This class handles generation of any and all weather events in the game, including rain, snow, locust storms, day/night cycles, etc.
More...
#include <weathermanager.h>
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| void | BroadcastGameTime () |
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| void | BroadcastGameTimeSuperclients () |
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| int | GetGameTODDay () |
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| int | GetGameTODHour () |
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| int | GetGameTODMinute () |
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| int | GetGameTODMonth () |
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| int | GetGameTODYear () |
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| void | HandleWeatherEvent (psWeatherGameEvent *event) |
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| void | Initialize () |
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| void | QueueNextEvent (int delayticks, int eventtype, int eventvalue, int duration, int fade, const char *sector, psSectorInfo *si, uint clientnum=0, int r=0, int g=0, int b=0) |
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| void | SaveGameTime () |
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| void | SendClientGameTime (int cnum) |
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| void | SetGameTime (int hour, int minute) |
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| void | StartGameTime () |
| | Look into the database for the saved time. More...
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| void | StartWeather (psSectorInfo *si, unsigned int type=0) |
| | Starts automatic weather in a sector Allocates new events for snow, rain and fog. More...
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| void | StopWeather (psSectorInfo *si, unsigned int type=0) |
| | Stops automatic weather in a sector Puts all events from the automatic weather (rain and snow for now) in the sector into the ignored array, removing them from the events array. More...
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| void | UpdateClient (uint32_t cnum) |
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| | WeatherManager (CacheManager *cachemanager) |
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| | ~WeatherManager () |
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This class handles generation of any and all weather events in the game, including rain, snow, locust storms, day/night cycles, etc.
Definition at line 48 of file weathermanager.h.
| WeatherManager::WeatherManager |
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CacheManager * |
cachemanager | ) |
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| WeatherManager::~WeatherManager |
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| void WeatherManager::BroadcastGameTime |
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| void WeatherManager::BroadcastGameTimeSuperclients |
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| int WeatherManager::GetGameTODDay |
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| int WeatherManager::GetGameTODHour |
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| int WeatherManager::GetGameTODMinute |
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| int WeatherManager::GetGameTODMonth |
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| int WeatherManager::GetGameTODYear |
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| void WeatherManager::Initialize |
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| void WeatherManager::QueueNextEvent |
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int |
delayticks, |
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int |
eventtype, |
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int |
eventvalue, |
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int |
duration, |
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int |
fade, |
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const char * |
sector, |
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psSectorInfo * |
si, |
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uint |
clientnum = 0, |
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int |
r = 0, |
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int |
g = 0, |
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int |
b = 0 |
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) |
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| void WeatherManager::SaveGameTime |
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| void WeatherManager::SendClientGameTime |
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int |
cnum | ) |
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| void WeatherManager::SetGameTime |
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int |
hour, |
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int |
minute |
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) |
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| void WeatherManager::StartGameTime |
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Look into the database for the saved time.
This starts the event pushing for the time.
Starts automatic weather in a sector Allocates new events for snow, rain and fog.
- Parameters
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| si | The sector in which we start the automatic weather |
| type | The weather type we will start. The default 0 does it for all. |
Stops automatic weather in a sector Puts all events from the automatic weather (rain and snow for now) in the sector into the ignored array, removing them from the events array.
- Parameters
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| si | The sector in which we stop the automatic weather |
| type | The weather type we will stop. The default 0 does it for all. |
| void WeatherManager::UpdateClient |
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uint32_t |
cnum | ) |
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| CS::Threading::Mutex WeatherManager::eventsMutex |
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| int WeatherManager::gameTimeDay |
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| int WeatherManager::gameTimeHour |
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| int WeatherManager::gameTimeMinute |
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| int WeatherManager::gameTimeMonth |
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| int WeatherManager::gameTimeYear |
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| csRandomGen* WeatherManager::randomgen |
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protected |
The documentation for this class was generated from the following file: