/* * 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