wmud/wmud/wmud-types.h

114 lines
3.6 KiB
C

/* wMUD - Yet another MUD codebase by W00d5t0ck
* Copyright (C) 2012 - Gergely POLONKAI
*
* wmud-types.h: Common wMUD data types
*
* 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
* (at your option) 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef __WMUD_TYPES_H__
#define __WMUD_TYPES_H__
#include <glib.h>
#include <gio/gio.h>
/**
* SECTION:types
* @short_description: wMUD Data Types
* @title: wMUD's Data Types
*
*/
/**
* wmudClientState:
* @WMUD_CLIENT_STATE_FRESH: Client is newly connected. Waiting for a login
* player name
* @WMUD_CLIENT_STATE_PASSWAIT: Login player name is entered, waiting for a
* login password
* @WMUD_CLIENT_STATE_MENU: Authentication was successful, player is now in the
* main game menu
* @WMUD_CLIENT_STATE_INGAME: Character login was successful, player is now
* in-game
* @WMUD_CLIENT_STATE_QUITWAIT: Player entered the in-game QUIT command, and we
* are now waiting for an answer if they really want to quit
* Will be removed soon, this should work totally different (TODO)
* @WMUD_CLIENT_STATE_NEWCHAR: Player name entered on the login screen was
* invalid. Waiting for answer if this is a new player
* @WMUD_CLIENT_STATE_REGISTERING: Registering a new player. Waiting for the
* e-mail address to be given
* @WMUD_CLIENT_STATE_REGEMAIL_CONFIRM: E-mail address entered séms valid,
* waiting for confirmation
*
* Game client states.
*/
typedef enum {
WMUD_CLIENT_STATE_FRESH,
WMUD_CLIENT_STATE_PASSWAIT,
WMUD_CLIENT_STATE_MENU,
WMUD_CLIENT_STATE_INGAME,
WMUD_CLIENT_STATE_QUITWAIT,
WMUD_CLIENT_STATE_NEWCHAR,
WMUD_CLIENT_STATE_REGISTERING,
WMUD_CLIENT_STATE_REGEMAIL_CONFIRM
} wmudClientState;
/**
* wmudPlayer:
* @id: Player's database ID
* @player_name: Player's login name
* @cpassword: crypt()ed password of the player. This is NULL for newly
* registered players, who have no password generated for them by the
* maintenance loop
* @email: E-mail address of the player
*
* The <structname>wmudPlayer</structname> structure contains all information of
* a player.
*/
typedef struct _wmudPlayer {
guint32 id;
gchar *player_name;
gchar *cpassword;
gchar *email;
} wmudPlayer;
/**
* wmudClient:
* @socket: The assigned GSocket object
* @buffer: The client receive buffer. It may hold partial or multiple lines
* until processed
* @state: The state of the client
* @authenticated: TRUE if the client is an authenticated game player
* @player: The associatec player structure. It is also used during
* registration, so it should be always checked if the player is a saved
* database user
* @bademail: indicates that the entered e-mail address is invalid
* @socket_source: the #GSource associated with the client socket
* @login_try_count: the failed login count of the client
*
* <structname>wmudClient</structname> contains all properties of a connected
* game client.
*/
typedef struct _wmudClient {
GSocket *socket;
GSource *socket_source;
GString *buffer;
wmudClientState state;
gboolean authenticated;
wmudPlayer *player;
gboolean bademail;
gint login_try_count;
} wmudClient;
#endif /* __WMUD_TYPES_H__ */