22 #ifndef __PSSECTORINFO_H__ 23 #define __PSSECTORINFO_H__ 27 #include <csutil/csstring.h> 28 #include <csgeom/vector3.h> 58 return name.GetDataSafe();
double CalcFunction(MathEnvironment *env, const char *functionName, const double *params)
This is used by the math scripting engine to get calculated values.
Structure used to store informations for various weather types in this sector.
unsigned int GetRandomWeatherDensity(unsigned int id)
Gets a random value between the max and min density for this weather type.
unsigned int GetRandomWeatherDuration(unsigned int id)
Gets a random value between the max and min Duration for this weather type.
bool GetIsTeleporting()
Checks if this is set as a teleporting sector.
unsigned int max_duration
The maximum duration of the weather events.
csVector3 GetTeleportingCord()
Gets the sector cordinates we will teleport to when entering this sector.
unsigned int GetRandomWeatherFadeOut(unsigned int id)
Gets a random value between the max and min Fade Out for this weather type.
csString teleportingSector
The destination sector when this sector is a teleporting sector. Note if empty it will be spawn...
A specific MathEnvironment to be used in a MathScript.
bool GetDeathRestoreHP()
Checks if a teleporting sector will trigger the death penalty when used.
unsigned int min_gap
The minimum gap between two of these weather events.
unsigned int GetRandomWeatherFadeIn(unsigned int id)
Gets a random value between the max and min Fade In for this weather type.
unsigned int fog_density_old
unsigned int min_density
The minimum density of the weather event. (drops, flakes...).
csString deathSector
The sector where to teleport on death from this sector. Note if empty it will be the default one...
csString GetDeathSector()
Gets the sector name we will teleport to when dieing in this sector.
bool has_penalty
This sector will apply the death penalty if it's a teleporting sector.
void SetWeatherEnabled(unsigned int id, bool newStatus)
Sets the enabled status of a weather event type for this sector.
unsigned int max_fade_out
The maximum time to fade out.
float GetTeleportingRot()
Gets the rotation we will teleport to when entering this sector.
unsigned int GetRandomWeatherGap(unsigned int id)
Gets a random value between the max and min Gap for this weather type.
bool deathRestoreHP
Sets if this sector will restore hp when the player dies in it.
bool enabled
Will run automatic weather when true.
csVector3 GetDeathCord()
Gets the sector cordinates we will teleport to when dieing in this sector.
unsigned int min_fade_in
The minimum time to fade in.
float GetDeathRot()
Gets the rotation we will teleport to when dieing in this sector.
float deathRot
The destination rotation where to teleport on death from this sector.
csString GetTeleportingSector()
Gets the sector name we will teleport to when entering this sector.
bool is_teleporting
This sector will immediately teleport the player somewhere else when entered if true.
bool GetHasPenalty()
Checks if a teleporting sector will trigger the death penalty when used.
csVector3 teleportingCords
The destination cordinates when this sector is a teleporting sector.
bool GetDeathRestoreMana()
Checks if a teleporting sector will trigger the death penalty when used.
unsigned int min_duration
The minimum duration of the weather events.
float teleportingRot
The destination rotation when this sector is a teleporting sector.
unsigned int min_fade_out
The minimum time to fade out.
unsigned int max_density
The maximum density of the weather event. (drops, flakes...).
unsigned int current_rain_drops
Drops.
unsigned int max_fade_in
The maximum time to fade in.
bool GetWeatherEnabled(unsigned int id)
Gets the enabled status of a weather event type for this sector.
double GetProperty(MathEnvironment *env, const char *ptr)
This is used by the math scripting engine to get various values.
Contains information about sectors from the server perspective.
csVector3 deathCords
the destination cordinates where to teleport on death from this sector
csHash< weatherTypeData, unsigned int > weatherData
An hash containing all the various possible weather data.
bool deathRestoreMana
Sets if this sector will restore mana when the player dies in it.
void AddWeatherTypeData(weatherTypeData newWeatherData, unsigned int id)
Adds informations about a weather type defined by id.
unsigned int max_gap
The maximum gap between two of these weather events.