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game.h
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/**
* The Forgotten Server - a free and open-source MMORPG server emulator
* Copyright (C) 2016 Mark Samman <[email protected]>
*
* 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 "commands.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,
};
#define EVENT_LIGHTINTERVAL 10000
#define EVENT_DECAYINTERVAL 250
#define EVENT_DECAY_BUCKETS 4
/**
* 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(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 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);
/**
* 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 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);
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;
}
void getWorldLightInfo(LightInfo& lightInfo) 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, 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);
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 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 = nullptr, const Position* pos = nullptr);
void loadPlayersRecord();
void checkPlayersRecord();
void sendGuildMotd(uint32_t playerId);
void kickPlayer(uint32_t playerId, bool displayEffect);
void playerReportBug(uint32_t playerId, const std::string& message, const Position& position, uint8_t category);
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);
bool internalStartTrade(Player* player, Player* partner, Item* tradeItem);
void internalCloseTrade(Player* player);
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* playerId, 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 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::forward_list<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, const std::string& 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 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, uint8_t amount,
bool ignoreCap = false, bool inBackpacks = false);
void playerSellItem(uint32_t playerId, uint16_t spriteId, uint8_t count,
uint8_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, chaseMode_t 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 playerShowQuestLog(uint32_t playerId);
void playerShowQuestLine(uint32_t playerId, uint16_t questId);
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);
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, uint32_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);
std::forward_list<Item*> getMarketItemList(uint16_t wareId, uint16_t sufficientCount, DepotChest* depotChest, Inbox* inbox);
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, bool checkLineOfSight = true,
int32_t rangex = Map::maxClientViewportX, int32_t rangey = Map::maxClientViewportY) const;
bool isSightClear(const Position& fromPos, const Position& toPos, bool sameFloor) const;
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(const Creature* player);
void updatePlayerShield(Player* player);
void updatePlayerHelpers(const Player& player);
void updateCreatureType(Creature* creature);
void updateCreatureWalkthrough(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);
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, int32_t manaChange, CombatOrigin origin);
//animation help functions
void addCreatureHealth(const Creature* target);
static void addCreatureHealth(const SpectatorVec& list, const Creature* target);
void addMagicEffect(const Position& pos, uint8_t effect);
static void addMagicEffect(const SpectatorVec& list, const Position& pos, uint8_t effect);
void addDistanceEffect(const Position& fromPos, const Position& toPos, uint8_t effect);
static void addDistanceEffect(const SpectatorVec& list, const Position& fromPos, const Position& toPos, uint8_t effect);
void addCommandTag(char tag);
void resetCommandTag();
void startDecay(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 std::unordered_map<uint32_t, Player*>& getPlayers() const { return players; }
const std::map<uint32_t, Npc*>& getNpcs() const { return npcs; }
void addPlayer(Player* player);
void removePlayer(Player* player);
void addNpc(Npc* npc);
void removeNpc(Npc* npc);
void addMonster(Monster* npc);
void removeMonster(Monster* npc);
Guild* getGuild(uint32_t id) const;
void addGuild(Guild* 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);
Item* getUniqueItem(uint16_t uniqueId);
bool addUniqueItem(uint16_t uniqueId, Item* item);
void removeUniqueItem(uint16_t uniqueId);
Groups groups;
Map map;
Mounts mounts;
Raids raids;
Quests quests;
protected:
bool playerSayCommand(Player* player, const std::string& text);
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, Guild*> guilds;
std::unordered_map<uint16_t, Item*> uniqueItems;
std::map<uint32_t, uint32_t> stages;
std::list<Item*> decayItems[EVENT_DECAY_BUCKETS];
std::list<Creature*> checkCreatureLists[EVENT_CREATURECOUNT];
std::forward_list<Item*> toDecayItems;
std::vector<Creature*> ToReleaseCreatures;
std::vector<Item*> ToReleaseItems;
std::vector<char> commandTags;
size_t lastBucket;
WildcardTreeNode wildcardTree;
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;
ModalWindow offlineTrainingWindow;
Commands commands;
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;
GameState_t gameState;
WorldType_t worldType;
LightState_t lightState;
uint8_t lightLevel;
int32_t lightHour;
int32_t lightHourDelta;
ServiceManager* serviceManager;
void updatePlayersRecord() const;
uint32_t playersRecord;
std::string motdHash;
uint32_t motdNum;
uint32_t lastStageLevel;
bool stagesEnabled;
bool useLastStageLevel;
};
#endif