lightLevel = LIGHT_LEVEL_DAY;
lightState = LIGHT_STATE_DAY;
lightLevel = LIGHT_LEVEL_NIGHT;
lightState = LIGHT_STATE_NIGHT;
void Game::start(ServiceManager* manager)
{
serviceManager = manager;
g_scheduler.addEvent(createSchedulerTask(EVENT_LIGHTINTERVAL, std::bind(&Game::checkLight, this)));
g_scheduler.addEvent(createSchedulerTask(EVENT_CREATURE_THINK_INTERVAL, std::bind(&Game::checkCreatures, this, 0)));
g_scheduler.addEvent(createSchedulerTask(EVENT_DECAYINTERVAL, std::bind(&Game::checkDecay, this)));
}
void Game::start(ServiceManager* manager)
{
serviceManager = manager;
g_scheduler.addEvent(createSchedulerTask(EVENT_CREATURE_THINK_INTERVAL, std::bind(&Game::checkCreatures, this, 0)));
g_scheduler.addEvent(createSchedulerTask(EVENT_DECAYINTERVAL, std::bind(&Game::checkDecay, this)));
}
void ProtocolGame::AddCreatureLight(NetworkMessage& msg, const Creature* creature)
{
LightInfo lightInfo;
creature->getCreatureLight(lightInfo);
msg.addByte(0x8D);
msg.add<uint32_t>(creature->getID());
msg.addByte((player->isAccessPlayer() ? 0xFF : lightInfo.level));
msg.addByte(lightInfo.color);
}
void ProtocolGame::AddCreatureLight(NetworkMessage& msg, const Creature* creature)
{
LightInfo lightInfo;
creature->getCreatureLight(lightInfo);
msg.addByte(0x8D);
msg.addByte(lightInfo.level);
msg.addByte(lightInfo.color);
}