public Map(MapInfo info) { this.id = info.id; this.name = info.name; this.CattleyaMapID = info.CattleyaMapID; this.CattleyaX = info.CattleyaX; this.CattleyaY = info.CattleyaY; this.CattleyaZ = info.CattleyaZ; this.actorsByID = new Dictionary <uint, Actor>(); this.actorsByRegion = new Dictionary <uint, List <Actor> >(); this.pcByName = new Dictionary <string, ActorPC>(); this.nextPcId = 1; this.nextNpcId = ID_BORDER + 1; this.nextItemId = ID_BORDER2 + 1; this.gTime = new GameTime(); this.gTime.UpdateTime(1, 12, 0); this.weather = Global.WEATHER_TYPE.SUNNY; this.wTask = new SagaMap.Tasks.SystemTasks.DynamicWeather(this); this.wTask.Activate(); if (info.heightmaps.Count > 0) { this.hMap = new HeightMap(info.heightmaps[0]); } else { this.hMap = null; } }
public void OnTimeWeatherChange(byte[] gameTime, Global.WEATHER_TYPE weather) { Packets.Server.SendTime sendPacket = new SagaMap.Packets.Server.SendTime(); sendPacket.SetTime(gameTime[0], gameTime[1], gameTime[2]); sendPacket.SetWeather(weather); this.C.netIO.SendPacket(sendPacket, C.SessionID); }
public void UpdateTimeAndWeather(byte day, byte hour, byte min, Global.WEATHER_TYPE weather) { this.gTime.UpdateTime(day, hour, min); this.weather = weather; this.SendEventToAllActors(TOALL_EVENT_TYPE.UPDATE_TIME_AND_WEATHER, null, null, true); }
public Map(MapInfo info) { this.id = info.id; this.name = info.name; this.CattleyaMapID = info.CattleyaMapID; this.CattleyaX = info.CattleyaX; this.CattleyaY = info.CattleyaY; this.CattleyaZ = info.CattleyaZ; this.actorsByID = new Dictionary<uint, Actor>(); this.actorsByRegion = new Dictionary<uint, List<Actor>>(); this.pcByName = new Dictionary<string, ActorPC>(); this.nextPcId = 1; this.nextNpcId = ID_BORDER + 1; this.nextItemId = ID_BORDER2 + 1; this.gTime = new GameTime(); this.gTime.UpdateTime(1, 12, 0); this.weather = Global.WEATHER_TYPE.SUNNY; this.wTask = new SagaMap.Tasks.SystemTasks.DynamicWeather(this); this.wTask.Activate(); if (info.heightmaps.Count > 0) this.hMap = new HeightMap(info.heightmaps[0]); else this.hMap = null; }
public void OnTimeWeatherChange(byte[] gameTime, Global.WEATHER_TYPE weather) { }
public void SetWeather(Global.WEATHER_TYPE weather) { this.PutByte((byte)weather, 7); }
public void UpdateWeather(Global.WEATHER_TYPE weather) { this.weather = weather; this.SendEventToAllActors(TOALL_EVENT_TYPE.UPDATE_TIME_AND_WEATHER, null, null, true); }
public void UpdateWeather(Global.WEATHER_TYPE weather) { this.weather = weather; this.SendEventToAllActors(TOALL_EVENT_TYPE.UPDATE_TIME_AND_WEATHER, null, null, true); }
public void UpdateTimeAndWeather(byte day, byte hour, byte min, Global.WEATHER_TYPE weather) { this.gTime.UpdateTime(day, hour, min); this.weather = weather; this.SendEventToAllActors(TOALL_EVENT_TYPE.UPDATE_TIME_AND_WEATHER, null, null, true); }