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.