From 3eeae12c498d1a4dbe969462d2ba841f77ee3ccb Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Sun, 2 Jan 2011 01:48:38 +0200 Subject: Initial commit. This code based on mana client http://www.gitorious.org/mana/mana and my private repository. --- docs/FAQ.txt | 88 ++++ docs/HACKING.txt | 137 ++++++ docs/Makefile.am | 9 + docs/SOURCE/Doxyfile | 1153 ++++++++++++++++++++++++++++++++++++++++++++++++ docs/clientupdates.txt | 46 ++ docs/example.mana | 24 + docs/items.txt | 198 +++++++++ docs/manaplus.6 | 104 +++++ docs/packages.txt | 250 +++++++++++ docs/progression.txt | 129 ++++++ docs/sounddev.txt | 38 ++ 11 files changed, 2176 insertions(+) create mode 100644 docs/FAQ.txt create mode 100644 docs/HACKING.txt create mode 100644 docs/Makefile.am create mode 100644 docs/SOURCE/Doxyfile create mode 100644 docs/clientupdates.txt create mode 100644 docs/example.mana create mode 100644 docs/items.txt create mode 100644 docs/manaplus.6 create mode 100644 docs/packages.txt create mode 100644 docs/progression.txt create mode 100644 docs/sounddev.txt (limited to 'docs') 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 + +* 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 , where +# is the value of the INPUT_FILTER tag, and 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 @@ + + + + + + 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) + + + + + + * Sword of chaos = max 1 materia + 2 demons (2 slot) + + + + + + + * Bag that can hold 5 kg of arbitrary stuff (container). + + + + 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 +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 true if loaded false 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 true if the object was deleted + * false 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 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 NULL if + * the resource could not be loaded. + */ + Resource* Create(const E_RESOURCE_TYPE& type, + std::string idPath); + ... + private: + std::map 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 -- cgit v1.2.3-60-g2f50