Map : IComparable, IComparable<Map>
(static) List<Map> AllMaps( get; )
(static) Map Felucca( get; )
(static) Map Ilshenar( get; )
(static) Map Internal( get; )
(static) int[] InvalidLandTiles( get; set; )
(static) Map Malas( get; )
(static) Map[] Maps( get; )
(static) int MaxLOSDistance( get; set; )
(static) Map TerMur( get; )
(static) Map Tokuno( get; )
(static) Map Trammel( get; )
(static) void CheckNamesAndValues()
(static) int FloorAverage( int a, int b )
(static) string[] GetMapNames()
(static) Map[] GetMapValues()
(static) Map Parse( string value )
(ctor) Map( int mapID, int mapIndex, int fileIndex, int width, int height, int season, string name, MapRules rules )
Region DefaultRegion( get; set; )
int Height( get; )
Sector InvalidSector( get; )
int MapID( get; )
int MapIndex( get; )
string Name( get; set; )
Dictionary<String,Region> Regions( get; )
MapRules Rules( get; set; )
int Season( get; set; )
TileMatrix Tiles( get; )
int Width( get; )
void ActivateSectors( int cx, int cy )
void AddMulti( BaseMulti m, Sector start, Sector end )
Point2D Bound( Point2D p )
void Bound( int x, int y, out int newX, out int newY )
bool CanFit( Point3D p, int height )
bool CanFit( Point2D p, int z, int height )
bool CanFit( Point3D p, int height, bool checkBlocksFit )
bool CanFit( int x, int y, int z, int height )
bool CanFit( Point2D p, int z, int height, bool checkBlocksFit )
bool CanFit( Point3D p, int height, bool checkBlocksFit, bool checkMobiles )
bool CanFit( int x, int y, int z, int height, bool checksBlocksFit )
bool CanFit( int x, int y, int z, int height, bool checkBlocksFit, bool checkMobiles )
bool CanFit( int x, int y, int z, int height, bool checkBlocksFit, bool checkMobiles, bool requireSurface )
bool CanSpawnMobile( Point3D p )
bool CanSpawnMobile( Point2D p, int z )
bool CanSpawnMobile( int x, int y, int z )
virtual int CompareTo( Map other )
virtual int CompareTo( object other )
void DeactivateSectors( int cx, int cy )
void FixColumn( int x, int y )
int GetAverageZ( int x, int y )
void GetAverageZ( int x, int y, ref int z, ref int avg, ref int top )
IPooledEnumerable<NetState> GetClientsInBounds( Rectangle2D bounds )
IPooledEnumerable<NetState> GetClientsInRange( Point3D p )
IPooledEnumerable<NetState> GetClientsInRange( Point3D p, int range )
IPooledEnumerable<Item> GetItemsInBounds( Rectangle2D bounds )
IPooledEnumerable<Item> GetItemsInRange( Point3D p )
IPooledEnumerable<Item> GetItemsInRange( Point3D p, int range )
IPooledEnumerable<Mobile> GetMobilesInBounds( Rectangle2D bounds )
IPooledEnumerable<Mobile> GetMobilesInRange( Point3D p )
IPooledEnumerable<Mobile> GetMobilesInRange( Point3D p, int range )
Sector GetMultiMaxSector( Point3D loc, MultiComponentList mcl )
Sector GetMultiMinSector( Point3D loc, MultiComponentList mcl )
IPooledEnumerable<StaticTile[]> GetMultiTilesAt( int x, int y )
IPooledEnumerable<IEntity> GetObjectsInBounds( Rectangle2D bounds )
IPooledEnumerable<IEntity> GetObjectsInRange( Point3D p )
IPooledEnumerable<IEntity> GetObjectsInRange( Point3D p, int range )
Point3D GetPoint( object o, bool eye )
Sector GetRealSector( int x, int y )
Sector GetSector( IPoint2D p )
Sector GetSector( Point3D p )
Sector GetSector( Point2D p )
Sector GetSector( int x, int y )
object GetTopSurface( Point3D p )
Sector InternalGetSector( int x, int y )
bool LineOfSight( Mobile from, Point3D target )
bool LineOfSight( Mobile from, Mobile to )
bool LineOfSight( object from, object dest )
bool LineOfSight( Point3D org, Point3D dest )
void OnClientChange( NetState oldState, NetState newState, Mobile m )
void OnEnter( Item item )
void OnEnter( Mobile m )
void OnLeave( Mobile m )
void OnLeave( Item item )
void OnMove( Point3D oldLocation, Item item )
void OnMove( Point3D oldLocation, Mobile m )
bool PlayersInRange( Sector sect, int range )
void RegisterRegion( Region reg )
void RemoveMulti( BaseMulti m, Sector start, Sector end )
virtual string ToString()
void UnregisterRegion( Region reg )