#ifndef L2PACKETS_H_ #define L2PACKETS_H_ /** \file L2Packets.h * Main include file to include all other library files related to Lineage II. */ // detect OS #if defined(_WIN32) || defined(WIN32) || defined(WINVER) || defined(_WIN32_WINNT) #undef L2PACKETS_WINDOWS #define L2PACKETS_WINDOWS #else #undef L2PACKETS_LINUX #define L2PACKETS_LINUX #endif /* some #defines come here * they determine some behaviour of L2Packets library * * L2LOGINP_DEBUGOUT_BLOWFISH - if defined, library reports to stdout errors/successes * about Blowfish encoding/decoding process of login server packets * L2LOGINP_DEBUGOUT_XOR - if defined, library reports to stdout errors/successes about * Init packet XOR decoding process * L2LOGINP_DEBUGOUT_CHKSUM - if defined, library reports to stdout about process of * appending checksum to login server packets * L2LOGINP_DEBUGOUT_PADDING - if defined, library reports to stdout about process of * padding login server packets to 8-byte boundary * * L2P_NETWORK_DEBUGOUT - debug messages about sending/receiving packets process */ // those should be defined in login/L2LoginPacket.h: //#define L2LOGINP_DEBUGOUT_BLOWFISH //#define L2LOGINP_DEBUGOUT_XOR //#define L2LOGINP_DEBUGOUT_CHKSUM //#define L2LOGINP_DEBUGOUT_PADDING // these should be defined in net_io headers (in both) //#define L2P_NETWORK_DEBUGOUT #include "L2_versions.h" #include "base/ByteArray.h" #include "base/L2BasePacket.h" #include "net_io/L2Packet_NetLayer.h" #include "net_io/L2PacketReceiver.h" #include "net_io/L2PacketSender.h" #include "login/L2LoginPacket.h" #include "login/server/L2Login_Init.h" #include "login/client/L2Login_RequestGGAuth.h" #include "login/server/L2Login_GGAuthResponse.h" #include "login/client/L2Login_RequestAuthLogin.h" #include "login/server/L2Login_LoginOK.h" #include "login/server/L2Login_LoginFail.h" #include "login/server/L2Login_AccountKicked.h" #include "login/client/L2Login_RequestServerList.h" #include "login/server/L2Login_ServerList.h" #include "login/client/L2Login_RequestServerLogin.h" #include "login/server/L2Login_PlayOK.h" #include "login/server/L2Login_PlayFail.h" #include "game/L2GamePacket.h" // game: from server #include "game/server/L2Game_AuthLoginFail.h" #include "game/server/L2Game_CharCreateFail.h" #include "game/server/L2Game_CharCreateSuccess.h" #include "game/server/L2Game_CharDeleteFail.h" #include "game/server/L2Game_CharDeleteSuccess.h" #include "game/server/L2Game_CharSelected.h" #include "game/server/L2Game_CharSelectionInfo.h" #include "game/server/L2Game_KeyPacket.h" #include "game/server/L2Game_NewCharacterSuccess.h" #include "game/server/L2Game_SSQInfo.h" // game: from client #include "game/client/L2Game_Action.h" #include "game/client/L2Game_AuthLogin.h" #include "game/client/L2Game_CharacterCreate.h" #include "game/client/L2Game_CharacterDelete.h" #include "game/client/L2Game_CharacterRestore.h" #include "game/client/L2Game_CharacterSelect.h" #include "game/client/L2Game_EnterWorld.h" #include "game/client/L2Game_NewCharacter.h" #include "game/client/L2Game_ProtocolVersion.h" #include "game/client/L2Game_RequestJoinParty.h" #include "game/client/L2Game_RequestGotoLobby.h" #include "game/client/L2Game_RequestUserCommand.h" #include "game/client/L2Game_UseItem.h" #include "pcode_obfuscator/L2PCodeObfuscator.h" #include "l2data/L2Data.h" #include "l2world/L2World.h" #include "packetNames/L2PacketNames.h" #include "xcpt/L2Packets_xcpt.h" #endif /*L2PACKETS_H_*/