41 lines
1.4 KiB
C
41 lines
1.4 KiB
C
#ifndef __WMUD_CLIENT_STATE_H__
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#define __WMUD_CLIENT_STATE_H__
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#include <glib-object.h>
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/**
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* WmudClientState:
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* @WMUD_CLIENT_STATE_FRESH: Client is newly connected. Waiting for a login
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* player name
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* @WMUD_CLIENT_STATE_PASSWAIT: Login player name is entered, waiting for a
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* login password
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* @WMUD_CLIENT_STATE_MENU: Authentication was successful, player is now in the
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* main game menu
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* @WMUD_CLIENT_STATE_INGAME: Character login was successful, player is now
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* in-game
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* @WMUD_CLIENT_STATE_YESNO: Player was asked a yes/no question, and we are
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* waiting for the answer. client.yesNoCallback MUST be set at this point!
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* TODO: if wmudClient had a prevState field, and there would be some hooks
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* that are called before and after the client enters a new state, this
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* could be a three-state stuff, in which the player can enter e.g ? as
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* the answer, so they would be presented with the question again.
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* @WMUD_CLIENT_STATE_REGISTERING: Registering a new player. Waiting for the
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* e-mail address to be given
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* @WMUD_CLIENT_STATE_REGEMAIL_CONFIRM: E-mail address entered séms valid,
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* waiting for confirmation
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*
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* Game client states.
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*/
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typedef enum {
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WMUD_CLIENT_STATE_FRESH,
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WMUD_CLIENT_STATE_PASSWAIT,
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WMUD_CLIENT_STATE_MENU,
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WMUD_CLIENT_STATE_INGAME,
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WMUD_CLIENT_STATE_YESNO,
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WMUD_CLIENT_STATE_REGISTERING,
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WMUD_CLIENT_STATE_REGEMAIL_CONFIRM
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} WmudClientState;
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#endif /* __WMUD_CLIENT_STATE_H__ */
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