/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MAIN_H
#define MAIN_H
/**
* \mainpage
*
* \section Introduction Introduction
*
* This is the documentation for the client of The Mana World
* (http://themanaworld.org). It is always a work in progress, with the intent
* to make it easier for new developers to grow familiar with the source code.
*
* \section General General information
*
* During the game, the current Map is displayed by the main Viewport, which
* is the bottom-most widget in the WindowContainer. Aside the viewport, the
* window container keeps track of all the \link Window Windows\endlink
* displayed during the game. It is the top widget for Guichan.
*
* A Map is composed of several layers of \link Image Images\endlink (tiles),
* a layer with collision information and \link Sprite Sprites\endlink. The
* sprites define the visible part of \link Being Beings\endlink and
* \link FloorItem FloorItems\endlink, they are drawn from top to bottom
* by the map, interleaved with the tiles in the fringe layer.
*
* The server is split up into an \link Net::AccountServer account
* server\endlink, a \link Net::ChatServer chat server\endlink and a \link
* Net::GameServer game server\endlink. There may be multiple game servers.
* Handling of incoming messages is spread over several \link MessageHandler
* MessageHanders\endlink.
*/
#include
#include "net/logindata.h"
#include
#ifdef HAVE_CONFIG_H
#include "../config.h"
#elif defined WIN32
#include "winver.h"
#elif defined __APPLE__
#define PACKAGE_VERSION "0.0.29.1"
#endif
#ifdef MANASERV_SUPPORT
#define SERVER_BUILD "manaserv"
#else
#define SERVER_BUILD "eAthena"
#endif
#ifdef PACKAGE_VERSION
#define FULL_VERSION "v" PACKAGE_VERSION " (" SERVER_BUILD ")"
#else
#define FULL_VERSION "Unknown Version (" SERVER_BUILD ")"
#endif
#ifndef PKG_DATADIR
#define PKG_DATADIR ""
#endif
#define MAX_CHARACTER_COUNT 3
#ifdef MANASERV_SUPPORT
#define DEFAULT_PORT 9601
#else
#define DEFAULT_PORT 6901
#endif
const std::string &getHomeDirectory();
/*
* Client different States
*/
enum State {
STATE_ERROR = -1,
STATE_START = 0,
STATE_CHOOSE_SERVER,
STATE_CONNECT_SERVER,
STATE_LOGIN,
STATE_LOGIN_ATTEMPT,
STATE_WORLD_SELECT, // 5
STATE_WORLD_SELECT_ATTEMPT,
STATE_UPDATE,
STATE_LOAD_DATA,
STATE_GET_CHARACTERS,
STATE_CHAR_SELECT, // 10
STATE_CONNECT_GAME,
STATE_GAME,
STATE_CHANGE_MAP, // Switch map-server/gameserver
STATE_LOGIN_ERROR,
STATE_ACCOUNTCHANGE_ERROR, // 15
STATE_REGISTER_PREP,
STATE_REGISTER,
STATE_REGISTER_ATTEMPT,
STATE_CHANGEPASSWORD,
STATE_CHANGEPASSWORD_ATTEMPT, // 20
STATE_CHANGEPASSWORD_SUCCESS,
STATE_CHANGEEMAIL,
STATE_CHANGEEMAIL_ATTEMPT,
STATE_CHANGEEMAIL_SUCCESS,
STATE_UNREGISTER, // 25
STATE_UNREGISTER_ATTEMPT,
STATE_UNREGISTER_SUCCESS,
STATE_SWITCH_SERVER,
STATE_SWITCH_LOGIN,
STATE_SWITCH_CHARACTER, // 30
STATE_LOGOUT_ATTEMPT,
STATE_WAIT,
STATE_EXIT,
STATE_FORCE_QUIT
};
class ErrorListener : public gcn::ActionListener
{
public:
void action(const gcn::ActionEvent &event);
};
extern State state;
extern std::string errorMessage;
extern ErrorListener errorListener;
extern LoginData loginData;
#endif