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/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MAIN_H
#define MAIN_H
/**
* \mainpage
*
* \section Introduction Introduction
*
* This is the documentation for the client of The Mana World
* (http://themanaworld.org). It is always a work in progress, with the intent
* to make it easier for new developers to grow familiar with the source code.
*
* \section General General information
*
* During the game, the current Map is displayed by the main Viewport, which
* is the bottom-most widget in the WindowContainer. Aside the viewport, the
* window container keeps track of all the \link Window Windows\endlink
* displayed during the game. It is the <i>top</i> widget for Guichan.
*
* A Map is composed of several layers of \link Image Images\endlink (tiles),
* a layer with collision information and \link Sprite Sprites\endlink. The
* sprites define the visible part of \link Being Beings\endlink and
* \link FloorItem FloorItems\endlink, they are drawn from top to bottom
* by the map, interleaved with the tiles in the fringe layer.
*
* The server is split up into an \link Net::AccountServer account
* server\endlink, a \link Net::ChatServer chat server\endlink and a \link
* Net::GameServer game server\endlink. There may be multiple game servers.
* Handling of incoming messages is spread over several \link MessageHandler
* MessageHanders\endlink.
*/
#include <string>
#ifdef HAVE_CONFIG_H
#include "../config.h"
#elif defined WIN32
#include "winver.h"
#elif defined __APPLE__
#define PACKAGE_VERSION "0.0.29"
#endif
#ifdef PACKAGE_VERSION
#ifdef TMWSERV_SUPPORT
#define FULL_VERSION "v" PACKAGE_VERSION " (tmwserv)"
#else
#define FULL_VERSION "v" PACKAGE_VERSION " (eAthena)"
#endif
#else
#define FULL_VERSION "Unknown Version"
#endif
#ifndef PKG_DATADIR
#define PKG_DATADIR ""
#endif
/*
* Client different States
*/
enum {
STATE_EXIT,
STATE_LOADDATA,
STATE_LOGIN,
STATE_REGISTER,
STATE_CHAR_SELECT,
STATE_GAME,
STATE_ERROR,
STATE_UPDATE,
#ifdef TMWSERV_SUPPORT
STATE_CHOOSE_SERVER,
STATE_CONNECT_ACCOUNT,
STATE_LOGIN_ATTEMPT,
STATE_LOGIN_ERROR,
STATE_REGISTER_ATTEMPT,
STATE_ACCOUNTCHANGE_ERROR,
STATE_CHANGEEMAIL_ATTEMPT,
STATE_CHANGEEMAIL,
STATE_CHANGEPASSWORD_ATTEMPT,
STATE_CHANGEPASSWORD,
STATE_UNREGISTER_ATTEMPT,
STATE_UNREGISTER,
STATE_SWITCH_CHARACTER,
STATE_RECONNECT_ACCOUNT,
STATE_SWITCH_ACCOUNTSERVER_ATTEMPT,
STATE_SWITCH_ACCOUNTSERVER,
STATE_LOGOUT_ATTEMPT,
STATE_CONNECT_GAME,
STATE_WAIT,
STATE_FORCE_QUIT,
#else
STATE_ACCOUNT,
STATE_CHAR_CONNECT,
STATE_CHAR_SERVER,
STATE_CHAR_NEW,
STATE_CHAR_DEL,
STATE_CONNECTING,
#endif
STATE_NULL
};
/* length definitions for several char[]s in order
* to be able to use strncpy instead of strcpy for
* security and stability reasons
*/
enum {
LEN_MAX_USERNAME = 25,
LEN_MIN_USERNAME = 4,
LEN_MAX_PASSWORD = 25,
LEN_MIN_PASSWORD = 4
};
// Defines the number of usable player slots
const short maxSlot = 2;
extern std::string token;
extern char n_server, n_character;
extern unsigned char state;
extern std::string errorMessage;
#endif
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