Split SOL data structures into base, varying and rendering parts
[neverball] / ball / game_server.h
1 #ifndef GAME_SERVER_H
2 #define GAME_SERVER_H
3
4 /*---------------------------------------------------------------------------*/
5
6 #define RESPONSE    0.05f              /* Input smoothing time               */
7 #define ANGLE_BOUND 20.0f              /* Angle limit of floor tilting       */
8 #define VIEWR_BOUND 10.0f              /* Maximum rate of view rotation      */
9
10 /*---------------------------------------------------------------------------*/
11
12 int   game_server_init(const char *, int, int);
13 void  game_server_free(void);
14 void  game_server_step(float);
15
16 void  game_set_goal(void);
17 void  game_clr_goal(void);
18
19 void  game_set_ang(int, int);
20 void  game_set_pos(int, int);
21 void  game_set_x  (float);
22 void  game_set_z  (float);
23 void  game_set_cam(int);
24 void  game_set_rot(float);
25
26 void game_server_fly(float);
27
28 /*---------------------------------------------------------------------------*/
29
30 #endif