docs/manaplus.6
@@ -0,0 +1,104 @@
+.TH "ManaPlus" "6"
+.SH "NAME"
+mana \- ManaPlus: A 2D MMORPG client
+.SH "SYNOPSIS"
+\fBmanaplus\fR
+.SH "DESCRIPTION"
+This manual page documents briefly the
+\fBmanaplus\fR ingame
+commands.
+\fBmanaplus\fR is a great online game based upon the Seiken Densetsu Serie.
+It has its own universe, and and its own character management system, which will
+give you the opportunity to play in a 2D heroic-fantasy world forever.
+.SH "BINARY PARAMETERS"
+This program follows the usual GNU command line syntax, with long
+options starting with two dashes (`-').
+A summary of options is included below.
+.TP
+.B \-l, \-\-log\-file
+Log file to use
+.TP
+.B \-L, \-\-chat\-log\-dir
+Chat log dir to use
+.TP
+.B \-v, \-\-version
+Show version of the program.
+.TP
+.B \-h, \-\-help
+Show summary of options.
+.TP
+.B \-C, \-\-config\-dir
+Configuration directory to use.
+.TP
+.B \-U, \-\-username
+Login with this username.
+.TP
+.B \-P, \-\-password
+Login with this password.
+.TP
+.B \-c, \-\-character
+Login with this character.
+.TP
+.B \-s, \-\-server
+Login server name or IP.
+.TP
+.B \-p, \-\-port
+Login server port.
+.TP
+.B \-\-update\-host
+Use this update host.
+.TP
+.B \-D, \-\-default
+Choose default character server and character.
+.TP
+.B \-u, \-\-skip\-update
+Skip the update process.
+.TP
+.B \-d, \-\-data
+Directory to load game data from.
+.TP
+.B \-L, \-\-local\-data\-dir
+Directory to use as local data directory.
+.TP
+.B \-\-screenshot\-dir
+Directory to store screenshots.
+.TP
+.B \-\-safemode
+Start game in safe mode.
+.TP
+.B \-\-no-opengl
+Disable OpenGL for this session.
+.SH "COMMON KEYS"
+.TP
+.B Arrow Keys:
+Move your character around.
+.TP
+.B Left Ctrl:
+Make your character attack.
+.TP
+.B Key A:
+Target nearest monster.
+.TP
+.B Key G:
+Get items on the ground or in a chest.
+.TP
+.B Alt + 1...9:
+Shows an emoticon above your character.
+.TP
+.B Alt + I:
+Shows / Hide inventory window.
+.TP
+.B Alt + K:
+Shows / Hide skills window.
+.TP
+.B Alt + E:
+Shows / Hide equipment window.
+.TP
+.B Alt + C:
+Shows configuration window.
+.SH "AUTHOR"
+This manual page was written by Patrick Matth\[:a]i <patrick.matthaei@web.de>
+for the Mana project.
+Permission is granted to copy, distribute and/or modify this document
+under the terms of the GNU General Public License, Version 2 any
+later version published by the Free Software Foundation.
diff --git a/docs/packages.txt b/docs/packages.txt
new file mode 100644
index 000000000..b46502414
--- /dev/null
+++ b/docs/packages.txt
@@ -0,0 +1,250 @@
+-----------------------------
+MANA PACKAGE SYSTEM
+-----------------------------
+
+1. INTRODUCTION
+2. LOCATION OF DATA
+3. CONTENTS OF DATA PACKAGE
+4. TYPES OF DATA
+5. INITIALIZING PACKAGE MANAGEMENT
+6. LOADING A REQUESTED RESOURCE
+7. RESOURCE MANAGEMENT DETAILS
+
+
+1. INTRODUCTION
+
+Mana is expected to grow continuously with updates to the game world
+occurring relatively frequently. More often so than for example new releases
+of the game client. To make sure players don't have to update their data
+manually all the time, by for example downloading the latest from the website,
+the Mana client should be able to automatically obtain new data packages from
+the server.
+
+ Note: To reduce the load on the server (which isn't expected to have huge
+ free uploading resources), the idea is that the server will only send a
+ torrent file to the client and that the file is subsequently downloaded from
+ several locations that have volunteered to spread Mana data files. Ultimately
+ a simple option on the client will even allow players to contribute their
+ excess bandwidth to help other players get the updates faster.
+
+
+2. LOCATION OF DATA
+
+There are two locations where Mana can look for game data. The install data
+directory and the data directory in the user's home directory. The latter one
+doesn't have to be used for Windows users, but is required for dynamic updates
+for UNIX users, who generally won't have write permissions to the install
+data directory. So for UNIX the two locations are:
+
+ /usr/local/share/manaworld/data/*
+
+ ~/.manaworld/data/*
+
+While for Windows all the data will be located at:
+
+ C:\Program Files\Mana\data\*
+
+In the UNIX case it doesn't matter in which order the data directories are
+examined.
+
+
+3. CONTENTS OF DATA PACKAGE
+
+The contents of the data packages are strictly categorized and all packages
+share a single root, similar to the paths on a UNIX system. The name of the
+package is irrelevant. An example of the contents is given by:
+
+ /graphics/sprites/forest/pinetree.png
+ /graphics/sprites/furniture/bed.png
+ /graphics/tiles/dark_forest.png
+ /graphics/tiles/city.png
+ /music/eagles_are_watching.xm
+ /music/silent_rose.xm
+ /sound/battle/sword1.ogg
+ /sound/battle/sword2.ogg
+ /maps/deep_desert.tmx
+ /maps/desert_town.tmx
+ /tilesets/dark_forest.tsx
+ /tilesets/city.tsx
+ /scripts/Portal.rb
+ /scripts/PawnShop.rb
+ /scripts/Fountain.rb
+
+
+4. TYPES OF DATA
+
+ png - The preferred format for images
+ xm - The preferred format for music (or other kinds of module formats)
+ ogg - The preferred format for sound effects
+ tmx - The map format (to be implemented)
+ tsx - The tile set format (to be implemented)
+ rb - A Ruby script file (application to be discussed)
+
+
+5. INITIALIZING PACKAGE MANAGEMENT
+
+When Mana starts it will scan its data directories for both packages (archives)
+and directories. When a directory is found with the same name as a package, the
+directory is the preferred location to load data from as it is assumed to be
+more up to date.
+
+Each package will have an ID and a file listing associated with it. Having made
+a list of all packages they are processed in the order of their IDs. A mapping
+is made from file to package, as follows:
+
+ /music/eagles_are_watching.xm -> /usr/local/share/manaworld/data/musicpack
+ /music/silent_rose.xm -> /usr/local/share/manaworld/data/musicpack
+ /sound/battle/sword1.ogg -> ~/.manaworld/data/patch1
+ /sound/battle/sword2.ogg -> ~/.manaworld/data/patch1
+ ...
+
+Because the packages are loaded in the order of their IDs, it is made sure that
+each file will always point to the package in which is was last updated. The
+package IDs make sure that there is an absolute ordering of the packages.
+
+To allow the client to get rid of old packages, a package can declare an
+arbitrary amount of packages with a lower ID than itself as obsolete. These
+packages will then be ignored by the client, and optionally they can be
+automatically deleted.
+
+
+6. LOADING A REQUESTED RESOURCE
+
+When the game starts and during the game, resources will continuously be asked
+for. A resource manager will take care that each resource is only loaded once.
+It also makes sure that the resources are loaded from the right package using
+the constructed mapping.
+
+As noted above, the resource manager makes sure directories are preferred
+to package files when resources are loaded. The presence of directories is
+only expected in the case of developers that will relatively frequently update
+the data while working on the next package to be released.
+
+
+7. RESOURCE MANAGEMENT DETAILS
+
+The resource management technique is critical to the overall success of the
+package management system as a whole. Resources are loaded at runtime as they
+are needed, and unloaded as they become unused. In order to ensure the
+autonomous functioning of this process reference counting is the agreed upon
+technique for managing loaded resources in Mana.
+
+For those unfamiliar with the practice of reference counting, it involves
+every resource object having a variable containing the number of references to
+the object. When a reference is added the function addRef() is called and when
+it is removed the function release() is called. When the reference count
+reaches zero the object will automatically delete itself, thus handling the
+cleanup of resources.
+
+Reference counting will form the core of the resource management system. Each
+resource object will have the functionality of a reference counted object. The
+resource manager will hold ResourceEntry objects. The resource entry object
+contains a pointer to the resource as well as the location of the path of the
+file the resource was loaded from. This would look something like:
+
+ /**
+ * A generic reference counted resource object.
+ */
+ class Resource {
+ public:
+ /**
+ * Loads the resource from the specified path.
+ * @param filePath The path to the file to be loaded.
+ * @return <code>true</code> if loaded <code>false</code> otherwise.
+ */
+ virtual bool Load(std::string filePath) = 0;
+ ...
+ /**
+ * Increments the reference counted of this object.
+ */
+ void addRef() { ++referenceCount; }
+
+ /**
+ * Decrements the reference count and deletes the object
+ * if no references are left.
+ * @return <code>true</code> if the object was deleted
+ * <code>false</code> otherwise.
+ */
+ void release() {
+ --referenceCount;
+
+ if (!referenceCount)
+ {
+ delete this;
+ return true;
+ }
+
+ return false;
+ }
+ private:
+ unsigned int referenceCount;
+ };
+ ...
+ /**
+ * A resource entry descriptor.
+ */
+ struct ResourceEntry {
+ Resource* resource;
+ std::string filePath;
+ };
+ ...
+
+The resource manager would then hold a mapping containing the resource entry as
+well as the string defining its resource identification path. The resource
+manager would thus look something like this:
+
+ /**
+ * A class for loading and managing resources.
+ */
+ class ResourceManager {
+ public:
+ ...
+ private:
+ std::map<std::string, ResourceEntry> resources;
+ };
+ ...
+
+This will allow the game to load resources with little awareness of the actual
+path from which they were loaded. The resource manager will also act as a
+resource object factory. A factory object is an object that creates an
+instance of an object derived from a common base class. In this case it will
+create Resource objects. This would make the ResourceManager object look like
+this:
+
+ /**
+ * A class for loading and managing resources.
+ */
+ class ResourceManager {
+ public:
+ enum E_RESOURCE_TYPE
+ {
+ MAP,
+ MUSIC,
+ IMAGE,
+ SCRIPT,
+ TILESET,
+ SOUND_EFFECT
+ };
+
+ /**
+ * Creates a resource and adds it to the resource map.
+ * The idPath is converted into the appropriate path
+ * for the current operating system and the resource
+ * is loaded.
+ * @param type The type of resource to load.
+ * @param idPath The resource identifier path.
+ * @return A valid resource or <code>NULL</code> if
+ * the resource could not be loaded.
+ */
+ Resource* Create(const E_RESOURCE_TYPE& type,
+ std::string idPath);
+ ...
+ private:
+ std::map<std::string, ResourceEntry> resources;
+ };
+ ...
+
+Loading a resource would then look something like:
+
+ Image* img = (Image*) ResourceManager.Create(ResourceManager::IMAGE,
+ "/graphics/tiles/dark_forest.png");
diff --git a/docs/progression.txt b/docs/progression.txt
new file mode 100644
index 000000000..a25cf11fd
--- /dev/null
+++ b/docs/progression.txt
@@ -0,0 +1,129 @@
+-----------------------------------
+THE MANA WORLD PLAYER'S PROGRESSION
+-----------------------------------
+
+1. PLAYER'S STATS
+2. PLAYER'S STATUS
+3. AN ATTACK PROCESS
+4. LEVELS
+
+1. PLAYER'S STATS
+
+Strength : The Strength determines how much a player will physically damage
+ an enemy.
+
+Vitality : The Vitality deals with the player's HP, and damage resistance.
+
+Agility : The Agility determines the attacks frequency of a player, and
+ the ability to escape attacks from an encounter.
+
+Intelligence : The Intelligence determines how many MP a player can have, how
+ many abilities he can master, and how strong his magic attacks
+ can be.
+
+Spirit : The Spirit deals with the player's magic resistance, and also
+ with magic effectiveness.
+
+Luck : The Player's Luck determines the player's evades, how he can
+ deals critical attacks, and a little bit with the hit
+ percentage.
+
+A Player has got 11 points to distribute to each stat before beginning at
+level 1. A Stat must have at least 1 point given to it. The Player earns 1
+point for each level he reaches.
+
+
+2. PLAYER'S STATUS
+
+HP : Hit Points. How much a player can be hit before dying.
+ HP = (3 * Vitality) + Strength + Level
+
+MP : Magic Points. Used by Spells, or Special Skills.
+ MP = 2 * Intelligence + Spirit
+
+Attack : The Attack tells how much exactly the player will reduce the
+ opponent's HP, minus its defense and extra protection.
+ Attack = 3 * Strength + Luck
+
+Defense : The Defense will reduce the HP damage taken by an opponent.
+ Defense = 2 * Vitality + Agility + Luck
+
+Magic Attack : Same but for the might of your spells.
+ Magic Attack = 3 * Intelligence + Spirit
+
+Magic Defense : Same but for the defense against magic skills and spells.
+ Magic Defense = 3 * Spirit + Luck
+
+Hit (%) : Indicate the chance a player has to hit an opponent. The Score
+ is in percentage.
+ Hit = ((3 * Luck + 2 * Agility + Intelligence) / 6) * 10
+ (Max : 125 %)
+
+Evade (%) : Indicate the chance a player has to evade an opponent's hit.
+ The score is in percentage.
+ Evade = ((3 * Luck + Spirit + Vitality )/5) (Max : 75 %)
+
+
+3. AN ATTACK PROCESS
+
+An attack process is quite simple :
+The Hit(%) of the attacker is taken, minus the evade of the opponent.
+A random score is taken by the server and if it's less than the Attacker's Hit
+modified, the attacker actually hits the opponent.
+N.B. : A magic attack never miss if it isn't based on status changing.
+For instance, a fire ball always touches the opponent.
+
+Then, the attack plus the its modifiers (weapons attack upgrade, items bonus,
+...) minus the opponent defense (plus bonus) is taken to reduce the opponent
+HP.
+
+
+4. LEVELS
+
+The XP-For-The-Next-Level of a player is calculated with his/her class number.
+Cf. Class Number for more information. Higher is the class, higher is the class
+number.
+
+Minimum XP For This Level = Level^3 + ClassNumber * Level.
+XP For Next Level = (Level + 1)^3 + ClassNumber * (Niveau + 1).
+
+To be of a level, a player must have an actual XP which is between minimum and
+xp for next level.
+N.B. : A player earns 1 stat point for each level he reaches.
+
+
+5. JOB POINTS
+
+Job Points are used to get skill points, that can be used to learned and
+reinforce special skills, which can be acquired by being of certain classes.
+
+Job points are obtained by job leveling.
+!! : Changing the class of a character reset to the job level of the character
+ the last time he was of that class. It can be zero if the player has never
+ been of this class!
+
+Job level : 20 + 2^Level + Level.
+
+6. CLASSES
+
+A player can be one of mutiple classes ; A wizard is different from a archer,
+and can't held the same weapons, armors, etc... A score is associated with each
+class defining how hard it is to level for a player. Also, special skills can
+be learned from each classes, by giving them skill points, earned by gaining
+job points.
+
+Classes --- Class Nr -- Skill Associated ------------------- Conditions -------
+
+Beginner 16 Sitting (JobLvl : 4)
+Apprentice 17 Fire Ball, Ice Needles (JobLvl : 4) Beginner Lvl:10
+Archer 17 Hard Shot, Line Shot (JL:5) Beginner Lvl:10
+Peon 17 Double Hit, Hard Hit(JL:5) Beginner Lvl:10
+...
+
+
+7. NOTES
+
+Every of these notes have to be discussed, if you have any feedback,
+suggestions, updates, commit or tell them at:
+
+address: irc://irc.freenode.net channel: #themanaworld
diff --git a/docs/sounddev.txt b/docs/sounddev.txt
new file mode 100644
index 000000000..149150bab
--- /dev/null
+++ b/docs/sounddev.txt
@@ -0,0 +1,38 @@
+--------------------------------
+THE MANA WORLD SOUND DEVELOPMENT
+--------------------------------
+
+1. INTRODUCTION
+2. SPECS
+3. DATA REQUIRED
+4. SUGGESTION
+
+1. INTRODUCTION
+
+In The Mana World we plan to have both background music and sound effects
+linked to beings actions.
+
+2. SPECS
+
+The preferred file format is Ogg mastered at 22.050 Hz. Quality factor 3.0
+should be enough.
+We strongly recomend to not convert the file from a previous format to avoid
+loss of quality. 22 Khz is not the best quality we can have, that's why is
+really important to have the sound digitally recorded and without noise at
+all.
+
+3. DATA REQUIRED
+
+- Login BGM (need to be remastered to improve quality, tempo and remove noise)
+- Amzeroth (or whatever it's the name) BGM
+- South field BGM
+- Level up SFX
+- Sword slash SFX
+- Bow shot SFX
+- Monsters attack SFX
+- Monsters death SFX
+- Potion SFX (used for every recovery item)
+
+4. SUGGESTIONS
+
+As placeholders we could use Wesnoth SFX/BGM to test the sound engine. \ No newline at end of file