24 #include <csutil/parray.h> 25 #include <csutil/ref.h> 26 #include <csutil/cscolor.h> 27 #include <csutil/weakref.h> 28 #include <iengine/portal.h> 42 struct iLoaderContext;
86 csRef<iLoaderContext> loaderContext;
112 virtual void HandleMessage(
MsgEntry* me);
116 void ClearLightFadeSettings();
117 void FinishLightFade();
129 void DoneLoading(
const char* sectorname);
132 void CreatePortalWeather(iSector* sector, csTicks delta);
133 bool CreatePortalWeather(iPortal* portal, csTicks delta);
135 void RemovePortalWeather();
137 void RemoveWeather();
142 void SetModeSounds(uint8_t mode);
190 void HandleModeMessage(
MsgEntry* me);
191 void HandleWeatherMessage(
MsgEntry* me);
192 void HandleNewSectorMessage(
MsgEntry* me);
193 void HandleCombatEvent(
MsgEntry* me);
194 void HandleSpecialCombatEvent(
MsgEntry* me);
195 void HandleCachedFile(
MsgEntry* me);
201 const char *sectorname,
205 void SetSectorMusic(
const char *sectorname);
206 void PublishTime(
int newTime );
208 void UpdateLights(csTicks when,
bool force =
false);
217 bool CreateWeather(
WeatherInfo* ri, csTicks delta);
219 void StartFollowWeather();
220 void StopFollowWeather();
227 WeatherInfo* CreateWeatherInfo(
const char* sector);
230 void UpdateWeather(csTicks when);
231 void UpdateWeatherSounds();
235 bool LoadLightingLevels();
241 csString MungeName(
GEMClientActor* obj,
bool startOfPhrase =
false);
261 void DefendNearlyDead();
virtual bool Traverse(iPortal *portal, iBase *context)
This function is called when a portal is shown for the first time and is missing and therefore it's h...
csPDelArray< LightingList > lights
csColor raincolor
color when it is clear skies
This is a player or another 'alive' entity on the client.
csString type
What is the density level of the fog, if any.
GEMClientObject * actorEntity
csHash< WeatherInfo *, csString > weatherlist
csRef< psCelClient > celclient
csRef< csShaderVariable > ambient_cache
csColor diff
base ambient light
size_t value
Has this lighting value had an error yet.
Main Chat window for PlaneShift.
The structure of 1 queue entry (pointer to a message)
csTicks last_interpolation_reset
Holds the weather meshes and connected portal.
CS::ShaderVarStringID ambientId
Client version of the Cel Manager Requests world loading.
bool interpolation_complete
CS::ShaderVarStringID combinedAmbientId
csString object
Fog, Light or Ambient.
csWeakRef< iSector > sector_cache
double density
What time of day is this lighting for?
uint clockHour
Stores the time of day in hours.
iObjectRegistry * object_reg
virtual ~psPortalCallback()
TimeOfDay GetGeneralTime()
csWeakRef< iLight > light_cache
sector of light is stored to make searching for rain faster
csTicks interpolation_time
csTicks last_weather_update
void void Initialize(iObjectRegistry *object_reg)
Holds the weather object, need this because some things have been created but do not have an object p...
An object that the client knows about.
This class is the client's and server's main interface for either sending network messages out or get...
csTicks weather_update_time
csColor base_color
last color at start of interpolation
csPDelArray< WeatherPortal > portals
csRef< csShaderVariable > combined_ambient_cache
csString sector
diff between last color and target color in interpolation
csColor start_color
color when it is 100% downpour
TimeOfDay timeOfDay
Stores the 'general' time of day it is. One of the TimeOfDay enums.
csPDelArray< LightingSetting > colors
csRef< iSharedVariable > lightningreset
csRef< MsgHandler > msghandler
This class handles mode messages from the server, specifying "normal", or "combat" or "death"...
Struct for information about current weather.
csColor color
Name of light, or name of sector.