public GameData(Engine engine)
 {
     Spawns = new GameSpawns(this);
     Player = null;
     Target = null;
     Engine = engine;
 }
Esempio n. 2
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      public void OnEngage(fMap Window) {
         if (engaged)
            throw new Exception("Editor already engaged.");
         if (!(Window.Instance is IFFXIGameContainer))
            throw new Exception("Instance does not support FFXI.");
         if (!(Window.Instance is IFFXIMapImageContainer))
            throw new Exception("Instance does not support FFXI image maps.");

         engaged = true;
         window = Window;
         engine = Window.Engine;
         window.Engine.Game.Highlighted = null;
         icontainer = window.Instance as IFFXIGameContainer;
         imap = Window.Instance as IFFXIMapImageContainer;

         if (ui == null)
            ui = new FFXIMapImageEditorUI(this);
         ui.Show(window);
         ui.Left = window.Left;
         ui.Top = window.Bottom;
         ui.Width = window.Width;
         engine.MapAlternativeImage = null;

         BuildMapList();
         ui.updateMapInfo();
         icontainer.ZoneChanged += new EventHandler(icontainer_ZoneChanged);
      }
Esempio n. 3
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        public FFXIGameInstance(Engine engine, Config config, string FilePath, string ModuleName)
            : base(engine, config, ModuleName)
        {
            m_ServerIDLookup = new Dictionary<uint, FFXISpawn>();
            m_zoneNameShort = new List<string>();
            lastZone = 0;

            FFXIGameInstance.LoadSignatures(config);
            m_imagemaps = new FFXIImageMaps(Program.MapFileExt, FilePath);
        }
Esempio n. 4
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      //====================================================================================================
      // Constructor
      //====================================================================================================
      public MapData(Engine engine) {
         m_engine = engine;
         m_lines = new List<MapLine>();
         m_labels = new List<MapLabel>();
         m_hunts = new MapHunts(this);
         m_replacements = new MapReplacements(this);
         m_suspendDirty = false;

         m_hunts.Updated += new MapHuntEvent(m_hunts_Updated);
         m_replacements.Updated += new MapReplacementEvent(m_replacements_Updated);

         Clear();
      }
Esempio n. 5
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 public GameInstance(Engine engine, Config config, string moduleName) {
    this.engine = engine;
    this.config = config;
    this.m_module = moduleName;
    //note that process loading is done either after the instance is constructed, or during the subclass construction
 }