📄 worldserver.h.svn-base
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bool pakPartyChat( CPlayer* thisclient, CPacket* P );
bool pakGameGuard( CPlayer* thisclient, CPacket* P );
bool pakOpenShop( CPlayer* thisclient, CPacket* P );
bool pakShowShop( CPlayer* thisclient, CPacket* P );
bool pakSellShop( CPlayer* thisclient, CPacket* P );
bool pakMoveChar( CPlayer* thisclient, CPacket* P );
bool pakStopChar( CPlayer* thisclient, CPacket* P );
bool pakPickDrop( CPlayer* thisclient, CPacket* P );
bool pakAddStats( CPlayer* thisclient, CPacket* P );
bool pakShowHeal( CPlayer* thisclient, CPacket* P );
bool pakSkillAOE( CPlayer* thisclient, CPacket* P );
bool pakidentify( CPlayer* thisclient, CPacket* P );
bool pakUserDied( CPlayer* thisclient, CPacket* P );
bool pakTradeAdd( CPlayer* thisclient, CPacket* P );
bool pakUseItem ( CPlayer* thisclient, CPacket* P );
bool pakWhisper( CPlayer* thisclient, CPacket* P );
bool pakEquipABC(CPlayer* thisclient, CPacket *P );
bool pakStorage( CPlayer* thisclient, CPacket* P );
bool pakBuyShop( CPlayer* thisclient, CPacket* P );
bool pakDoEmote( CPlayer* thisclient, CPacket* P );
bool pakNPCBuy( CPlayer* thisclient, CPacket* P );
bool pakDoDrop( CPlayer* thisclient, CPacket* P );
bool pakShout( CPlayer* thisclient, CPacket* P );
bool pakCraft( CPlayer* thisclient, CPacket* P );
bool pakDoID( CPlayer* thisclient, CPacket* P );
bool pakGate( CPlayer* thisclient, CPacket* P );
bool pakExit( CPlayer* thisclient, CPacket* P );
bool pakPing( CPlayer* thisclient, CPacket* P );
bool SendLevelUPtoChar(CPlayer* thisclient );
bool pakRepairTool( CPlayer* thisclient, CPacket* P );
void pakPlayer( CPlayer *thisclient );
void pakInventory( CPlayer *thisclient );
void pakQuestData( CPlayer *thisclient );
void pakClearUser( CPlayer* thisclient );
bool LearnSkill( CPlayer* thisclient, UINT skill );
//-------------------------- Clan functions
bool pakClanManager ( CPlayer* thisclient, CPacket* P );
bool pakCreateClan ( CPlayer* thisclient, CPacket* P );
//------------------ GM COMMANDS (gmcmds.cpp)
bool pakGMMoveTo( CPlayer* thisclient, fPoint position );
bool pakGMTeleAllHere( CPlayer* thisclient );
bool GMShowTargetInfo( CPlayer* thisclient );
bool pakGMServerInfo( CPlayer* thisclient );
bool pakGMHeal( CPlayer* thisclient );
bool pakGMStat( CPlayer* thisclient, char* statname, int statvalue );
bool pakGMItemtoplayer(CPlayer* thisclient, char* name , UINT itemid , UINT itemtype , UINT itemamount , UINT itemrefine , UINT itemls, UINT itemstats , UINT itemsocket) ;
bool pakGMItem( CPlayer* thisclient, UINT itemid , UINT itemtype , UINT itemamount , UINT itemrefine , UINT itemls, UINT itemstats , UINT itemsocket );
//LMA: for Quests
bool pakGMItemQuest( CPlayer* thisclient, UINT itemid, UINT itemtype, UINT itemamount, UINT itemrefine, UINT itemls, UINT itemstats, UINT itemsocket, char buffer2[200] );
bool pakGMTeleOtherPlayer( CPlayer *thisclient, char* name, int map, float x, float y );
bool pakGMZuly( CPlayer* thisclient, int mode, int amount, char* charname );
bool pakGMEventType(CPlayer* thisclient, int npctype, int dialog, int type); //Event
bool pakGMTele( CPlayer* thisclient, int map, float x, float y );
bool pakGMMon( CPlayer* thisclient, int montype, int moncount );
bool pakGMZulygive(CPlayer* thisclient, char* name, int zuly);
bool pakGMFairyto(CPlayer* thisclient, char* name, int mode);
bool pakGMManageFairy(CPlayer* thisclient, int mode);
bool pakGMChangeFairyWait(CPlayer* thisclient, int newvalue);
bool pakGMChangeFairyStay(CPlayer* thisclient, int newvalue);
bool pakGMChangeFairyTestMode(CPlayer* thisclient, int mode);
bool pakGMTelePlayerHere( CPlayer* thisclient, char* name );
bool pakGMReborn( CPlayer* thisclient); //Reborn by Core
bool pakGMLevel( CPlayer* thisclient, int level , char* name);
bool pakGMTeleToPlayer( CPlayer* thisclient, char* name );
bool pakGMDoEmote( CPlayer* thisclient, int emotionid );
bool pakGMCommand( CPlayer* thisclient, CPacket* P );
bool ReloadMobSpawn( CPlayer* thisclient, int id );
bool pakGMKick( CPlayer* thisclient, char* name );
bool pakGMAnn( CPlayer* thisclient, CPacket *P );
bool pakGMBan( CPlayer* thisclient, char* name );
bool pakGMInfo(CPlayer* thisclient, char* name);
bool pakGMNpc(CPlayer* thisclient, int npcid, int dialogid);
bool pakGMGotomap( CPlayer* thisclient, int map );
bool pakGMMute( CPlayer* thisclient, char* name, int time);
bool pakGMPartylvl( CPlayer* partyclient, int level );
bool pakGMChangePlayerDmg(CPlayer* thisclient, int rate);
bool pakGMChangeMonsterDmg(CPlayer* thisclient, int rate);
bool pakGMChangeCfmode(CPlayer* thisclient, int mode);
bool pakGMWhoAttacksMe(CPlayer* thisclient);
bool pakGMChangeAtkSpeedModif(CPlayer* thisclient, int modif);
bool pakGMChangeHitDelayModif(CPlayer* thisclient, int modif);
bool pakGMChangeMSpeedModif(CPlayer* thisclient, int modif);
//------------------ CHAR SERVER COMMANDS (worldpackets.cpp)
bool TeleportTo ( CPlayer* thisclient, int map, fPoint position );
bool pakCSCharSelect( CPlayer* thisclient, CPacket* P );
bool pakCSReady( CPlayer* thisclient, CPacket* P );
//----------------- Server StartUp Functions (startup.cpp)
bool LoadZoneData( );
bool LoadConsItem( );
bool LoadSellData( );
bool LoadProductItem( );
bool LoadPatItem( );
bool LoadNaturalItem( );
bool LoadJemItem( );
bool LoadEquip( );
bool LoadItemStats( );
bool LoadTeleGateData( );
bool LoadMonsterSpawn( );
bool LoadRespawnData( );
bool LoadQuestData( );
bool LoadDropsData( );
bool LoadSkillData( );
bool LoadMonsters( );
bool LoadNPCData( );
bool LoadUpgrade( );
bool LoadNPCs( );
bool CleanConnectedList( );
CQuest* GetQuestByID( unsigned long int id );
CQuest* GetQuestByQuestID( unsigned long int questid );
CQuest* GetQuestByFinalID( unsigned long int questid );
bool DoQuestScript( CPlayer* thisclient, CQuest* thisquest );
QUESTS* GetQuestByItemID( unsigned long int itemid );
// Server Functions
bool SendPM( CPlayer* thisclient, char msg[200] );
bool SendGlobalMSG( CPlayer* thisclient, char msg[200] );
UINT GetMaxPartyExp( UINT partylevel );
bool DoSkillScript( CCharacter* character, CSkills* thisskill );
bool AddParty( CParty* );
bool RemoveParty( CParty* );
UINT ClientIDList[0x10000]; // Clients List
SOCKET csock; // Socket for accessing the char server
char* cct; // Encryption table for char server
vector<CTeleGate*> TeleGateList; // Telegates List
vector<CQuest*> QuestList; // Quest List
vector<CSkills*> SkillList; // Skills List
vector<CMDrops*> MDropList; // Drops List
vector<CNPCData*> NPCData; // NPC/Mobs List
vector<CParty*> PartyList; // Party List
vector<CFairy*> FairyList; // Fairy List
CItemStas StatsList[500];
UINT upgrade[10];
CEquipList EquipList[10];
CJemList JemList;
CNaturalList NaturalList;
CPatList PatList;
CProductList ProductList;
CSellList SellList;
CUseList UseList;
CMapList MapList;
clock_t lastServerStep; // Last Update
clock_t LastUpdateTime; // Store the last update World Time
bool ServerOnline;
string filename;
pthread_t WorldThread[3];
pthread_t MapThread[200];
pthread_attr_t at;
pthread_mutex_t MapMutex,SQLMutex,PlayerMutex;
CDatabase* DB;
//Test thingies
unsigned ATTK_SPEED_MODIF;
unsigned HIT_DELAY_MODIF;
unsigned MOVE_SPEED_MODIF;
};
extern class CWorldServer* GServer;
PVOID VisibilityProcess( PVOID TS );
PVOID MapProcess( PVOID TS );
PVOID WorldProcess( PVOID TS );
PVOID ShutdownServer( PVOID TS );
void StartSignal( );
void StopSignal( );
void HandleSignal( int num );
// -----------------------------------------------------------------------------------------
#endif
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