/** \file landscape.h * Landscape interface between the game and NeL */ /* Copyright, 2001 Nevrax Ltd. * * This file is part of NEVRAX SNOWBALLS. * NEVRAX SNOWBALLS 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, or (at your option) * any later version. * NEVRAX SNOWBALLS 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 NEVRAX SNOWBALLS; see the file COPYING. If not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, * MA 02111-1307, USA. */ #ifndef LANDSCAPE_H #define LANDSCAPE_H // // Includes // #include #include #include #include // // External definitions // namespace NL3D { class UInstanceGroup; } namespace SBCLIENT { class CTrajectory; // // External variables // extern std::vector InstanceGroups; extern NLMISC::CVector SunDirection; // // External functions // void initLight(); void releaseLight(); void initLandscape(); void releaseLandscape(); void initAiming(); void releaseAiming(); void updateLandscape(); void loadAllZonesAround(); // Compute the collision with the landscape from the start position, using the given step, // at maximum numSteps steps from the start. It uses full (!) physics computation, and should be // identical on the server NLMISC::CVector getTarget(const NLMISC::CVector &start, const NLMISC::CVector &step, uint numSteps); } /* namespace SBCLIENT */ #endif // LANDSCAPE_H /* End of landscape.h */