// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef NETWORK_H #define NETWORK_H // // Includes // #include #include #include "entities.h" // // External definitions // namespace NLMISC { class CVector; } namespace NLNET { class CCallbackClient; } namespace SBCLIENT { // // External variables // // Pointer to the connection to the server extern NLNET::CCallbackClient *Connection; // // External functions // // Return true if the client is online bool isOnline (); // Send the new entity (the player) void sendAddEntity (uint32 id, std::string &name, uint8 race); // Send a chat line to the server void sendChatLine (std::string Line); // Send the user entity position to the server void sendEntityPos (CEntity &entity); // Send a new snowball to the server void sendSnowBall (uint32 eid, const NLMISC::CVector &position, const NLMISC::CVector &target, float speed, float deflagRadius); void initNetwork (const std::string &lc, const std::string &addr); void updateNetwork (); void releaseNetwork (); } /* namespace SBCLIENT */ #endif // NETWORK_H /* End of network.h */