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game.h
675 lines (573 loc) · 28.3 KB
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game.h
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/**
* The Forgotten Server - a free and open-source MMORPG server emulator
* Copyright (C) 2019 Mark Samman <mark.samman@gmail.com>
* Copyright (C) 2019-2021 Saiyans King
*
* 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.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef FS_GAME_H_3EC96D67DD024E6093B3BAC29B7A6D7F
#define FS_GAME_H_3EC96D67DD024E6093B3BAC29B7A6D7F
#include "account.h"
#include "combat.h"
#include "groups.h"
#include "map.h"
#include "position.h"
#include "item.h"
#include "container.h"
#include "player.h"
#include "raids.h"
#include "npc.h"
#include "wildcardtree.h"
#include "quests.h"
class ServiceManager;
class Creature;
class Monster;
class Npc;
class CombatInfo;
enum stackPosType_t
{
STACKPOS_MOVE,
STACKPOS_LOOK,
STACKPOS_TOPDOWN_ITEM,
STACKPOS_USEITEM,
STACKPOS_USETARGET,
};
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,
};
static constexpr int32_t EVENT_LIGHTINTERVAL = 10000;
#if GAME_FEATURE_RULEVIOLATION > 0
struct RuleViolation
{
RuleViolation(Player* owner, const std::string& text, int64_t time) :
message(text), time(time), owner(owner->getID()) {}
// non-copyable
RuleViolation(const RuleViolation&) = delete;
RuleViolation& operator=(const RuleViolation&) = delete;
// non-moveable
RuleViolation(RuleViolation&&) = delete;
RuleViolation& operator=(RuleViolation&&) = delete;
std::string message;
int64_t time;
uint32_t owner;
uint32_t gamemaster = 0;
};
#endif
/**
* Main Game class.
* This class is responsible to control everything that happens
*/
class Game
{
public:
Game();
~Game();
// non-copyable
Game(const Game&) = delete;
Game& operator=(const Game&) = delete;
void start(ServiceManager* manager);
void forceAddCondition(uint32_t creatureId, Condition* condition);
void forceRemoveCondition(uint32_t creatureId, ConditionType_t type);
bool loadMainMap(const std::string& filename);
void loadMap(const std::string& path);
/**
* 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.width;
height = map.height;
}
void setWorldType(WorldType_t type);
WorldType_t getWorldType() const {
return worldType;
}
Cylinder* internalGetCylinder(Player* player, const Position& pos) const;
Thing* internalGetThing(Player* player, const Position& pos, int32_t index,
uint32_t spriteId, stackPosType_t type) const;
static void internalGetPosition(Item* item, Position& pos, uint8_t& stackpos);
static std::string getTradeErrorDescription(const ReturnValue ret, const Item* item);
/**
* 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 monster based on the unique creature identifier
* \param id is the unique monster id to get a monster pointer to
* \returns A Monster pointer to the monster
*/
Monster* getMonsterByID(uint32_t id);
/**
* Returns a npc based on the unique creature identifier
* \param id is the unique npc id to get a npc pointer to
* \returns A NPC pointer to the npc
*/
Npc* getNpcByID(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 npc based on a string name identifier
* \param s is the name identifier
* \returns A Pointer to the npc
*/
Npc* getNpcByName(const std::string& s) const;
/**
* 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
* \returns A Pointer to the player
*/
Player* getPlayerByGUID(const uint32_t& guid) const;
/**
* 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 "RETURNVALUE_PLAYERWITHTHISNAMEISNOTONLINE" or "RETURNVALUE_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) const;
/* 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 force 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);
/**
* 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);
static void removeCreatureCheck(Creature* creature);
size_t getPlayersOnline() const {
return players.size();
}
size_t getMonstersOnline() const {
return monsters.size();
}
size_t getNpcsOnline() const {
return npcs.size();
}
uint32_t getPlayersRecord() const {
return playersRecord;
}
LightInfo getWorldLightInfo() const;
ReturnValue internalMoveCreature(Creature* creature, Direction direction, uint32_t flags = 0);
ReturnValue internalMoveCreature(Creature& creature, Tile& toTile, 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 = nullptr, const Item* tradeItem = nullptr);
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);
#if GAME_FEATURE_FASTER_CLEAN > 0
ReturnValue internalCleanItem(Item* item, int32_t count = -1);
#endif
ReturnValue internalPlayerAddItem(Player* player, Item* item, bool dropOnMap = true, slots_t slot = CONST_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 nullptr if not found
*/
static Item* findItemOfType(const Cylinder* cylinder, uint16_t itemId,
bool depthSearch = true, int32_t subType = -1);
/**
* 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, SpectatorVector* spectatorsPtr = nullptr, const Position* pos = nullptr) const;
void loadPlayersRecord();
void checkPlayersRecord();
void sendGuildMotd(uint32_t playerId);
void kickPlayer(uint32_t playerId, bool displayEffect);
static void playerReportBug(Player* player, const std::string& message, const Position& position, uint8_t category);
static void playerDebugAssert(const Player* player, const std::string& assertLine, const std::string& date, const std::string& description, const std::string& comment);
void playerAnswerModalWindow(Player* player, uint32_t modalWindowId, uint8_t button, uint8_t choice) const;
static void playerReportRuleViolation(Player* player, const std::string& targetName, uint8_t reportType, uint8_t reportReason, const std::string& comment, const std::string& translation);
void updatePlayerEvent(uint32_t playerId);
void checkCreatureDeath(uint32_t creatureId);
static void playerMonsterCyclopedia(Player* player);
static void playerCyclopediaMonsters(Player* player, const std::string& race);
static void playerCyclopediaRace(Player* player, uint16_t monsterId);
#if GAME_FEATURE_CYCLOPEDIA_CHARACTERINFO > 0
void playerCyclopediaCharacterInfo(Player* player, uint32_t characterID, CyclopediaCharacterInfoType_t characterInfoType, uint16_t entriesPerPage, uint16_t page);
#endif
#if GAME_FEATURE_HIGHSCORES > 0
void playerHighscores(Player* player, HighscoreType_t type, uint8_t category, uint32_t vocation, const std::string& worldName, uint16_t page, uint8_t entriesPerPage);
#endif
static void playerTournamentLeaderboard(Player* player, uint8_t leaderboardType);
bool internalStartTrade(Player* player, Player* tradePartner, Item* tradeItem);
void internalCloseTrade(Player* player);
bool playerBroadcastMessage(const Player* player, const std::string& text) const;
void broadcastMessage(const std::string& text, MessageClasses type) const;
//Implementation of player invoked events
void playerMoveThing(uint32_t playerId, const Position& fromPos, uint16_t spriteId, uint8_t fromStackPos,
const Position& toPos, uint8_t count);
void playerMoveCreatureByID(uint32_t playerId, uint32_t movingCreatureId, const Position& movingCreatureOrigPos, const Position& toPos);
void playerMoveCreature(Player* player, Creature* movingCreature, const Position& movingCreatureOrigPos, Tile* toTile);
void playerMoveItemByPlayerID(uint32_t playerId, const Position& fromPos, uint16_t spriteId, uint8_t fromStackPos, const Position& toPos, uint8_t count);
void playerMoveItem(Player* player, const Position& fromPos,
uint16_t spriteId, uint8_t fromStackPos, const Position& toPos, uint8_t count, Item* item, Cylinder* toCylinder);
void playerEquipItem(Player* player, uint16_t spriteId);
#if CLIENT_VERSION >= 1150
void playerTeleport(Player* player, const Position& position);
#endif
static void playerMove(Player* player, Direction direction);
static void playerCreatePrivateChannel(Player* player);
void playerChannelInvite(const Player* player, const std::string& name);
void playerChannelExclude(const Player* player, const std::string& name);
static void playerRequestChannels(Player* player);
static void playerOpenChannel(Player* player, uint16_t channelId);
static void playerCloseChannel(const Player* player, uint16_t channelId);
static void playerOpenPrivateChannel(Player* player, std::string& receiver);
#if GAME_FEATURE_RULEVIOLATION > 0
void playerRuleViolation(Player* player, const std::string& target, const std::string& comment, uint8_t reason, uint8_t action, uint32_t statementId, bool ipBanishment);
void playerProcessRuleViolation(Player* player, const std::string& target);
void playerCloseRuleViolation(Player* player, const std::string& target);
void playerCancelRuleViolation(Player* player);
void playerReportRuleViolation(Player* player, const std::string& text);
void playerContinueReport(Player* player, const std::string& text);
void playerCheckRuleViolation(Player* player);
std::unordered_map<std::string, RuleViolation>& getRuleViolations() { return ruleViolations; }
#endif
#if GAME_FEATURE_STASH > 0
void playerStowItem(Player* player, Item* item, uint32_t count);
void playerStowItem(Player* player, const Position& pos, uint16_t spriteId, uint8_t stackpos, uint32_t count);
void playerStowContainer(Player* player, const Position& pos, uint16_t spriteId, uint8_t stackpos);
void playerStowStack(Player* player, const Position& pos, uint16_t spriteId, uint8_t stackpos);
void playerStashWithdraw(Player* player, uint16_t spriteId, uint32_t count, uint8_t stackpos);
#endif
#if GAME_FEATURE_QUEST_TRACKER > 0
void playerResetTrackedQuests(Player* player, std::vector<uint16_t>& quests);
#endif
void playerCloseNpcChannel(Player* player);
static void playerReceivePing(Player* player);
static void playerReceivePingBack(const Player* player);
void playerAutoWalk(uint32_t playerId, const std::vector<Direction>& listDir);
static void playerStopAutoWalk(Player* player);
void playerUseItemEx(uint32_t playerId, const Position& fromPos, uint8_t fromStackPos,
uint16_t fromSpriteId, const Position& toPos, uint8_t toStackPos, uint16_t toSpriteId);
void playerUseItem(uint32_t playerId, const Position& pos, uint8_t stackPos, uint8_t index, uint16_t spriteId);
void playerUseWithCreature(uint32_t playerId, const Position& fromPos, uint8_t fromStackPos, uint32_t creatureId, uint16_t spriteId);
static void playerCloseContainer(Player* player, uint8_t cid);
void playerMoveUpContainer(Player* player, uint8_t cid);
static void playerUpdateContainer(Player* player, uint8_t cid);
void playerRotateItem(uint32_t playerId, const Position& pos, uint8_t stackPos, uint16_t spriteId);
#if GAME_FEATURE_PODIUM > 0
void playerConfigureShowOffSocket(uint32_t playerId, const Position& pos, uint8_t stackPos, const uint16_t spriteId);
void playerSetShowOffSocket(uint32_t playerId, Outfit_t& outfit, const Position& pos, uint8_t stackPos, const uint16_t spriteId, uint8_t podiumVisible, uint8_t direction);
#endif
#if CLIENT_VERSION >= 1092
void playerWrapableItem(uint32_t playerId, const Position& pos, uint8_t stackPos, uint16_t spriteId);
#endif
void playerWriteItem(Player* player, uint32_t windowTextId, const std::string& text);
#if GAME_FEATURE_BROWSEFIELD > 0
void playerBrowseField(uint32_t playerId, const Position& pos);
#endif
#if GAME_FEATURE_CONTAINER_PAGINATION > 0
static void playerSeekInContainer(Player* player, uint8_t containerId, uint16_t index);
#endif
#if GAME_FEATURE_INSPECTION > 0
void playerInspectItem(Player* player, const Position& pos);
void playerInspectItem(Player* player, uint16_t itemId, uint8_t itemCount, bool cyclopedia);
#endif
static void playerUpdateHouseWindow(Player* player, uint8_t listId, uint32_t windowTextId, const std::string& text);
void playerRequestTrade(uint32_t playerId, const Position& pos, uint8_t stackPos,
uint32_t tradePlayerId, uint16_t spriteId);
void playerAcceptTrade(Player* player);
static void playerLookInTrade(Player* player, bool lookAtCounterOffer, uint8_t index);
static void playerPurchaseItem(Player* player, uint16_t spriteId, uint8_t count, uint8_t amount,
bool ignoreCap = false, bool inBackpacks = false);
static void playerSellItem(Player* player, uint16_t spriteId, uint8_t count,
uint8_t amount, bool ignoreEquipped = false);
static void playerCloseShop(Player* player);
static void playerLookInShop(Player* player, uint16_t spriteId, uint8_t count);
void playerCloseTrade(Player* player);
void playerSetAttackedCreature(uint32_t playerId, uint32_t creatureId);
void playerFollowCreature(uint32_t playerId, uint32_t creatureId);
void playerCancelAttackAndFollow(uint32_t playerId);
static void playerSetFightModes(Player* player, fightMode_t fightMode, bool chaseMode, bool secureMode);
void playerLookAt(Player* player, const Position& pos, uint8_t stackPos) const;
void playerLookInBattleList(Player* player, uint32_t creatureId);
void playerRequestAddVip(Player* player, const std::string& name);
static void playerRequestRemoveVip(Player* player, uint32_t guid);
static void playerRequestEditVip(Player* player, uint32_t guid, const std::string& description, uint32_t icon, bool notify);
void playerTurn(Player* player, Direction dir);
static void playerRequestOutfit(Player* player);
static void playerShowQuestLog(Player* player);
void playerShowQuestLine(Player* player, uint16_t questId);
void playerSay(Player* player, uint16_t channelId, SpeakClasses type,
const std::string& receiver, const std::string& text);
void playerChangeOutfit(Player* player, Outfit_t outfit);
void playerInviteToParty(Player* player, uint32_t invitedId);
void playerJoinParty(Player* player, uint32_t leaderId);
void playerRevokePartyInvitation(const Player* player, uint32_t invitedId);
void playerPassPartyLeadership(const Player* player, uint32_t newLeaderId);
static void playerLeaveParty(Player* player);
static void playerEnableSharedPartyExperience(Player* player, bool sharedExpActive);
#if GAME_FEATURE_MOUNTS > 0
static void playerToggleMount(Player* player, bool mount);
#endif
#if GAME_FEATURE_MARKET > 0
static void playerLeaveMarket(Player* player);
static void playerBrowseMarket(Player* player, uint16_t spriteId);
static void playerBrowseMarketOwnOffers(const Player* player);
static void playerBrowseMarketOwnHistory(const Player* player);
void playerCreateMarketOffer(Player* player, uint8_t type, uint16_t spriteId, uint16_t amount, uint32_t price, bool anonymous);
void playerCancelMarketOffer(Player* player, uint32_t timestamp, uint16_t counter);
void playerAcceptMarketOffer(Player* player, uint32_t timestamp, uint16_t counter, uint16_t amount);
static std::vector<Item*> getMarketItemList(uint16_t wareId, uint16_t sufficientCount, DepotChest* depotChest, Inbox* inbox);
#endif
static void playerExtendedOpcode(Player* player, uint8_t opcode, const std::string& buffer);
static void updatePremium(Account& account);
void cleanup();
void shutdown();
void ReleaseCreature(Creature* creature);
void ReleaseItem(Item* item);
bool canThrowObjectTo(const Position& fromPos, const Position& toPos, SightLines_t lineOfSight = SightLine_CheckSightLine,
int32_t rangex = Map::maxClientViewportX, int32_t rangey = Map::maxClientViewportY) const;
bool isSightClear(const Position& fromPos, const Position& toPos, bool floorCheck) const;
void changeSpeed(Creature* creature, int32_t varSpeedDelta);
void internalCreatureChangeOutfit(Creature* creature, const Outfit_t& outfit);
void internalCreatureChangeVisible(const Creature* creature, bool visible);
void changeLight(const Creature* creature);
void updateCreatureSkull(const Creature* creature);
#if CLIENT_VERSION >= 1000 && CLIENT_VERSION < 1185
void updatePlayerHelpers(const Player& player);
#endif
#if CLIENT_VERSION >= 910
void updateCreatureType(const Creature* creature);
#endif
#if CLIENT_VERSION >= 854
void updateCreatureWalkthrough(const Creature* creature);
#endif
GameState_t getGameState() const;
void setGameState(GameState_t newState);
void saveGameState();
//Events
void checkCreatureWalk(uint32_t creatureId);
void updateCreatureWalk(uint32_t creatureId);
void checkCreatureAttack(uint32_t creatureId);
void checkCreatures(size_t index);
void checkLight();
bool combatBlockHit(CombatDamage& damage, Creature* attacker, Creature* target, bool checkDefense, bool checkArmor, bool field);
void combatGetTypeInfo(CombatType_t combatType, Creature* target, TextColor_t& color, uint8_t& effect);
bool combatChangeHealth(Creature* attacker, Creature* target, CombatDamage& damage);
bool combatChangeMana(Creature* attacker, Creature* target, CombatDamage& damage);
//animation help functions
void addCreatureHealth(const Creature* target);
static void addCreatureHealth(const SpectatorVector& spectators, const Creature* target);
#if GAME_FEATURE_PARTY_LIST > 0
void addPlayerMana(const Player* target);
#endif
#if GAME_FEATURE_PLAYER_VOCATIONS > 0
void addPlayerVocation(const Player* target);
#endif
void addMagicEffect(const Position& pos, uint8_t effect);
static void addMagicEffect(const SpectatorVector& spectators, const Position& pos, uint8_t effect);
void addDistanceEffect(const Position& fromPos, const Position& toPos, uint8_t effect);
static void addDistanceEffect(const SpectatorVector& spectators, const Position& fromPos, const Position& toPos, uint8_t effect);
void sendAttachedEffect(const Creature* creature, uint16_t effectId);
void sendDetachEffect(const Creature* creature, uint16_t effectId);
void updateCreatureShader(const Creature* creature);
void refreshItem(const Item* item);
void updateCreatureData(const Creature* creature) const;
void startDecay(Item* item);
static void stopDecay(Item* item);
void internalDecayItem(Item* item);
int32_t getLightHour() const {
return lightHour;
}
bool loadExperienceStages();
uint64_t getExperienceStage(uint32_t level);
void loadMotdNum();
void saveMotdNum() const;
const std::string& getMotdHash() const { return motdHash; }
uint32_t getMotdNum() const { return motdNum; }
void incrementMotdNum() { motdNum++; }
void sendOfflineTrainingDialog(Player* player) const;
const std::unordered_map<uint32_t, Player*>& getPlayers() const { return players; }
const std::unordered_map<uint32_t, Npc*>& getNpcs() const { return npcs; }
void addPlayer(Player* player);
void removePlayer(const Player* player);
void addNpc(Npc* npc);
void removeNpc(const Npc* npc);
void addMonster(Monster* monster);
void removeMonster(const Monster* monster);
Guild* getGuild(uint32_t id) const;
void addGuild(Guild* guild);
void removeGuild(uint32_t guildId);
#if GAME_FEATURE_BROWSEFIELD > 0
void decreaseBrowseFieldRef(const Position& pos);
std::unordered_map<Tile*, Container*> browseFields;
#endif
void internalRemoveItems(const std::vector<Item*>& itemList, uint32_t amount, bool stackable);
BedItem* getBedBySleeper(uint32_t guid) const;
void setBedSleeper(BedItem* bed, uint32_t guid);
void removeBedSleeper(uint32_t guid);
Item* getUniqueItem(uint16_t uniqueId);
bool addUniqueItem(uint16_t uniqueId, Item* item);
void removeUniqueItem(uint16_t uniqueId);
bool reloadCreatureScripts(bool fromLua = false, bool reload = true);
bool reload(ReloadTypes_t reloadType);
Groups groups;
Map map;
Mounts mounts;
Raids raids;
Quests quests;
private:
bool playerSaySpell(Player* player, SpeakClasses type, const std::string& text) const;
void playerWhisper(Player* player, const std::string& text) const;
bool playerYell(Player* player, const std::string& text) const;
bool playerSpeakTo(Player* player, SpeakClasses type, const std::string& receiver, const std::string& text);
void playerSpeakToNpc(Player* player, const std::string& text);
#if GAME_FEATURE_RULEVIOLATION > 0
std::unordered_map<std::string, RuleViolation> ruleViolations;
#endif
std::unordered_map<uint32_t, Player*> players;
std::unordered_map<std::string, Player*> mappedPlayerNames;
std::unordered_map<uint32_t, Npc*> npcs;
std::unordered_map<uint32_t, Monster*> monsters;
std::unordered_map<uint32_t, Guild*> guilds;
std::unordered_map<uint16_t, Item*> uniqueItems;
std::map<uint32_t, uint32_t> stages;
std::vector<Creature*> checkCreatureLists[EVENT_CREATURECOUNT];
std::vector<Creature*> ToReleaseCreatures;
std::vector<Item*> ToReleaseItems;
size_t lastBucket = 0;
WildcardTreeNode wildcardTree{ false };
//list of items that are in trading state, mapped to the player
std::map<Item*, uint32_t> tradeItems;
std::map<uint32_t, BedItem*> bedSleepersMap;
ModalWindow offlineTrainingWindow{ std::numeric_limits<uint32_t>::max(), "Choose a Skill", "Please choose a skill:" };
static constexpr int32_t LIGHT_LEVEL_DAY = 250;
static constexpr int32_t LIGHT_LEVEL_NIGHT = 40;
static constexpr int32_t SUNSET = 1305;
static constexpr int32_t SUNRISE = 430;
GameState_t gameState = GAME_STATE_NORMAL;
WorldType_t worldType = WORLD_TYPE_PVP;
LightState_t lightState = LIGHT_STATE_DAY;
uint8_t lightLevel = LIGHT_LEVEL_DAY;
int32_t lightHour = SUNRISE + (SUNSET - SUNRISE) / 2;
// (1440 minutes/day)/(3600 seconds/day)*10 seconds event interval
int32_t lightHourDelta = 1400 * 10 / 3600;
ServiceManager* serviceManager = nullptr;
void updatePlayersRecord() const;
uint32_t playersRecord = 0;
std::string motdHash;
uint32_t motdNum = 0;
uint32_t lastStageLevel = 0;
bool stagesEnabled = false;
bool useLastStageLevel = false;
};
#endif