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Derivado [Poketibia] Pokémon não sai da ball no CP / PZ


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Opa, eu tô com um problema, no qual o pokémon não sai da pokebola dentro de áreas que tiver PZ (no caso o Centro Pokemon)  . A base que eu utilizo é Open Source (Pokemon Flash)

 

Agradeço.

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Desculpa pela demora.  Está aqui

 

 

function onUse(cid, item, fromPosition, itemEx, toPosition)
function getPokemonMaxLife(name)
        local file = io.open('data/monster/monsters.xml','r')
        local arquivo = file:read(-1):lower():match('<monster name="'..name:lower()..'" file="(.-)"/>')
        file:close()
        local data = io.open('data/monster/'..(arquivo or ''),'r')
        if not data then
            return 100
        end
        local maximo = data:read(-1):match('max%s*=%s*"(%d+)"')
        data:close()
        return maximo
end
----- Config -----
local MaximoSummon = 1
local nome = getItemName(item.uid)
local poke_name = nome:match('(.-) Pokeball')
local summons = getCreatureSummons(cid)
local action_id = getItemAttribute(item.uid, "aid")
----- Config -----
    if getItemAttribute(item.uid, "aid") == -1 then
    return doPlayerSendCancel(cid, "Seu pokemon está morto.")
    end    

    if getPlayerStorageValue(cid, 25000) == 5 then       
    return doPlayerSendCancel(cid, "Você está montando.")
    end
    if getPlayerStorageValue(cid, 23000) == 5 then
    return doPlayerSendCancel(cid, "Você está voando.")
    end
local summons = getCreatureSummons(cid)
if item.uid ~= getPlayerSlotItem(cid, CONST_SLOT_FEET).uid then
doPlayerSendCancel(cid, "Para Soltar seus pokemons, coloque-os no slot da pokeball.")
return TRUE
end
if(table.maxn(summons) < MaximoSummon) then -- no summons
creature = doSummonCreature(poke_name, getCreaturePosition(cid))
doConvinceCreature(cid, creature)
registerCreatureEvent(creature, "DiePoke")
registerCreatureEvent(cid, "PlayerPokeDeath")
registerCreatureEvent(cid, "LogoutPoke")
doPlayerSay(cid, "Go,"..poke_name.."!!", TALKTYPE_ORANGE_1)
doSendMagicEffect(getCreaturePosition(creature), 188)
doTransformItem(getPlayerSlotItem(cid,8).uid, 2531, 1)
doItemSetAttribute(getPlayerSlotItem(cid,8).uid,"name", poke_name .." Pokeball")
        if action_id ~= 0 then
doCreatureAddHealth(creature, -(tonumber(getPokemonMaxLife(poke_name) - action_id)))
        else
        doCreatureAddHealth(creature, getPokemonMaxLife(poke_name))
        end
else
for _, pid in ipairs(summons) do
if (table.maxn(summons) >= 1) then
doItemSetAttribute(item.uid, "aid", getCreatureHealth(summons[1]))
doSendMagicEffect(getCreaturePosition(getCreatureSummons(cid)[1]), 188)
doPlayerSay(cid, "Back,"..poke_name..".", TALKTYPE_ORANGE_1)
doRemoveCreature(pid)
doTransformItem(getPlayerSlotItem(cid,8).uid, 2532, 1)
doItemSetAttribute(getPlayerSlotItem(cid,8).uid,"name", poke_name .." Pokeball")
end
end
end
return true
end[/spoiler/

Em 09/04/2017 ás 20:14, luangop disse:

Poste seu script de go/back

 

Desculpa pela demora.



function onUse(cid, item, fromPosition, itemEx, toPosition)
function getPokemonMaxLife(name)
        local file = io.open('data/monster/monsters.xml','r')
        local arquivo = file:read(-1):lower():match('<monster name="'..name:lower()..'" file="(.-)"/>')
        file:close()
        local data = io.open('data/monster/'..(arquivo or ''),'r')
        if not data then
            return 100
        end
        local maximo = data:read(-1):match('max%s*=%s*"(%d+)"')
        data:close()
        return maximo
end
----- Config -----
local MaximoSummon = 1
local nome = getItemName(item.uid)
local poke_name = nome:match('(.-) Pokeball')
local summons = getCreatureSummons(cid)
local action_id = getItemAttribute(item.uid, "aid")
----- Config -----
    if getItemAttribute(item.uid, "aid") == -1 then
    return doPlayerSendCancel(cid, "Seu pokemon está morto.")
    end    

    if getPlayerStorageValue(cid, 25000) == 5 then       
    return doPlayerSendCancel(cid, "Você está montando.")
    end
    if getPlayerStorageValue(cid, 23000) == 5 then
    return doPlayerSendCancel(cid, "Você está voando.")
    end
local summons = getCreatureSummons(cid)
if item.uid ~= getPlayerSlotItem(cid, CONST_SLOT_FEET).uid then
doPlayerSendCancel(cid, "Para Soltar seus pokemons, coloque-os no slot da pokeball.")
return TRUE
end
if(table.maxn(summons) < MaximoSummon) then -- no summons
creature = doSummonCreature(poke_name, getCreaturePosition(cid))
doConvinceCreature(cid, creature)
registerCreatureEvent(creature, "DiePoke")
registerCreatureEvent(cid, "PlayerPokeDeath")
registerCreatureEvent(cid, "LogoutPoke")
doPlayerSay(cid, "Go,"..poke_name.."!!", TALKTYPE_ORANGE_1)
doSendMagicEffect(getCreaturePosition(creature), 188)
doTransformItem(getPlayerSlotItem(cid,8).uid, 2531, 1)
doItemSetAttribute(getPlayerSlotItem(cid,8).uid,"name", poke_name .." Pokeball")
        if action_id ~= 0 then
doCreatureAddHealth(creature, -(tonumber(getPokemonMaxLife(poke_name) - action_id)))
        else
        doCreatureAddHealth(creature, getPokemonMaxLife(poke_name))
        end
else
for _, pid in ipairs(summons) do
if (table.maxn(summons) >= 1) then
doItemSetAttribute(item.uid, "aid", getCreatureHealth(summons[1]))
doSendMagicEffect(getCreaturePosition(getCreatureSummons(cid)[1]), 188)
doPlayerSay(cid, "Back,"..poke_name..".", TALKTYPE_ORANGE_1)
doRemoveCreature(pid)
doTransformItem(getPlayerSlotItem(cid,8).uid, 2532, 1)
doItemSetAttribute(getPlayerSlotItem(cid,8).uid,"name", poke_name .." Pokeball")
end
end
end
return true
end

Editado por PoketibiaE (veja o histórico de edições)
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Estranho, não encontrei nada no seu script que impeça o pokemon de nascer em area PZ... isso ocorre em todas áreas com PZ do mapa ou apenas no CP?
Poderia postar seu creaturescripts.xml ?

Te ajudei? Clique em  Gostei ! 

²²²d¬¬b²²²

 

 

"She's got a smile that it seems to me...."  ♪♪

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14 horas atrás, luangop disse:

Estranho, não encontrei nada no seu script que impeça o pokemon de nascer em area PZ... isso ocorre em todas áreas com PZ do mapa ou apenas no CP?
Poderia postar seu creaturescripts.xml ?

 

Acontece em todas as áreas com pz. 

 

creaturescripts.xml

 

<?xml version="1.0" encoding="UTF-8"?>
<creaturescripts>
<event type="death" name="PlayerPokeDeath" event="script" value="morrer.lua"/>
<event type="death" name="DiePoke" event="script" value="goback.lua"/>
<event type="death" name="Superball" event="script" value="superball.lua"/>    
<event type="death" name="Greatball" event="script" value="greatball.lua"/>    
<event type="death" name="Ultraball" event="script" value="ultraball.lua"/>    
<event type="death" name="Masterball" event="script" value="masterball.lua"/>    
<event type="login" name="PlayerLogin" event="script" value="login.lua"/>
<event type="login" name="FirstItems" script="firstitems.lua"/>    
<event type="joinchannel" name="GuildMotd" event="script" value="guildmotd.lua"/>
<event type="receivemail" name="Mail" event="script" value="mail.lua"/>
<event type="reportbug" name="SaveReportBug" script="reportbug.lua"/>
<event type="advance" name="AdvanceSave" event="script" value="advancesave.lua"/>
<event type="think" name="Idle" event="script" value="idle.lua"/>
<event type="think" name="Sm" event="script" value="sm.lua"/>
<event type="think" name="SkullCheck" event="script" value="skullcheck.lua"/>

<event type="login" name="login_summon" script="summon.lua"/>
<event type="logout" name="logout_summon" script="summon.lua"/>
<event type="login" name="FlyLogin" event="script" value="flylogin.lua"/>
<event type="login" name="Ride" event="script" value="ride.lua"/>
<event type="logout" name="Flylogout" event="script" value="flylogout.lua"/>
<event type="death" name="Flydir" event="script" value="flydie.lua"/>
<event type="login" name="CheckVip" script="endvip.lua"/>
</creaturescripts>[/spoiler]

Obrigado

Editado por PoketibiaE (veja o histórico de edições)
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6 horas atrás, PoketibiaE disse:

 

Acontece em todas as áreas com pz. 

 

creaturescripts.xml

  Ocultar conteúdo

<?xml version="1.0" encoding="UTF-8"?>
<creaturescripts>
<event type="death" name="PlayerPokeDeath" event="script" value="morrer.lua"/>
<event type="death" name="DiePoke" event="script" value="goback.lua"/>
<event type="death" name="Superball" event="script" value="superball.lua"/>    
<event type="death" name="Greatball" event="script" value="greatball.lua"/>    
<event type="death" name="Ultraball" event="script" value="ultraball.lua"/>    
<event type="death" name="Masterball" event="script" value="masterball.lua"/>    
<event type="login" name="PlayerLogin" event="script" value="login.lua"/>
<event type="login" name="FirstItems" script="firstitems.lua"/>    
<event type="joinchannel" name="GuildMotd" event="script" value="guildmotd.lua"/>
<event type="receivemail" name="Mail" event="script" value="mail.lua"/>
<event type="reportbug" name="SaveReportBug" script="reportbug.lua"/>
<event type="advance" name="AdvanceSave" event="script" value="advancesave.lua"/>
<event type="think" name="Idle" event="script" value="idle.lua"/>
<event type="think" name="Sm" event="script" value="sm.lua"/>
<event type="think" name="SkullCheck" event="script" value="skullcheck.lua"/>

<event type="login" name="login_summon" script="summon.lua"/>
<event type="logout" name="logout_summon" script="summon.lua"/>
<event type="login" name="FlyLogin" event="script" value="flylogin.lua"/>
<event type="login" name="Ride" event="script" value="ride.lua"/>
<event type="logout" name="Flylogout" event="script" value="flylogout.lua"/>
<event type="death" name="Flydir" event="script" value="flydie.lua"/>
<event type="login" name="CheckVip" script="endvip.lua"/>
</creaturescripts>[/spoiler]

Obrigado

 

Poste o arquivo summon.lua da pasta creaturescripts

Te ajudei? Clique em  Gostei ! 

²²²d¬¬b²²²

 

 

"She's got a smile that it seems to me...."  ♪♪

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Em 12/04/2017 ás 18:21, luangop disse:

 

Poste o arquivo summon.lua da pasta creaturescripts



function onLogin(cid)
        registerCreatureEvent(cid, "logout_summon")
        return TRUE
end

function onLogout(cid)
        local summons = getCreatureSummons(cid)
        if #summons == 1 then
                doPlayerSendCancel(cid, "Você não pode deslogar com seu pokemon pra fora da pokeball.")
                return FALSE
        end
        return TRUE
end

 Desculpe a demora.

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Isso ae é um Bloqueio na source ou no datapack da uma olhada no game.cpp, creio que sejá isso.

Editado por RathBR (veja o histórico de edições)

Cada escolha, uma oportunidade.
Cada queda, um aprendizado.
Cada atitude, uma consequência

 

.tumblr_nw2mfl0ut01r3aoszo1_400.gif

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Em 15/04/2017 ás 17:09, RathBR disse:

Isso ae é um Bloqueio na source ou no datapack da uma olhada no game.cpp, creio que sejá isso.



////////////////////////////////////////////////////////////////////////
// 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"

#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(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;
    }

    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;
    }

    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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@PoketibiaE Só Revisando á source inteira mesmo.

Cada escolha, uma oportunidade.
Cada queda, um aprendizado.
Cada atitude, uma consequência

 

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