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game.h
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game.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
// class representing the gamestate
//////////////////////////////////////////////////////////////////////
// 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 2
// 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, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __OTSERV_GAME_H__
#define __OTSERV_GAME_H__
#include <queue>
#include <vector>
#include <set>
#include "map.h"
#include "position.h"
#include "item.h"
#include "container.h"
#include "player.h"
#include "spawn.h"
#include "templates.h"
#include "scheduler.h"
#include "npc.h"
#include "iologindata.h"
#include "modalwindow.h"
class ServiceManager;
class Creature;
class Monster;
class Npc;
class CombatInfo;
class Commands;
enum stackPosType_t
{
STACKPOS_NORMAL,
STACKPOS_MOVE,
STACKPOS_LOOK,
STACKPOS_USE,
STACKPOS_USEITEM
};
enum WorldType_t
{
WORLD_TYPE_NO_PVP = 1,
WORLD_TYPE_PVP = 2,
WORLD_TYPE_PVP_ENFORCED = 3
};
enum GameState_t
{
GAME_STATE_STARTUP,
GAME_STATE_INIT,
GAME_STATE_NORMAL,
GAME_STATE_CLOSED,
GAME_STATE_SHUTDOWN,
GAME_STATE_CLOSING,
GAME_STATE_MAINTAIN
};
enum LightState_t
{
LIGHT_STATE_DAY,
LIGHT_STATE_NIGHT,
LIGHT_STATE_SUNSET,
LIGHT_STATE_SUNRISE
};
#define EVENT_LIGHTINTERVAL 10000
#define EVENT_DECAYINTERVAL 250
#define EVENT_DECAY_BUCKETS 4
#define STATE_TIME 1000
typedef std::map<int32_t, int32_t> StageList;
typedef std::vector<std::string> StatusList;
/**
* Main Game class.
* This class is responsible to control everything that happens
*/
class Game
{
public:
Game();
~Game();
void start(ServiceManager* servicer);
void forceAddCondition(uint32_t creatureId, Condition* condition);
void forceRemoveCondition(uint32_t creatureId, ConditionType_t type);
void autoSave();
void prepareServerSave();
void serverSave();
/**
* 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(const 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) const
{
width = map->mapWidth;
height = map->mapHeight;
}
void setWorldType(WorldType_t type);
WorldType_t getWorldType() const {return worldType;}
int32_t getInFightTicks() const {return inFightTicks;}
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, uint8_t& stackpos);
std::string getTradeErrorDescription(ReturnValue ret, Item* item);
bool violationWindow(Player* player, std::string targetPlayerName, int32_t reason, int32_t action, const std::string& banComment, bool IPBanishment);
/**
* Get a single tile of the map.
* \returns A pointer to the tile
*/
Tile* getTile(int32_t x, int32_t y, int32_t z);
Tile* getTile(const Position& pos);
/**
* Set a single tile of the map, position is read from this tile
*/
void setTile(Tile* newTile);
/**
* Get a leaf of the map.
* \returns A pointer to a leaf
*/
QTreeLeafNode* getLeaf(uint32_t x, uint32_t 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(const 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(const std::string& s);
/**
* Returns a player based on guid
* \param guid
* \returns A Pointer to the player
*/
Player* getPlayerByGUID(const 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_NAMEISTOOAMBIGIOUS"
*/
ReturnValue getPlayerByNameWildcard(const 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 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 extendedPos If true, the creature will in first-hand be placed 2 tiles away
* \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 extendedPos If true, the creature will in first-hand be placed 2 tiles away
* \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 force = false);
/**
* 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::listPlayer.list.size();}
uint32_t getMonstersOnline() {return (uint32_t)Monster::listMonster.list.size();}
uint32_t getNpcsOnline() {return (uint32_t)Npc::listNpc.list.size();}
uint32_t getCreaturesOnline() {return (uint32_t)listCreature.list.size();}
uint32_t getLastPlayersRecord() const {return lastPlayersRecord;}
void getWorldLightInfo(LightInfo& lightInfo) const;
void getSpectators(SpectatorVec& list, const Position& centerPos, bool multifloor = false, bool onlyPlayers = false,
int32_t minRangeX = 0, int32_t maxRangeX = 0,
int32_t minRangeY = 0, int32_t maxRangeY = 0)
{
map->getSpectators(list, centerPos, multifloor, onlyPlayers, 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* creature, Cylinder* fromCylinder, Cylinder* toCylinder, uint32_t flags = 0);
ReturnValue internalMoveItem(Cylinder* fromCylinder, Cylinder* toCylinder, int32_t index,
Item* item, uint32_t count, Item** _moveItem, uint32_t flags = 0, Creature* actor = NULL);
ReturnValue internalMoveTradeItem(Cylinder* fromCylinder, Cylinder* toCylinder, int32_t index,
Item* item, Item* tradeItem, uint32_t count, Item** _moveItem, uint32_t flags = 0, Creature* actor = NULL);
ReturnValue internalAddItem(Cylinder* toCylinder, Item* item, int32_t index = INDEX_WHEREEVER,
uint32_t flags = 0, bool test = false);
ReturnValue internalAddItem(Cylinder* toCylinder, Item* item, int32_t index,
uint32_t flags, bool test, uint32_t& remainderCount);
ReturnValue internalRemoveItem(Item* item, int32_t count = -1, bool test = false, uint32_t flags = 0);
ReturnValue internalPlayerAddItem(Player* player, Item* item, bool dropOnMap = true, slots_t slot = SLOT_WHEREEVER);
/**
* 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
* \param onlySubContainers if true it will remove only items from containers in cylinder, default is false
* \returns true if the removal was successful
*/
bool removeItemOfType(Cylinder* cylinder, uint16_t itemId, int32_t count, int32_t subType = -1, bool onlySubContainers = false);
/**
* Get the amount of money in a a cylinder
* \returns the amount of money found
*/
uint64_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, uint64_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, uint64_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 pushMove force teleport if false
* \param flags optional flags to modify default behavior
* \returns true if the teleportation was successful
*/
ReturnValue internalTeleport(Thing* thing, const Position& newPos, bool pushMove = true, 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
*/
bool internalCreatureSay(Creature* creature, SpeakClasses type, const std::string& text,
bool ghostMode, SpectatorVec* listPtr = NULL, Position* pos = NULL);
Position getClosestFreeTile(Player* player, Creature* teleportedCreature, const Position& toPos, bool toCreature);
int32_t getMotdNum();
void loadMotd();
void loadPlayersRecord();
void checkPlayersRecord();
void sendGuildMotd(uint32_t playerId, uint32_t guildId);
void kickPlayer(uint32_t playerId, bool displayEffect);
void kickPlayerByName(const std::string& name);
bool playerReportBug(uint32_t playerId, const std::string& bug);
bool playerDebugAssert(uint32_t playerId, const std::string& assertLine, const std::string& date, const std::string& description, const std::string& comment);
bool playerAnswerModalWindow(uint32_t playerId, uint32_t modalWindowId, uint8_t button, uint8_t choice);
bool playerCancelWalk(uint32_t playerId);
bool internalStartTrade(Player* player, Player* partner, Item* tradeItem);
bool internalCloseTrade(Player* player);
bool playerBroadcastMessage(Player* player, const std::string& text);
bool broadcastMessage(const std::string& text, MessageClasses type);
//Implementation of player invoked events
bool playerMoveThing(uint32_t playerId, const Position& fromPos, uint16_t spriteId, uint8_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, uint8_t fromStackPos, const Position& toPos, uint8_t count);
bool playerMove(uint32_t playerId, Direction direction);
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 playerReceivePing(uint32_t playerId);
bool playerReceivePingBack(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, uint8_t fromStackPos,
uint16_t fromSpriteId, const Position& toPos, uint8_t toStackPos, uint16_t toSpriteId, bool isHotkey);
bool playerUseItem(uint32_t playerId, const Position& pos, uint8_t stackPos,
uint8_t index, uint16_t spriteId, bool isHotkey);
bool playerUseWithCreature(uint32_t playerId, const Position& fromPos,
uint8_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, uint8_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, uint8_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 ignoreEquipped = false);
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, uint8_t stackPos);
bool playerLookInBattleList(uint32_t playerId, uint32_t creatureId);
bool playerRequestAddVip(uint32_t playerId, const std::string& name);
bool playerRequestRemoveVip(uint32_t playerId, uint32_t guid);
bool playerRequestEditVip(uint32_t playerId, uint32_t guid, const std::string& description, uint32_t icon, bool notify);
bool playerTurn(uint32_t playerId, Direction dir);
bool playerRequestOutfit(uint32_t playerId);
bool playerShowQuestLog(uint32_t playerId);
bool playerShowQuestLine(uint32_t playerId, uint16_t questId);
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 playerEnableSharedPartyExperience(uint32_t playerId, bool sharedExpActive);
bool playerToggleMount(uint32_t playerId, bool mount);
bool playerLeaveMarket(uint32_t playerId);
bool playerBrowseMarket(uint32_t playerId, uint16_t spriteId);
bool playerBrowseMarketOwnOffers(uint32_t playerId);
bool playerBrowseMarketOwnHistory(uint32_t playerId);
bool playerCreateMarketOffer(uint32_t playerId, uint8_t type, uint16_t spriteId, uint16_t amount, uint32_t price, bool anonymous);
bool playerCancelMarketOffer(uint32_t playerId, uint32_t timestamp, uint16_t counter);
bool playerAcceptMarketOffer(uint32_t playerId, uint32_t timestamp, uint16_t counter, uint16_t amount);
void checkExpiredMarketOffers();
void updatePremium(Account& account);
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);
void changeSpeed(Creature* creature, int32_t varSpeedDelta);
void internalCreatureChangeOutfit(Creature* creature, const Outfit_t& oufit);
void internalCreatureChangeVisible(Creature* creature, bool visible);
void changeLight(const Creature* creature);
void updateCreatureSkull(Player* player);
void updateCreatureWalkthrough(Creature* creature);
void sendPublicSquare(Player* sender, SquareColor_t color);
GameState_t getGameState() const;
void setGameState(GameState_t newState);
void saveGameState();
void loadGameState();
void refreshMap();
void cleanMap() {map->clean();}
//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);
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 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 Position& fromPos, const Position& toPos,
uint8_t effect);
Map* getMap() { return map;}
const Map* getMap() const { return map;}
int64_t getStateTime() const {return stateTime;}
void setStateTime(int64_t _stateTime) {stateTime = _stateTime;}
void addCommandTag(const std::string& tag);
void resetCommandTag();
void startDecay(Item* item);
int32_t getLightHour() const {return lightHour;}
bool npcSpeakToPlayer(Npc* npc, Player* player, const std::string& text, bool publicize);
bool loadExperienceStages();
uint64_t getExperienceStage(uint32_t level);
void setServerSaveMessage(int16_t key, bool value) {serverSaveMessage[key] = value;}
bool getServerSaveMessage(int16_t key) const {return serverSaveMessage[key];}
void sendOfflineTrainingDialog(Player* player);
bool loadStatuslist();
bool isInBlacklist(const std::string& ip) const { for (StatusList::const_iterator it = blacklist.begin(), end = blacklist.end(); it != end; ++it) { if (*it == ip) return true; } return false; }
bool isInWhitelist(const std::string& ip) const { for (StatusList::const_iterator it = whitelist.begin(), end = whitelist.end(); it != end; ++it) { if (*it == ip) return true; } return false; }
protected:
bool playerSayCommand(Player* player, SpeakClasses type, const std::string& text);
bool playerSaySpell(Player* player, SpeakClasses type, const std::string& text);
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 serverSaveMessage[3];
int64_t stateTime;
std::vector<Thing*> ToReleaseThings;
uint32_t checkLightEvent;
uint32_t checkCreatureEvent;
uint32_t checkDecayEvent;
//list of items that are in trading state, mapped to the player
std::map<Item*, uint32_t> tradeItems;
AutoList<Creature> listCreature;
size_t checkCreatureLastIndex;
std::vector<Creature*> checkCreatureVectors[EVENT_CREATURECOUNT];
std::vector<Creature*> toAddCheckCreatureVector;
struct GameEvent
{
int64_t tick;
int type;
void* data;
};
void checkDecay();
void internalDecayItem(Item* item);
typedef std::list<Item*> DecayList;
DecayList decayItems[EVENT_DECAY_BUCKETS];
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;
LightState_t lightState;
int32_t lightHour;
int32_t lightHourDelta;
uint32_t inFightTicks;
GameState_t gameState;
WorldType_t worldType;
ServiceManager* services;
Map* map;
void savePlayersRecord();
std::string lastMotdText;
int32_t lastMotdNum;
uint32_t lastPlayersRecord;
StageList stages;
bool stagesEnabled;
uint32_t lastStageLevel;
bool useLastStageLevel;
ModalWindow* offlineTrainingWindow;
std::vector<std::string> commandTags;
StatusList blacklist;
StatusList whitelist;
};
#endif