/* ** - - - iMaze - - - ** ** Copyright (c) 1993-2001 by Hans-Ulrich Kiel & Joerg Czeranski ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the authors may not be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** 4. The name ``iMaze'' may not be used for products derived from this ** software unless a prefix or a suffix is added to the name. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED ** WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE ** DISCLAIMED. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY DIRECT, ** INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES ** (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR ** SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ** HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, ** STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING ** IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE ** POSSIBILITY OF SUCH DAMAGE. ** ** ** Datei: spiel.h ** ** benoetigt: ** global.h, labyrinth.h, signale.h, spieler.h ** ** Kommentar: ** Definition der Prototypen fuer die Schnittstelle ** zwischen Netzwerk und Client */ static char sccsid_spiel[] = "@(#)spiel.h 3.4 12/3/01"; /* Prototypen fuer die Schnittstellenfunktionen */ int spielparameter_empfangen(char *programmname, char *spielername, char *spielerspruch, int kamera, u_int *feldbreite, u_int *feldlaenge, block ***spielfeld, char **server_status, int wirklich_starten); void spiel_verlassen(void); void spiel_puffer_anlegen(int **spieler_aktiv, struct spieler **spieler, int **gegneranz, struct spieler **gegner, int **schuss_aktiv, struct schuss **schuss, int **schussanz, struct schuss **schuesse, int **abgeschossen_durch, char ***abschuss_spruch, char **ereignisse, int **punkte); void netzwerk_spielende(void); void signale_abfragen(char signale[SIGNALANZ]);