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📄 worldserver.h.svn-base

📁 ROSE的源代码。了解的自己研究,编译通过
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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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