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game.h
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// Copyright 2023 The Forgotten Server Authors. All rights reserved.
// Use of this source code is governed by the GPL-2.0 License that can be found in the LICENSE file.
#ifndef FS_GAME_H
#define FS_GAME_H
#include "groups.h"
#include "map.h"
#include "mounts.h"
#include "player.h"
#include "position.h"
#include "wildcardtree.h"
class Monster;
class Npc;
class ServiceManager;
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,
};
static constexpr int32_t PLAYER_NAME_LENGTH = 25;
static constexpr int32_t EVENT_DECAYINTERVAL = 250;
static constexpr int32_t EVENT_DECAY_BUCKETS = 4;
static constexpr int32_t MOVE_CREATURE_INTERVAL = 1000;
static constexpr int32_t RANGE_MOVE_CREATURE_INTERVAL = 1500;
static constexpr int32_t RANGE_MOVE_ITEM_INTERVAL = 400;
static constexpr int32_t RANGE_USE_ITEM_INTERVAL = 400;
static constexpr int32_t RANGE_USE_ITEM_EX_INTERVAL = 400;
static constexpr int32_t RANGE_USE_WITH_CREATURE_INTERVAL = 400;
static constexpr int32_t RANGE_ROTATE_ITEM_INTERVAL = 400;
static constexpr int32_t RANGE_BROWSE_FIELD_INTERVAL = 400;
static constexpr int32_t RANGE_WRAP_ITEM_INTERVAL = 400;
static constexpr int32_t RANGE_REQUEST_TRADE_INTERVAL = 400;
static constexpr int32_t MAX_STACKPOS = 10;
static constexpr uint8_t ITEM_STACK_SIZE = 100;
/**
* Main Game class.
* This class is responsible to control everything that happens
*/
class Game
{
public:
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, bool isCalledByLua = false);
/**
* 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(ReturnValue ret, 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 an 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);
/**
* 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);
/**
* 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);
/**
* 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,
MagicEffectClasses magicEffect = CONST_ME_TELEPORT);
/**
* Remove Creature from the map.
* Removes the Creature from the map
* \param c Creature to remove
*/
bool removeCreature(Creature* creature, bool isLogout = true);
void executeDeath(uint32_t creatureId);
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; }
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,
Item* tradeItem = nullptr, const Position* fromPos = nullptr,
const Position* toPos = 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);
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
*/
Item* findItemOfType(Cylinder* cylinder, uint16_t itemId, bool depthSearch = true, int32_t subType = -1) const;
/**
* 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 modify the default behavior
* \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 transformation 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* spectatorsPtr = nullptr, const Position* pos = nullptr, bool echo = false);
void loadPlayersRecord();
void checkPlayersRecord();
void sendGuildMotd(uint32_t playerId);
void kickPlayer(uint32_t playerId, bool displayEffect);
void playerDebugAssert(uint32_t playerId, const std::string& assertLine, const std::string& date,
const std::string& description, const std::string& comment);
void playerAnswerModalWindow(uint32_t playerId, uint32_t modalWindowId, uint8_t button, uint8_t choice);
void playerReportRuleViolation(uint32_t playerId, const std::string& targetName, uint8_t reportType,
uint8_t reportReason, const std::string& comment, const std::string& translation);
bool internalStartTrade(Player* player, Player* tradePartner, Item* tradeItem);
void internalCloseTrade(Player* player, bool sendCancel = true);
bool playerBroadcastMessage(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(uint32_t playerId, uint16_t spriteId);
void playerMove(uint32_t playerId, Direction direction);
void playerCreatePrivateChannel(uint32_t playerId);
void playerChannelInvite(uint32_t playerId, const std::string& name);
void playerChannelExclude(uint32_t playerId, const std::string& name);
void playerRequestChannels(uint32_t playerId);
void playerOpenChannel(uint32_t playerId, uint16_t channelId);
void playerCloseChannel(uint32_t playerId, uint16_t channelId);
void playerOpenPrivateChannel(uint32_t playerId, std::string receiver);
void playerCloseNpcChannel(uint32_t playerId);
void playerReceivePing(uint32_t playerId);
void playerReceivePingBack(uint32_t playerId);
void playerAutoWalk(uint32_t playerId, const std::vector<Direction>& listDir);
void playerStopAutoWalk(uint32_t playerId);
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);
void playerCloseContainer(uint32_t playerId, uint8_t cid);
void playerMoveUpContainer(uint32_t playerId, uint8_t cid);
void playerUpdateContainer(uint32_t playerId, uint8_t cid);
void playerRotateItem(uint32_t playerId, const Position& pos, uint8_t stackPos, const uint16_t spriteId);
void playerWriteItem(uint32_t playerId, uint32_t windowTextId, std::string_view text);
void playerBrowseField(uint32_t playerId, const Position& pos);
void playerSeekInContainer(uint32_t playerId, uint8_t containerId, uint16_t index);
void playerUpdateHouseWindow(uint32_t playerId, uint8_t listId, uint32_t windowTextId, const std::string& text);
void playerWrapItem(uint32_t playerId, const Position& position, uint8_t stackPos, const uint16_t spriteId);
void playerRequestTrade(uint32_t playerId, const Position& pos, uint8_t stackPos, uint32_t tradePlayerId,
uint16_t spriteId);
void playerAcceptTrade(uint32_t playerId);
void playerLookInTrade(uint32_t playerId, bool lookAtCounterOffer, uint8_t index);
void playerPurchaseItem(uint32_t playerId, uint16_t spriteId, uint8_t count, uint16_t amount,
bool ignoreCap = false, bool inBackpacks = false);
void playerSellItem(uint32_t playerId, uint16_t spriteId, uint8_t count, uint16_t amount,
bool ignoreEquipped = false);
void playerCloseShop(uint32_t playerId);
void playerLookInShop(uint32_t playerId, uint16_t spriteId, uint8_t count);
void playerCloseTrade(uint32_t playerId);
void playerSetAttackedCreature(uint32_t playerId, uint32_t creatureId);
void playerFollowCreature(uint32_t playerId, uint32_t creatureId);
void playerCancelAttackAndFollow(uint32_t playerId);
void playerSetFightModes(uint32_t playerId, fightMode_t fightMode, bool chaseMode, bool secureMode);
void playerLookAt(uint32_t playerId, const Position& pos, uint8_t stackPos);
void playerLookInBattleList(uint32_t playerId, uint32_t creatureId);
void playerRequestAddVip(uint32_t playerId, const std::string& name);
void playerRequestRemoveVip(uint32_t playerId, uint32_t guid);
void playerRequestEditVip(uint32_t playerId, uint32_t guid, const std::string& description, uint32_t icon,
bool notify);
void playerTurn(uint32_t playerId, Direction dir);
void playerRequestOutfit(uint32_t playerId);
void playerRequestEditPodium(uint32_t playerId, const Position& position, uint8_t stackPos,
const uint16_t spriteId);
void playerEditPodium(uint32_t playerId, Outfit_t outfit, const Position& position, uint8_t stackPos,
const uint16_t spriteId, bool podiumVisible, Direction direction);
void playerSay(uint32_t playerId, uint16_t channelId, SpeakClasses type, const std::string& receiver,
const std::string& text);
void playerChangeOutfit(uint32_t playerId, Outfit_t outfit, bool randomizeMount = false);
void playerInviteToParty(uint32_t playerId, uint32_t invitedId);
void playerJoinParty(uint32_t playerId, uint32_t leaderId);
void playerRevokePartyInvitation(uint32_t playerId, uint32_t invitedId);
void playerPassPartyLeadership(uint32_t playerId, uint32_t newLeaderId);
void playerLeaveParty(uint32_t playerId);
void playerEnableSharedPartyExperience(uint32_t playerId, bool sharedExpActive);
void playerToggleMount(uint32_t playerId, bool mount);
void playerLeaveMarket(uint32_t playerId);
void playerBrowseMarket(uint32_t playerId, uint16_t spriteId);
void playerBrowseMarketOwnOffers(uint32_t playerId);
void playerBrowseMarketOwnHistory(uint32_t playerId);
void playerCreateMarketOffer(uint32_t playerId, uint8_t type, uint16_t spriteId, uint16_t amount, uint64_t price,
bool anonymous);
void playerCancelMarketOffer(uint32_t playerId, uint32_t timestamp, uint16_t counter);
void playerAcceptMarketOffer(uint32_t playerId, uint32_t timestamp, uint16_t counter, uint16_t amount);
void parsePlayerExtendedOpcode(uint32_t playerId, uint8_t opcode, const std::string& buffer);
void parsePlayerNetworkMessage(uint32_t playerId, uint8_t recvByte, NetworkMessage* msg);
std::vector<Item*> getMarketItemList(uint16_t wareId, uint16_t sufficientCount, Player& player);
void cleanup();
void shutdown();
void ReleaseCreature(Creature* creature);
void ReleaseItem(Item* item);
bool canThrowObjectTo(const Position& fromPos, const Position& toPos, bool checkLineOfSight = true,
bool sameFloor = false, int32_t rangex = Map::maxClientViewportX,
int32_t rangey = Map::maxClientViewportY) const;
bool isSightClear(const Position& fromPos, const Position& toPos, bool sameFloor = false) const;
void changeSpeed(Creature* creature, int32_t varSpeedDelta);
void internalCreatureChangeOutfit(Creature* creature, const Outfit_t& outfit);
void internalCreatureChangeVisible(Creature* creature, bool visible);
void changeLight(const Creature* creature);
void updateCreatureSkull(const Creature* creature);
void updatePlayerShield(Player* player);
void updateCreatureWalkthrough(const Creature* creature);
void updateKnownCreature(const Creature* creature);
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);
bool combatBlockHit(CombatDamage& damage, Creature* attacker, Creature* target, bool checkDefense, bool checkArmor,
bool field, bool ignoreResistances = false);
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 SpectatorVec& spectators, const Creature* target);
void addMagicEffect(const Position& pos, uint8_t effect);
static void addMagicEffect(const SpectatorVec& spectators, const Position& pos, uint8_t effect);
void addDistanceEffect(const Position& fromPos, const Position& toPos, uint8_t effect);
static void addDistanceEffect(const SpectatorVec& spectators, const Position& fromPos, const Position& toPos,
uint8_t effect);
void startDecay(Item* item);
void sendOfflineTrainingDialog(Player* player);
const std::unordered_map<uint32_t, Player*>& getPlayers() const { return players; }
const std::map<uint32_t, Npc*>& getNpcs() const { return npcs; }
const std::map<uint32_t, Monster*>& getMonsters() const { return monsters; }
void addPlayer(Player* player);
void removePlayer(Player* player);
void addNpc(Npc* npc);
void removeNpc(Npc* npc);
void addMonster(Monster* monster);
void removeMonster(Monster* monster);
Guild_ptr getGuild(uint32_t id) const;
void addGuild(Guild_ptr guild);
void removeGuild(uint32_t guildId);
void decreaseBrowseFieldRef(const Position& pos);
std::unordered_map<Tile*, Container*> browseFields;
void internalRemoveItems(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);
void updatePodium(Item* item);
Item* getUniqueItem(uint16_t uniqueId);
bool addUniqueItem(uint16_t uniqueId, Item* item);
void removeUniqueItem(uint16_t uniqueId);
bool reload(ReloadTypes_t reloadType);
Groups groups;
Map map;
Mounts mounts;
std::forward_list<Item*> toDecayItems;
std::unordered_set<Tile*> getTilesToClean() const { return tilesToClean; }
bool isTileInCleanList(Tile* tile) { return tilesToClean.find(tile) != tilesToClean.end(); }
void addTileToClean(Tile* tile) { tilesToClean.emplace(tile); }
void removeTileToClean(Tile* tile) { tilesToClean.erase(tile); }
void clearTilesToClean() { tilesToClean.clear(); }
private:
bool playerSaySpell(Player* player, SpeakClasses type, const std::string& text);
void 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);
void playerSpeakToNpc(Player* player, const std::string& text);
void checkDecay();
void internalDecayItem(Item* item);
std::unordered_map<uint32_t, Player*> players;
std::unordered_map<std::string, Player*> mappedPlayerNames;
std::unordered_map<uint32_t, Player*> mappedPlayerGuids;
std::unordered_map<uint32_t, Guild_ptr> guilds;
std::unordered_map<uint16_t, Item*> uniqueItems;
std::list<Item*> decayItems[EVENT_DECAY_BUCKETS];
std::list<Creature*> checkCreatureLists[EVENT_CREATURECOUNT];
std::vector<Creature*> ToReleaseCreatures;
std::vector<Item*> ToReleaseItems;
size_t lastBucket = 0;
WildcardTreeNode wildcardTree{false};
std::map<uint32_t, Npc*> npcs;
std::map<uint32_t, Monster*> monsters;
// list of items that are in trading state, mapped to the player
std::map<Item*, uint32_t> tradeItems;
std::map<uint32_t, BedItem*> bedSleepersMap;
std::unordered_set<Tile*> tilesToClean;
ModalWindow offlineTrainingWindow{std::numeric_limits<uint32_t>::max(), "Choose a Skill", "Please choose a skill:"};
GameState_t gameState = GAME_STATE_NORMAL;
WorldType_t worldType = WORLD_TYPE_PVP;
ServiceManager* serviceManager = nullptr;
void updatePlayersRecord() const;
uint32_t playersRecord = 0;
};
#endif // FS_GAME_H