// 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 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 */