19 #ifndef PS_CHAR_CREATION_MANAGER_H    20 #define PS_CHAR_CREATION_MANAGER_H    36 #define MAX_PLAYER_NAME_LENGTH 27    64     static bool IsUnique(
const char* playerName,  
bool dbUniqueness = 
false);
   148     int IsReserved(
const char* playerName, AccountID acctID);
   162     struct CreationChoice
   166         csString description;
   169         csString eventScript;
   180         csString eventScript;
   184     LifeEventChoiceServer* FindLifeEvent(
int id);
   185     CreationChoice* FindChoice(
int id);
   188     RaceCP* raceCPValues;
   191     csPDelArray<CreationChoice> parentData;
   192     csPDelArray<CreationChoice>  childhoodData;
   193     csPDelArray<LifeEventChoiceServer> lifeEvents;
 void HandleName(MsgEntry *me, Client *client)
Handles a check on a name. 
 
Defines the structure needed to send a life event across the network. 
 
Manages CEL entities on the server. 
 
bool LoadCreationChoices()
Caches in creation choices from the database. 
 
virtual ~CharCreationManager()
 
bool Validate(psCharUploadMessage &mesg, csString &errorMsg)
 
bool LoadCPValues()
Cache in the data about the race CP starting values. 
 
The structure of 1 queue entry (pointer to a message) 
 
void HandleLifeEvents(MsgEntry *me, Client *client)
 
int IsReserved(const char *playerName, AccountID acctID)
Check to see if a name is on the reserve list for database migration. 
 
void AssignScript(psCharacter *chardata)
Assign a script to a character. 
 
void HandleCharDelete(MsgEntry *me, Client *client)
Handles the deletion of a character from the char pick screen. 
 
bool PlayerHasFinishedTutorial(AccountID acctID, uint32 tutorialsecid)
 
static bool FilterName(const char *name)
 
This class collects data of a netclient. 
 
void HandleParents(MsgEntry *me, Client *client)
Handle and incomming message from a client about parents. 
 
bool Initialize()
Caches the data from the database needed for character creation. 
 
static bool IsLastNameAvailable(const char *lastname, AccountID requestingAcct=0)
Check whether a given last name is available. 
 
int CalculateCPChoices(csArray< uint32_t > &choices, int fatherMod, int motherMod)
 
Server manager for character creation. 
 
This class manages the caching of data that is unchanging during server operation. 
 
This class holds the refs to the core factories, etc in CEL. 
 
CharCreationManager(GEMSupervisor *gemsupervisor, CacheManager *cachemanager, EntityManager *entitymanager)
 
void HandleCharCreateCP(MsgEntry *me, Client *client)
Handles the creation of a character from the char creation screen. 
 
void HandleTraits(MsgEntry *me, Client *client)
 
static bool IsUnique(const char *playerName, bool dbUniqueness=false)
Check to see a name is unique in the characters table. 
 
void HandleUploadMessage(MsgEntry *me, Client *client)
 
int ConvertAreaToInt(const char *area)
Takes a string name of a choice and converts it to it's enum value. 
 
void HandleChildhood(MsgEntry *me, Client *client)
 
int CalculateCPLife(csArray< uint32_t > &events)
 
Provides a manager to facilitate subscriptions.