Planeshift
Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes

ProgressionManager Class Reference

#include <progressionmanager.h>

List of all members.

Public Member Functions

void Broadcast (MsgEntry *me)
ProgressionScript * FindScript (char const *name)
csHash< csString, csString > & GetAffinityCategories ()
bool Initialize (iObjectRegistry *object_reg)
 Load progression script from db.
 ProgressionManager (ClientConnectionSet *ccs, CacheManager *cachemanager)
void QueueEvent (psGameEvent *event)
void SendMessage (MsgEntry *me)
void SendSkillList (Client *client, bool forceOpen, PSSKILL focus=PSSKILL_NONE, bool isTraining=false)
 Send the skill list to the client.
void StartTraining (Client *client, psCharacter *trainer)
virtual ~ProgressionManager ()

Public Attributes

int progressionMaxSkillValue
int progressionMaxStatValue
bool progressionRequiresTraining

Protected Member Functions

void AllocateKillDamage (gemActor *deadActor, int exp)
void HandleDeathEvent (MsgEntry *me, Client *notused)
void HandleSkill (MsgEntry *me, Client *client)
void HandleZPointEvent (MsgEntry *me, Client *client)

Protected Attributes

csHash< csString, csString > affinitycategories
CacheManager * cacheManager
MathScript * calc_dynamic_experience
 Math script used to calculate the dynamic experience.
ClientConnectionSet * clients

Detailed Description

Definition at line 48 of file progressionmanager.h.


Constructor & Destructor Documentation

ProgressionManager::ProgressionManager ( ClientConnectionSet *  ccs,
CacheManager *  cachemanager 
)
virtual ProgressionManager::~ProgressionManager ( ) [virtual]

Member Function Documentation

void ProgressionManager::AllocateKillDamage ( gemActor *  deadActor,
int  exp 
) [protected]
void ProgressionManager::Broadcast ( MsgEntry *  me)
ProgressionScript* ProgressionManager::FindScript ( char const *  name)
csHash<csString, csString>& ProgressionManager::GetAffinityCategories ( ) [inline]

Definition at line 68 of file progressionmanager.h.

void ProgressionManager::HandleDeathEvent ( MsgEntry *  me,
Client *  notused 
) [protected]
void ProgressionManager::HandleSkill ( MsgEntry *  me,
Client *  client 
) [protected]
void ProgressionManager::HandleZPointEvent ( MsgEntry *  me,
Client *  client 
) [protected]
bool ProgressionManager::Initialize ( iObjectRegistry *  object_reg)

Load progression script from db.

void ProgressionManager::QueueEvent ( psGameEvent *  event)
void ProgressionManager::SendMessage ( MsgEntry *  me)
void ProgressionManager::SendSkillList ( Client *  client,
bool  forceOpen,
PSSKILL  focus = PSSKILL_NONE,
bool  isTraining = false 
)

Send the skill list to the client.

Parameters:
clientThe client that the message is for.
forceOpenIf true it will force open the skills screen on the client.
focusThe skill in focus.
isTrainingIs training.
void ProgressionManager::StartTraining ( Client *  client,
psCharacter *  trainer 
)

Member Data Documentation

csHash<csString, csString> ProgressionManager::affinitycategories [protected]

Definition at line 97 of file progressionmanager.h.

Definition at line 100 of file progressionmanager.h.

Math script used to calculate the dynamic experience.

Definition at line 99 of file progressionmanager.h.

Definition at line 98 of file progressionmanager.h.

Definition at line 86 of file progressionmanager.h.

Definition at line 87 of file progressionmanager.h.

Definition at line 85 of file progressionmanager.h.


The documentation for this class was generated from the following file: