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game.h
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game.h
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////////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
////////////////////////////////////////////////////////////////////////
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
////////////////////////////////////////////////////////////////////////
#ifndef __GAME__
#define __GAME__
#include "otsystem.h"
#include "enums.h"
#include "templates.h"
#include "scheduler.h"
#include "map.h"
#include "spawn.h"
#include "item.h"
#include "player.h"
#include "npc.h"
#include "monster.h"
class ServiceManager;
class Creature;
class Player;
class Monster;
class Npc;
class CombatInfo;
enum stackposType_t
{
STACKPOS_NORMAL,
STACKPOS_MOVE,
STACKPOS_LOOK,
STACKPOS_USE,
STACKPOS_USEITEM
};
enum WorldType_t
{
WORLD_TYPE_FIRST = 1,
WORLD_TYPE_NO_PVP = WORLD_TYPE_FIRST,
WORLD_TYPE_PVP = 2,
WORLD_TYPE_PVP_ENFORCED = 3,
WORLD_TYPE_LAST = WORLD_TYPE_PVP_ENFORCED
};
enum GameState_t
{
GAME_STATE_FIRST = 1,
GAME_STATE_STARTUP = GAME_STATE_FIRST,
GAME_STATE_INIT = 2,
GAME_STATE_NORMAL = 3,
GAME_STATE_MAINTAIN = 4,
GAME_STATE_CLOSED = 5,
GAME_STATE_CLOSING = 6,
GAME_STATE_SHUTDOWN = 7,
GAME_STATE_LAST = GAME_STATE_SHUTDOWN
};
enum LightState_t
{
LIGHT_STATE_DAY,
LIGHT_STATE_NIGHT,
LIGHT_STATE_SUNSET,
LIGHT_STATE_SUNRISE
};
enum ReloadInfo_t
{
RELOAD_FIRST = 1,
RELOAD_ACTIONS = RELOAD_FIRST,
RELOAD_CHAT = 2,
RELOAD_CONFIG = 3,
RELOAD_CREATUREEVENTS = 4,
RELOAD_GAMESERVERS = 5,
RELOAD_GLOBALEVENTS = 6,
RELOAD_GROUPS = 7,
RELOAD_HIGHSCORES = 8,
RELOAD_HOUSEPRICES = 9,
RELOAD_ITEMS = 10,
RELOAD_MONSTERS = 11,
RELOAD_MOVEEVENTS = 12,
RELOAD_NPCS = 13,
RELOAD_OUTFITS = 14,
RELOAD_QUESTS = 15,
RELOAD_RAIDS = 16,
RELOAD_SPELLS = 17,
RELOAD_STAGES = 18,
RELOAD_TALKACTIONS = 19,
RELOAD_VOCATIONS = 20,
RELOAD_WEAPONS = 21,
RELOAD_MODS = 22,
RELOAD_ALL = 23,
RELOAD_LAST = RELOAD_MODS
};
struct RuleViolation
{
RuleViolation(Player* _reporter, const std::string& _text, uint32_t _time):
reporter(_reporter), gamemaster(NULL), text(_text), time(_time), isOpen(true) {}
Player* reporter;
Player* gamemaster;
std::string text;
uint32_t time;
bool isOpen;
private:
RuleViolation(const RuleViolation&);
};
struct RefreshBlock_t
{
TileItemVector list;
uint64_t lastRefresh;
};
typedef std::map<uint32_t, shared_ptr<RuleViolation> > RuleViolationsMap;
typedef std::map<Tile*, RefreshBlock_t> RefreshTiles;
typedef std::vector< std::pair<std::string, uint32_t> > Highscore;
typedef std::list<Position> Trash;
typedef std::map<int32_t, float> StageList;
#define EVENT_LIGHTINTERVAL 10000
#define EVENT_DECAYINTERVAL 1000
#define EVENT_DECAYBUCKETS 16
#define STATE_DELAY 1000
/**
* Main Game class.
* This class is responsible to control everything that happens
*/
class Game
{
public:
Game();
virtual ~Game();
void start(ServiceManager* servicer);
Highscore getHighscore(uint16_t skill);
std::string getHighscoreString(uint16_t skill);
void checkHighscores();
bool reloadHighscores();
void prepareGlobalSave();
void globalSave();
/**
* Load a map.
* \param filename Mapfile to load
* \returns int32_t 0 built-in spawns, 1 needs xml spawns, 2 needs sql spawns, -1 if got error
*/
int32_t loadMap(std::string filename);
/**
* Get the map size - info purpose only
* \param width width of the map
* \param height height of the map
*/
void getMapDimensions(uint32_t& width, uint32_t& height)
{
width = map->mapWidth;
height = map->mapHeight;
return;
}
void setWorldType(WorldType_t type) {worldType = type;}
WorldType_t getWorldType() const {return worldType;}
Cylinder* internalGetCylinder(Player* player, const Position& pos);
Thing* internalGetThing(Player* player, const Position& pos, int32_t index,
uint32_t spriteId = 0, stackposType_t type = STACKPOS_NORMAL);
void internalGetPosition(Item* item, Position& pos, int16_t& stackpos);
std::string getTradeErrorDescription(ReturnValue ret, Item* item);
/**
* Get a single tile of the map.
* \returns A pointer to the tile
*/
Tile* getTile(int32_t x, int32_t y, int32_t z) {return map->getTile(x, y, z);}
Tile* getTile(const Position& pos) {return map->getTile(pos);}
/**
* Set a single tile of the map, position is read from this tile
*/
void setTile(Tile* newTile) {if(map) return map->setTile(newTile->getPosition(), newTile);}
/**
* Get a leaf of the map.
* \returns A pointer to a leaf
*/
QTreeLeafNode* getLeaf(uint32_t x, uint32_t y) {return map->getLeaf(x, y);}
/**
* Returns a creature based on the unique creature identifier
* \param id is the unique creature id to get a creature pointer to
* \returns A Creature pointer to the creature
*/
Creature* getCreatureByID(uint32_t id);
/**
* Returns a player based on the unique creature identifier
* \param id is the unique player id to get a player pointer to
* \returns A Pointer to the player
*/
Player* getPlayerByID(uint32_t id);
/**
* Returns a creature based on a string name identifier
* \param s is the name identifier
* \returns A Pointer to the creature
*/
Creature* getCreatureByName(std::string s);
/**
* Returns a player based on a string name identifier
* \param s is the name identifier
* \returns A Pointer to the player
*/
Player* getPlayerByName(std::string s);
/**
* Returns a player based on a string name identifier
* this function returns a pointer even if the player is offline,
* it is up to the caller of the function to delete the pointer - if the player is offline
* use isOffline() to determine if the player was offline
* \param s is the name identifier
* \return A Pointer to the player
*/
Player* getPlayerByNameEx(const std::string& s);
/**
* Returns a player based on a guid identifier
* this function returns a pointer even if the player is offline,
* it is up to the caller of the function to delete the pointer - if the player is offline
* use isOffline() to determine if the player was offline
* \param guid is the identifier
* \return A Pointer to the player
*/
Player* getPlayerByGuid(uint32_t guid);
/**
* Returns a player based on a guid identifier
* this function returns a pointer even if the player is offline,
* it is up to the caller of the function to delete the pointer - if the player is offline
* use isOffline() to determine if the player was offline
* \param guid is the identifier
*/
Player* getPlayerByGuidEx(uint32_t guid);
/**
* Returns a player based on a string name identifier, with support for the "~" wildcard.
* \param s is the name identifier, with or without wildcard
* \param player will point to the found player (if any)
* \return "RET_PLAYERWITHTHISNAMEISNOTONLINE" or "RET_NAMEISTOOAMBIGUOUS"
*/
ReturnValue getPlayerByNameWildcard(std::string s, Player*& player);
/**
* Returns a player based on an account number identifier
* \param acc is the account identifier
* \returns A Pointer to the player
*/
Player* getPlayerByAccount(uint32_t acc);
/**
* Returns all players based on their name
* \param s is the player name
* \return A vector of all players with the selected name
*/
PlayerVector getPlayersByName(std::string s);
/**
* Returns all players based on their account number identifier
* \param acc is the account identifier
* \return A vector of all players with the selected account number
*/
PlayerVector getPlayersByAccount(uint32_t acc);
/**
* Returns all players with a certain IP address
* \param ip is the IP address of the clients, as an unsigned long
* \param mask An IP mask, default 255.255.255.255
* \return A vector of all players with the selected IP
*/
PlayerVector getPlayersByIP(uint32_t ip, uint32_t mask = 0xFFFFFFFF);
/**
* Place Creature on the map without sending out events to the surrounding.
* \param creature Creature to place on the map
* \param pos The position to place the creature
* \param forced If true, placing the creature will not fail because of obstacles (creatures/items)
*/
bool internalPlaceCreature(Creature* creature, const Position& pos, bool extendedPos = false, bool forced = false);
/**
* Place Creature on the map.
* \param creature Creature to place on the map
* \param pos The position to place the creature
* \param forced If true, placing the creature will not fail because of obstacles (creatures/items)
*/
bool placeCreature(Creature* creature, const Position& pos, bool extendedPos = false, bool forced = false);
ReturnValue placeSummon(Creature* creature, const std::string& name);
/**
* Remove Creature from the map.
* Removes the Creature the map
* \param c Creature to remove
*/
bool removeCreature(Creature* creature, bool isLogout = true);
void addCreatureCheck(Creature* creature);
void removeCreatureCheck(Creature* creature);
uint32_t getPlayersOnline() {return (uint32_t)Player::autoList.size();}
uint32_t getMonstersOnline() {return (uint32_t)Monster::autoList.size();}
uint32_t getNpcsOnline() {return (uint32_t)Npc::autoList.size();}
uint32_t getCreaturesOnline() {return (uint32_t)autoList.size();}
uint32_t getPlayersRecord() {return playersRecord;}
void getWorldLightInfo(LightInfo& lightInfo);
void getSpectators(SpectatorVec& list, const Position& centerPos, bool checkforduplicate = false, bool multifloor = false,
int32_t minRangeX = 0, int32_t maxRangeX = 0,
int32_t minRangeY = 0, int32_t maxRangeY = 0)
{map->getSpectators(list, centerPos, checkforduplicate, multifloor, minRangeX, maxRangeX, minRangeY, maxRangeY);}
const SpectatorVec& getSpectators(const Position& centerPos) {return map->getSpectators(centerPos);}
void clearSpectatorCache() {if(map) map->clearSpectatorCache();}
ReturnValue internalMoveCreature(Creature* creature, Direction direction, uint32_t flags = 0);
ReturnValue internalMoveCreature(Creature* actor, Creature* creature, Cylinder* fromCylinder, Cylinder* toCylinder, uint32_t flags = 0);
ReturnValue internalMoveItem(Creature* actor, Cylinder* fromCylinder, Cylinder* toCylinder, int32_t index,
Item* item, uint32_t count, Item** _moveItem, uint32_t flags = 0);
ReturnValue internalAddItem(Creature* actor, Cylinder* toCylinder, Item* item, int32_t index = INDEX_WHEREEVER,
uint32_t flags = 0, bool test = false);
ReturnValue internalRemoveItem(Creature* actor, Item* item, int32_t count = -1, bool test = false, uint32_t flags = 0);
ReturnValue internalPlayerAddItem(Creature* actor, Player* player, Item* item, bool dropOnMap = true);
/**
* Find an item of a certain type
* \param cylinder to search the item
* \param itemId is the item to remove
* \param subType is the extra type an item can have such as charges/fluidtype, default is -1
* meaning it's not used
* \param depthSearch if true it will check child containers aswell
* \returns A pointer to the item to an item and NULL if not found
*/
Item* findItemOfType(Cylinder* cylinder, uint16_t itemId,
bool depthSearch = true, int32_t subType = -1);
/**
* Remove item(s) of a certain type
* \param cylinder to remove the item(s) from
* \param itemId is the item to remove
* \param count is the amount to remove
* \param subType is the extra type an item can have such as charges/fluidtype, default is -1
* meaning it's not used
* \returns true if the removal was successful
*/
bool removeItemOfType(Cylinder* cylinder, uint16_t itemId, int32_t count, int32_t subType = -1);
/**
* Get the amount of money in a a cylinder
* \returns the amount of money found
*/
uint32_t getMoney(const Cylinder* cylinder);
/**
* Remove/Add item(s) with a monetary value
* \param cylinder to remove the money from
* \param money is the amount to remove
* \param flags optional flags to modifiy the default behaviour
* \returns true if the removal was successful
*/
bool removeMoney(Cylinder* cylinder, int32_t money, uint32_t flags = 0);
/**
* Add item(s) with monetary value
* \param cylinder which will receive money
* \param money the amount to give
* \param flags optional flags to modify default behavior
*/
void addMoney(Cylinder* cylinder, int32_t money, uint32_t flags = 0);
/**
* Transform one item to another type/count
* \param item is the item to transform
* \param newId is the new itemid
* \param newCount is the new count value, use default value (-1) to not change it
* \returns true if the tranformation was successful
*/
Item* transformItem(Item* item, uint16_t newId, int32_t newCount = -1);
/**
* Teleports an object to another position
* \param thing is the object to teleport
* \param newPos is the new position
* \param flags optional flags to modify default behavior
* \returns true if the teleportation was successful
*/
ReturnValue internalTeleport(Thing* thing, const Position& newPos, bool pushMove, uint32_t flags = 0);
/**
* Turn a creature to a different direction.
* \param creature Creature to change the direction
* \param dir Direction to turn to
*/
bool internalCreatureTurn(Creature* creature, Direction dir);
/**
* Creature wants to say something.
* \param creature Creature pointer
* \param type Type of message
* \param text The text to say
* \param ghostMode Is creature on ghost mode
* \param spectators Send message only to creatures pointed in vector
* \param pos Appear as sent from different position
*/
bool internalCreatureSay(Creature* creature, SpeakClasses type, const std::string& text,
bool ghostMode, SpectatorVec* spectators = NULL, Position* pos = NULL);
bool internalStartTrade(Player* player, Player* partner, Item* tradeItem);
bool internalCloseTrade(Player* player);
//Implementation of player invoked events
bool playerBroadcastMessage(Player* player, SpeakClasses type, const std::string& text);
bool playerReportBug(uint32_t playerId, std::string bug);
bool playerViolationWindow(uint32_t playerId, std::string name, uint8_t reason,
ViolationAction_t action, std::string comment, std::string statement,
uint32_t statementId, bool ipBanishment);
bool playerMoveThing(uint32_t playerId, const Position& fromPos, uint16_t spriteId,
int16_t fromStackpos, const Position& toPos, uint8_t count);
bool playerMoveCreature(uint32_t playerId, uint32_t movingCreatureId,
const Position& movingCreatureOrigPos, const Position& toPos);
bool playerMoveItem(uint32_t playerId, const Position& fromPos,
uint16_t spriteId, int16_t fromStackpos, const Position& toPos, uint8_t count);
bool playerMove(uint32_t playerId, Direction dir);
bool playerCreatePrivateChannel(uint32_t playerId);
bool playerChannelInvite(uint32_t playerId, const std::string& name);
bool playerChannelExclude(uint32_t playerId, const std::string& name);
bool playerRequestChannels(uint32_t playerId);
bool playerOpenChannel(uint32_t playerId, uint16_t channelId);
bool playerCloseChannel(uint32_t playerId, uint16_t channelId);
bool playerOpenPrivateChannel(uint32_t playerId, std::string& receiver);
bool playerCloseNpcChannel(uint32_t playerId);
bool playerProcessRuleViolation(uint32_t playerId, const std::string& name);
bool playerCloseRuleViolation(uint32_t playerId, const std::string& name);
bool playerCancelRuleViolation(uint32_t playerId);
bool playerReceivePing(uint32_t playerId);
bool playerAutoWalk(uint32_t playerId, std::list<Direction>& listDir);
bool playerStopAutoWalk(uint32_t playerId);
bool playerUseItemEx(uint32_t playerId, const Position& fromPos, int16_t fromStackpos,
uint16_t fromSpriteId, const Position& toPos, int16_t toStackpos, uint16_t toSpriteId, bool isHotkey);
bool playerUseItem(uint32_t playerId, const Position& pos, int16_t stackpos,
uint8_t index, uint16_t spriteId, bool isHotkey);
bool playerUseBattleWindow(uint32_t playerId, const Position& fromPos,
int16_t fromStackpos, uint32_t creatureId, uint16_t spriteId, bool isHotkey);
bool playerCloseContainer(uint32_t playerId, uint8_t cid);
bool playerMoveUpContainer(uint32_t playerId, uint8_t cid);
bool playerUpdateContainer(uint32_t playerId, uint8_t cid);
bool playerUpdateTile(uint32_t playerId, const Position& pos);
bool playerRotateItem(uint32_t playerId, const Position& pos, int16_t stackpos, const uint16_t spriteId);
bool playerWriteItem(uint32_t playerId, uint32_t windowTextId, const std::string& text);
bool playerUpdateHouseWindow(uint32_t playerId, uint8_t listId, uint32_t windowTextId, const std::string& text);
bool playerRequestTrade(uint32_t playerId, const Position& pos, int16_t stackpos,
uint32_t tradePlayerId, uint16_t spriteId);
bool playerAcceptTrade(uint32_t playerId);
bool playerLookInTrade(uint32_t playerId, bool lookAtCounterOffer, int index);
bool playerPurchaseItem(uint32_t playerId, uint16_t spriteId, uint8_t count, uint8_t amount,
bool ignoreCap = false, bool inBackpacks = false);
bool playerSellItem(uint32_t playerId, uint16_t spriteId, uint8_t count, uint8_t amount);
bool playerCloseShop(uint32_t playerId);
bool playerLookInShop(uint32_t playerId, uint16_t spriteId, uint8_t count);
bool playerCloseTrade(uint32_t playerId);
bool playerSetAttackedCreature(uint32_t playerId, uint32_t creatureId);
bool playerFollowCreature(uint32_t playerId, uint32_t creatureId);
bool playerCancelAttackAndFollow(uint32_t playerId);
bool playerSetFightModes(uint32_t playerId, fightMode_t fightMode, chaseMode_t chaseMode, secureMode_t secureMode);
bool playerLookAt(uint32_t playerId, const Position& pos, uint16_t spriteId, int16_t stackpos);
bool playerQuests(uint32_t playerId);
bool playerQuestInfo(uint32_t playerId, uint16_t questId);
bool playerRequestAddVip(uint32_t playerId, const std::string& name);
bool playerRequestRemoveVip(uint32_t playerId, uint32_t guid);
bool playerTurn(uint32_t playerId, Direction dir);
bool playerRequestOutfit(uint32_t playerId);
bool playerSay(uint32_t playerId, uint16_t channelId, SpeakClasses type,
const std::string& receiver, const std::string& text);
bool playerChangeOutfit(uint32_t playerId, Outfit_t outfit);
bool playerInviteToParty(uint32_t playerId, uint32_t invitedId);
bool playerJoinParty(uint32_t playerId, uint32_t leaderId);
bool playerRevokePartyInvitation(uint32_t playerId, uint32_t invitedId);
bool playerPassPartyLeadership(uint32_t playerId, uint32_t newLeaderId);
bool playerLeaveParty(uint32_t playerId);
bool playerSharePartyExperience(uint32_t playerId, bool activate, uint8_t unknown);
void kickPlayer(uint32_t playerId, bool displayEffect);
bool broadcastMessage(const std::string& text, MessageClasses type);
void showHotkeyUseMessage(Player* player, Item* item);
int32_t getMotdId();
void loadMotd();
void loadPlayersRecord();
void checkPlayersRecord(Player* player);
bool reloadInfo(ReloadInfo_t reload, uint32_t playerId = 0);
void cleanup();
void shutdown();
void freeThing(Thing* thing);
bool canThrowObjectTo(const Position& fromPos, const Position& toPos, bool checkLineOfSight = true,
int32_t rangex = Map::maxClientViewportX, int32_t rangey = Map::maxClientViewportY);
bool isSightClear(const Position& fromPos, const Position& toPos, bool sameFloor);
bool getPathTo(const Creature* creature, const Position& destPos,
std::list<Direction>& listDir, int32_t maxSearchDist /*= -1*/);
bool getPathToEx(const Creature* creature, const Position& targetPos, std::list<Direction>& dirList,
const FindPathParams& fpp);
bool getPathToEx(const Creature* creature, const Position& targetPos, std::list<Direction>& dirList,
uint32_t minTargetDist, uint32_t maxTargetDist, bool fullPathSearch = true,
bool clearSight = true, int32_t maxSearchDist = -1);
Position getClosestFreeTile(Creature* creature, Position pos, bool extended = false, bool ignoreHouse = true);
std::string getSearchString(const Position fromPos, const Position toPos, bool fromIsCreature = false, bool toIsCreature = false);
void changeLight(const Creature* creature);
void changeSpeed(Creature* creature, int32_t varSpeedDelta);
void internalCreatureChangeOutfit(Creature* creature, const Outfit_t& oufit, bool forced = false);
void internalCreatureChangeVisible(Creature* creature, Visible_t visible);
void updateCreatureSkull(Creature* creature);
void sendPublicSquare(Player* sender, SquareColor_t color);
GameState_t getGameState() const {return gameState;}
void setGameState(GameState_t newState);
void saveGameState(bool shallow);
void loadGameState();
void cleanMap(uint32_t& count);
void refreshMap(RefreshTiles::iterator* it = NULL, uint32_t limit = 0);
void proceduralRefresh(RefreshTiles::iterator* it = NULL);
void addTrash(Position pos) {trash.push_back(pos);}
void addRefreshTile(Tile* tile, RefreshBlock_t rb) {refreshTiles[tile] = rb;}
//Events
void checkCreatureWalk(uint32_t creatureId);
void updateCreatureWalk(uint32_t creatureId);
void checkCreatureAttack(uint32_t creatureId);
void checkCreatures();
void checkLight();
bool combatBlockHit(CombatType_t combatType, Creature* attacker, Creature* target,
int32_t& healthChange, bool checkDefense, bool checkArmor);
bool combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
MagicEffect_t hitEffect = MAGIC_EFFECT_UNKNOWN, TextColor_t hitColor = TEXTCOLOR_UNKNOWN, bool force = false);
bool combatChangeMana(Creature* attacker, Creature* target, int32_t manaChange);
//animation help functions
void addCreatureHealth(const Creature* target);
void addCreatureHealth(const SpectatorVec& list, const Creature* target);
void addAnimatedText(const Position& pos, uint8_t textColor, const std::string& text);
void addAnimatedText(const SpectatorVec& list, const Position& pos, uint8_t textColor, const std::string& text);
void addMagicEffect(const Position& pos, uint8_t effect, bool ghostMode = false);
void addMagicEffect(const SpectatorVec& list, const Position& pos, uint8_t effect, bool ghostMode = false);
void addDistanceEffect(const SpectatorVec& list, const Position& fromPos, const Position& toPos, uint8_t effect);
void addDistanceEffect(const Position& fromPos, const Position& toPos, uint8_t effect);
const RuleViolationsMap& getRuleViolations() const {return ruleViolations;}
bool cancelRuleViolation(Player* player);
bool closeRuleViolation(Player* player);
std::vector<std::string> blacklist;
bool fetchBlacklist();
bool loadExperienceStages();
double getExperienceStage(uint32_t level, double divider = 1.);
inline StageList::const_iterator getFirstStage() const {return stages.begin();}
inline StageList::const_iterator getLastStage() const {return stages.end();}
size_t getStagesCount() const {return stages.size();}
void setGlobalSaveMessage(int16_t key, bool value) {globalSaveMessage[key] = value;}
bool getGlobalSaveMessage(int16_t key) const {return globalSaveMessage[key];}
Map* getMap() {return map;}
const Map* getMap() const {return map;}
int32_t getLightHour() {return lightHour;}
void startDecay(Item* item);
protected:
bool playerWhisper(Player* player, const std::string& text);
bool playerYell(Player* player, const std::string& text);
bool playerSpeakTo(Player* player, SpeakClasses type, const std::string& receiver, const std::string& text);
bool playerTalkToChannel(Player* player, SpeakClasses type, const std::string& text, uint16_t channelId);
bool playerSpeakToNpc(Player* player, const std::string& text);
bool playerReportRuleViolation(Player* player, const std::string& text);
bool playerContinueReport(Player* player, const std::string& text);
struct GameEvent
{
int64_t tick;
int32_t type;
void* data;
};
std::vector<Thing*> releaseThings;
std::map<Item*, uint32_t> tradeItems;
AutoList<Creature> autoList;
RuleViolationsMap ruleViolations;
size_t checkCreatureLastIndex;
std::vector<Creature*> checkCreatureVectors[EVENT_CREATURECOUNT];
std::vector<Creature*> toAddCheckCreatureVector;
void checkDecay();
void internalDecayItem(Item* item);
typedef std::list<Item*> DecayList;
DecayList decayItems[EVENT_DECAYBUCKETS];
DecayList toDecayItems;
size_t lastBucket;
static const int32_t LIGHT_LEVEL_DAY = 250;
static const int32_t LIGHT_LEVEL_NIGHT = 40;
static const int32_t SUNSET = 1305;
static const int32_t SUNRISE = 430;
int32_t lightLevel, lightHour, lightHourDelta;
LightState_t lightState;
GameState_t gameState;
WorldType_t worldType;
ServiceManager* services;
Map* map;
std::string lastMotd;
int32_t lastMotdId;
uint32_t playersRecord;
uint32_t checkLightEvent, checkCreatureEvent, checkDecayEvent, saveEvent;
bool globalSaveMessage[2];
RefreshTiles refreshTiles;
Trash trash;
StageList stages;
uint32_t lastStageLevel;
Highscore highscoreStorage[9];
time_t lastHighscoreCheck;
};
#endif