/* * Copyright (C) 2003,2004,2005 Daniel Heck * * This program 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 * 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 General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /*! @file The client->server interface */ #ifndef SERVER_HH_INCLUDED #define SERVER_HH_INCLUDED //#include "levels.hh" #include "lev/Proxy.hh" namespace enigma_server { using namespace enigma; // using levels::LevelPack; /* -------------------- Global variables -------------------- */ /*! Pointer to the current level pack. */ // extern LevelPack *CurrentLevelPack; /*! Index of the current level. */ // extern unsigned CurrentLevel; /*! True if the level is only being loaded for the purpose of making a preview image. */ extern bool CreatingPreview; /* -------------------- Cheats -------------------- */ extern bool NoCollisions; /* -------------------- Per-level settings -------------------- */ // The number of seconds passed since the level game started. extern double LevelTime; // True: do not reset level when player dies extern bool ConserveLevel; extern bool TwoPlayerGame; extern bool SingleComputerGame; // True: allow to control 2nd player (e.g. after first died) extern bool AllowTogglePlayer; // True -> show move counter (Sokoban style) extern bool ShowMoves; // Behave like Oxyd/Enigma version extern GameType GameCompatibility; // Default brittleness of the floor: 0 = stable..1=unstable. // Really: probability that a floor tile will crack when an actor // enters or leaves it. extern double Brittleness; extern double WaterSinkSpeed; extern double SwampSinkSpeed; /* -------------------- Force multipliers... -------------------- */ // ...for floor tiles that look sloped extern double SlopeForce; // ...for floor tiles that DON'T look sloped extern double FlatForce; // ...for friction on certain floor types extern double FrictionFactor; // ...for friction on ice extern double IceFriction; // ...for electrostatic forces between actors (default: 15) extern double ElectricForce; // ...for the bumber stones (st-actorimpulse*) extern double BumperForce; // ...for magnets extern double MagnetForce; extern double MagnetRange; // ...for wormholes extern double WormholeForce; extern double WormholeRange; // ...for holes extern double HoleForce; /* -------------------- Functions -------------------- */ /** Initialize the server at program start. */ void Init(); /** Shutdown the server at program end. */ void Shutdown(); // TEST bool NetworkStart(); /** Prepare the server for a new game. */ void InitNewGame(); void Tick (double dtime); void RestartLevel(); bool IsRestartingLevel(); void FinishLevel(); void SetCompatibility(const char *version); // set compatibility (from lua) void SetCompatibility(lev::Proxy *levelProxy); // set compatibility from xml enigma::Difficulty GetDifficulty(); // move counter void InitMoveCounter(); int IncMoveCounter(int increment = 1); int GetMoveCounter(); void RaiseError (const std::string &msg); /* -------------------- Client -> Server messages -------------------- */ void Msg_SetLevelPack (const std::string &name); void Msg_LoadLevel (lev::Proxy *levelProxy, bool isPreview); void Msg_JumpBack(); /*! After loading the level, the server sends a "LevelLoaded" message to all clients. The game only starts after they have answered with a "StartGame" message. */ void Msg_StartGame(); void Msg_RestartGame(); void Msg_Command (const std::string &command); void Msg_Pause (bool onoff); void Msg_Panic (bool onoff); void Msg_MouseForce (const ecl::V2 &f); void Msg_ActivateItem(); } namespace enigma { namespace server = enigma_server; } #endif