19 #ifndef __PROGRESSIONMANAGER_H__ 20 #define __PROGRESSIONMANAGER_H__ 25 #include <csutil/array.h> 26 #include <csutil/hash.h> 27 #include <iutil/document.h> void QueueEvent(psGameEvent *event)
ProgressionScript is the imperative script container.
A MathScript is a mini-program to run.
The structure of 1 queue entry (pointer to a message)
int progressionMaxStatValue
void SendMessage(MsgEntry *me)
MathScript * calc_dynamic_experience
Math script used to calculate the dynamic experience.
Any semi-autonomous object, either a player or an NPC.
void AllocateKillDamage(gemActor *deadActor, int exp)
int progressionMaxSkillValue
csHash< csString, csString > affinitycategories
void HandleDeathEvent(MsgEntry *me, Client *notused)
ClientConnectionSet * clients
This class collects data of a netclient.
bool Initialize(iObjectRegistry *object_reg)
Load progression script from db.
virtual ~ProgressionManager()
void SendSkillList(Client *client, bool forceOpen, PSSKILL focus=PSSKILL_NONE, bool isTraining=false)
Send the skill list to the client.
void HandleSkill(MsgEntry *me, Client *client)
csHash< csString, csString > & GetAffinityCategories()
void StartTraining(Client *client, psCharacter *trainer)
void HandleZPointEvent(MsgEntry *me, Client *client)
This class manages the caching of data that is unchanging during server operation.
ProgressionScript * FindScript(char const *name)
void Broadcast(MsgEntry *me)
This class is a list of several CLient objects, it's designed for finding clients very fast based on ...
CacheManager * cacheManager
All scheduled events must inherit from this class.
ProgressionManager(ClientConnectionSet *ccs, CacheManager *cachemanager)
bool progressionRequiresTraining
Provides a manager to facilitate subscriptions.