25 #ifndef __ACTIONMANAGER_H__    26 #define __ACTIONMANAGER_H__    31 #include <csutil/ref.h>   126     bool RepopulateActionLocations(
psSectorInfo* sectorinfo = 0);
   163     bool HasActiveTrigger(EID actorEID, 
const psActionLocation* actionLocation);
   171     void AddActiveTrigger(EID actorEID, 
const psActionLocation* actionLocation);
   209     void HandleQueryMessage(csString xml, 
Client* client);
   211     void LoadXML(iDocumentNode* topNode);
   212     bool HandleSelectQuery(iDocumentNode* topNode, 
Client* client);
   213     bool ProcessMatches(csArray<psActionLocation*> matches, 
Client* client);
   221     void HandleSaveMessage(csString xml, 
Client* client);
   229     void HandleListMessage(csString xml, 
Client* client);
   237     void HandleDeleteMessage(csString xml, 
Client* client);
   244     void HandleReloadMessage(
Client* client);
 const psActionLocation * actionLocation
The action location. 
 
csHash< psActionLocation * > actionLocation_by_sector
 
bool valid
Is this trigger still valid. 
 
csHash< psActionLocation *, uint32 > actionLocation_by_id
 
csHash< const psActionLocation * > activeTriggers
 
The structure of 1 queue entry (pointer to a message) 
 
~psActionTimeoutGameEvent()
Destructor. 
 
virtual void Trigger()
Abstract event processing function. 
 
Any semi-autonomous object, either a player or an NPC. 
 
iDataConnection * db
Global connection to the Database. Set from the psDatabase class. 
 
ActionManager * actionManager
Reference to the action manager. 
 
This is PlaneShift's XML based scripting system. 
 
psActionTimeoutGameEvent(ActionManager *mgr, const psActionLocation *actionLocation, EID actorEID)
Constructor. 
 
This class collects data of a netclient. 
 
Time out event on interacting with an action item. 
 
Handles the map interaction system. 
 
virtual bool IsValid()
Return the valid flag. 
 
EID actorEID
Reference to the actor. 
 
This class stores all the properties of an action location Entrance, return location, name, response type, trigger. 
 
csHash< psActionLocation * > actionLocation_by_name
 
This class is a list of several CLient objects, it's designed for finding clients very fast based on ...
 
Contains information about sectors from the server perspective. 
 
All scheduled events must inherit from this class. 
 
csHash< psActionLocation * > actionLocationList
 
This class is periodically called by the engine to ensure that monsters (and other NPCs) are respawne...
 
Provides a manager to facilitate subscriptions.