20 #ifndef __SPELLMANAGER_H__ 21 #define __SPELLMANAGER_H__ 26 #include <csutil/randomgen.h> 27 #include <csutil/sysfunc.h> 115 void Cast(
gemActor* caster,
const csString &spellName,
float kFactor,
Client* client);
void SaveSpell(Client *client, csString spellName)
Save a spell to the database for when a player has researched it.
void HandleAssembler(MsgEntry *me, Client *client)
Handles a command when player tries to research.
void SendSpellBook(MsgEntry *notused, Client *client)
Send the player's spell book.
iObjectRegistry * object_reg
Manager class that handles loading/searching/casting spells.
CacheManager * cacheManager
The structure of 1 queue entry (pointer to a message)
void EndPurifying(psCharacter *character, uint32 glyphUID)
Purifying on a glyph has been complete.
csArray< psItemStats * > glyphList_t
ClientConnectionSet * clients
psSpell * FindSpell(Client *client, const glyphList_t &assembler)
Find a spell in the assorted glyphs.
Any semi-autonomous object, either a player or an NPC.
This class collects data of a netclient.
void Cast(MsgEntry *me, Client *client)
Case a particular spell.
void HandleCancelSpell(MsgEntry *notused, Client *client)
SpellManager(ClientConnectionSet *clients, iObjectRegistry *object_reg, CacheManager *cachemanager)
This class manages the caching of data that is unchanging during server operation.
void StartPurifying(MsgEntry *me, Client *client)
Start to purify a glyph.
This class is a list of several CLient objects, it's designed for finding clients very fast based on ...
void SendGlyphs(MsgEntry *notused, Client *client)
Sends out the glyphs to a client.
void HandleGlyphRequest(MsgEntry *notused, Client *client)
Handles a glyph request from a client.
Provides a manager to facilitate subscriptions.