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creature.h
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creature.h
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////////////////////////////////////////////////////////////////////////
// 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/>.
////////////////////////////////////////////////////////////////////////
#ifndef __CREATURE__
#define __CREATURE__
#include "otsystem.h"
#include "templates.h"
#include <boost/any.hpp>
#include "const.h"
#include "enums.h"
#include "map.h"
#include "condition.h"
#include "creatureevent.h"
enum slots_t
{
SLOT_PRE_FIRST = 0,
SLOT_WHEREEVER = SLOT_PRE_FIRST,
SLOT_FIRST = 1,
SLOT_HEAD = SLOT_FIRST,
SLOT_NECKLACE = 2,
SLOT_BACKPACK = 3,
SLOT_ARMOR = 4,
SLOT_RIGHT = 5,
SLOT_LEFT = 6,
SLOT_LEGS = 7,
SLOT_FEET = 8,
SLOT_RING = 9,
SLOT_AMMO = 10,
SLOT_RING2 = 11,
SLOT_BELT = 12,
SLOT_DEPOT = 13,
SLOT_LAST = SLOT_DEPOT,
SLOT_HAND = 14,
SLOT_TWO_HAND = SLOT_HAND
};
enum lootDrop_t
{
LOOT_DROP_FULL = 0,
LOOT_DROP_PREVENT,
LOOT_DROP_NONE
};
enum Visible_t
{
VISIBLE_NONE = 0,
VISIBLE_APPEAR = 1,
VISIBLE_DISAPPEAR = 2,
VISIBLE_GHOST_APPEAR = 3,
VISIBLE_GHOST_DISAPPEAR = 4
};
struct FindPathParams
{
bool fullPathSearch, clearSight, allowDiagonal, keepDistance;
uint16_t maxClosedNodes;
int32_t maxSearchDist, minTargetDist, maxTargetDist;
FindPathParams()
{
fullPathSearch = clearSight = allowDiagonal = true;
keepDistance = false;
maxClosedNodes = 1000;
maxSearchDist = minTargetDist = maxTargetDist = -1;
}
};
struct DeathLessThan;
struct DeathEntry
{
DeathEntry(std::string name, int32_t dmg):
data(name), damage(dmg), last(false), justify(false), unjustified(false) {}
DeathEntry(Creature* killer, int32_t dmg):
data(killer), damage(dmg), last(false), justify(false), unjustified(false) {}
bool isCreatureKill() const {return data.type() == typeid(Creature*);}
bool isNameKill() const {return !isCreatureKill();}
void setWar(War_t v) {war = v;}
War_t getWar() const {return war;}
void setLast() {last = true;}
bool isLast() const {return last;}
void setJustify() {justify = true;}
bool isJustify() const {return justify;}
void setUnjustified() {unjustified = true;}
bool isUnjustified() const {return unjustified;}
const std::type_info& getKillerType() const {return data.type();}
int32_t getDamage() const {return damage;}
Creature* getKillerCreature() const {return boost::any_cast<Creature*>(data);}
std::string getKillerName() const {return boost::any_cast<std::string>(data);}
protected:
friend struct DeathLessThan;
boost::any data;
int32_t damage;
War_t war;
bool last;
bool justify;
bool unjustified;
};
struct DeathLessThan
{
bool operator()(const DeathEntry& d1, const DeathEntry& d2) {return d1.damage > d2.damage;}
};
typedef std::vector<DeathEntry> DeathList;
typedef std::list<CreatureEvent*> CreatureEventList;
typedef std::list<Condition*> ConditionList;
typedef std::map<std::string, std::string> StorageMap;
class Map;
class Tile;
class Thing;
class Player;
class Monster;
class Npc;
class Item;
class Container;
#define EVENT_CREATURECOUNT 10
#ifndef __GROUPED_ATTACKS__
#define EVENT_CREATURE_THINK_INTERVAL 1000
#else
#define EVENT_CREATURE_THINK_INTERVAL 500
#endif
#define EVENT_CHECK_CREATURE_INTERVAL (EVENT_CREATURE_THINK_INTERVAL / EVENT_CREATURECOUNT)
class FrozenPathingConditionCall
{
public:
FrozenPathingConditionCall(const Position& _targetPos);
virtual ~FrozenPathingConditionCall() {}
virtual bool operator()(const Position& startPos, const Position& testPos,
const FindPathParams& fpp, int32_t& bestMatchDist) const;
bool isInRange(const Position& startPos, const Position& testPos,
const FindPathParams& fpp) const;
protected:
Position targetPos;
};
class Creature : public AutoId, virtual public Thing
{
protected:
Creature();
public:
static double speedA, speedB, speedC;
virtual ~Creature();
virtual Creature* getCreature() {return this;}
virtual const Creature* getCreature() const {return this;}
virtual Player* getPlayer() {return NULL;}
virtual const Player* getPlayer() const {return NULL;}
virtual Npc* getNpc() {return NULL;}
virtual const Npc* getNpc() const {return NULL;}
virtual Monster* getMonster() {return NULL;}
virtual const Monster* getMonster() const {return NULL;}
virtual CreatureType_t getType() const = 0;
virtual const std::string& getName() const = 0;
virtual const std::string& getNameDescription() const = 0;
virtual std::string getDescription(int32_t lookDistance) const;
uint32_t getID() const {return id;}
void setID()
{
/*
* 0x10000000 - Player
* 0x40000000 - Monster
* 0x80000000 - NPC
*/
if(!id)
id = autoId | rangeId();
}
void setRemoved() {removed = true;}
virtual bool isRemoved() const {return removed;}
virtual uint32_t rangeId() = 0;
virtual void removeList() = 0;
virtual void addList() = 0;
virtual bool canSee(const Position& pos) const;
virtual bool canSeeCreature(const Creature* creature) const;
virtual bool canWalkthrough(const Creature* creature) const;
Direction getDirection() const {return direction;}
void setDirection(Direction dir) {direction = dir;}
bool getHideName() const {return hideName;}
void setHideName(bool v) {hideName = v;}
bool getHideHealth() const {return hideHealth;}
void setHideHealth(bool v) {hideHealth = v;}
MessageClasses getSpeakType() const {return speakType;}
void setSpeakType(MessageClasses type) {speakType = type;}
Position getMasterPosition() const {return masterPosition;}
void setMasterPosition(const Position& pos, uint32_t radius = 1) {masterPosition = pos; masterRadius = radius;}
virtual int32_t getThrowRange() const {return 1;}
virtual RaceType_t getRace() const {return RACE_NONE;}
virtual bool isPushable() const {return getWalkDelay() <= 0;}
virtual bool canSeeInvisibility() const {return false;}
int32_t getWalkDelay(Direction dir) const;
int32_t getWalkDelay() const;
int32_t getStepDuration(Direction dir) const;
int32_t getStepDuration() const;
int64_t getEventStepTicks(bool onlyDelay = false) const;
int64_t getTimeSinceLastMove() const;
virtual int32_t getStepSpeed() const {return getSpeed();}
int32_t getSpeed() const {return baseSpeed + varSpeed;}
void setSpeed(int32_t varSpeedDelta)
{
int32_t oldSpeed = getSpeed();
varSpeed = varSpeedDelta;
if(getSpeed() <= 0)
{
stopEventWalk();
cancelNextWalk = true;
}
else if(oldSpeed <= 0 && !listWalkDir.empty())
addEventWalk();
}
void setBaseSpeed(uint32_t newBaseSpeed) {baseSpeed = newBaseSpeed;}
int32_t getBaseSpeed() {return baseSpeed;}
virtual int32_t getHealth() const {return health;}
virtual int32_t getMaxHealth() const {return healthMax;}
virtual int32_t getMana() const {return mana;}
virtual int32_t getMaxMana() const {return manaMax;}
virtual int32_t getShield() const {return shield;}
virtual int32_t getMaxShield() const {return shieldMax;}
virtual int32_t getBarrier() const {return barrier;}
virtual int32_t getMaxBarrier() const {return barrierMax;}
bool isWalking() const {return (eventWalk > 0 && !listWalkDir.empty());}
const Outfit_t getCurrentOutfit() const {return currentOutfit;}
void setCurrentOutfit(Outfit_t outfit) {currentOutfit = outfit;}
const Outfit_t getDefaultOutfit() const {return defaultOutfit;}
bool isInvisible() const {return hasCondition(CONDITION_INVISIBLE, -1, false);}
virtual bool isGhost() const {return false;}
virtual bool isWalkable() const {return false;}
ZoneType_t getZone() const {return getTile()->getZone();}
//walk functions
bool startAutoWalk(std::list<Direction>& listDir);
void stopWalk() {cancelNextWalk = true;}
void addEventWalk(bool firstStep = false);
void stopEventWalk();
virtual void goToFollowCreature();
//walk events
virtual void onWalk(Direction& dir);
virtual void onWalkAborted() {}
virtual void onWalkComplete() {}
//follow functions
virtual Creature* getFollowCreature() const {return followCreature;}
virtual bool setFollowCreature(Creature* creature, bool fullPathSearch = false);
//follow events
virtual void onFollowCreature(const Creature*) {}
virtual void onFollowCreatureComplete(const Creature*) {}
//combat functions
Creature* getAttackedCreature() {return attackedCreature;}
virtual bool setAttackedCreature(Creature* creature);
virtual BlockType_t blockHit(Creature* attacker, CombatType_t combatType, int32_t& damage,
bool checkDefense = false, bool checkArmor = false, bool reflect = true, bool field = false, bool element = false);
void setMaster(Creature* creature) {master = creature;}
Creature* getMaster() {return master;}
const Creature* getMaster() const {return master;}
Player* getPlayerMaster() const {return isPlayerSummon() ? master->getPlayer() : NULL;}
bool isSummon() const {return master != NULL;}
bool isPlayerSummon() const {return master && master->getPlayer();}
virtual void addSummon(Creature* creature);
virtual void removeSummon(const Creature* creature);
const std::list<Creature*>& getSummons() {return summons;}
void destroySummons();
uint32_t getSummonCount() const {return summons.size();}
virtual int32_t getArmor() const {return 0;}
virtual int32_t getDefense() const {return 0;}
virtual double getAttackFactor() const {return 1.0;}
virtual double getDefenseFactor() const {return 1.0;}
bool addCondition(Condition* condition);
bool addCombatCondition(Condition* condition);
void removeCondition(ConditionType_t type);
void removeCondition(ConditionType_t type, ConditionId_t id);
void removeCondition(Condition* condition);
void removeCondition(const Creature* attacker, ConditionType_t type);
void removeConditions(ConditionEnd_t reason, bool onlyPersistent = true);
Condition* getCondition(ConditionType_t type, ConditionId_t id, uint32_t subId = 0) const;
void executeConditions(uint32_t interval);
bool hasCondition(ConditionType_t type, int32_t subId = 0, bool checkTime = true) const;
virtual bool isImmune(ConditionType_t type) const;
virtual bool isImmune(CombatType_t type) const;
virtual bool isSuppress(ConditionType_t type) const;
virtual uint32_t getDamageImmunities() const {return 0;}
virtual uint32_t getConditionImmunities() const {return 0;}
virtual uint32_t getConditionSuppressions() const {return 0;}
virtual bool isAttackable() const {return true;}
virtual bool isAccountManager() const {return false;}
virtual void changeHealth(int32_t healthChange);
void changeMaxHealth(uint32_t healthChange) {healthMax = healthChange;}
virtual void changeMana(int32_t manaChange);
void changeMaxMana(uint32_t manaChange) {manaMax = manaChange;}
virtual void changeShield(int32_t shieldChange);
void changeMaxShield(uint32_t shieldChange) {shieldMax = shieldChange;}
virtual void changeBarrier(int32_t barrierChange);
void changeMaxBarrier(uint32_t barrierChange) {barrierMax = barrierChange;}
virtual bool getStorage(const std::string& key, std::string& value) const;
virtual bool setStorage(const std::string& key, const std::string& value);
virtual void eraseStorage(const std::string& key) {storageMap.erase(key);}
inline StorageMap::const_iterator getStorageBegin() const {return storageMap.begin();}
inline StorageMap::const_iterator getStorageEnd() const {return storageMap.end();}
virtual void gainHealth(Creature* caster, int32_t amount);
virtual void drainHealth(Creature* attacker, CombatType_t combatType, int32_t damage);
virtual void drainMana(Creature* attacker, CombatType_t combatType, int32_t damage);
virtual bool challengeCreature(Creature*) {return false;}
virtual bool convinceCreature(Creature*) {return false;}
virtual bool onDeath();
virtual double getGainedExperience(Creature* attacker) const;
void addDamagePoints(Creature* attacker, int32_t damagePoints);
void addHealPoints(Creature* caster, int32_t healthPoints);
bool hasBeenAttacked(uint32_t attackerId) const;
//combat event functions
virtual void onAddCondition(ConditionType_t type, bool hadCondition);
virtual void onAddCombatCondition(ConditionType_t, bool) {}
virtual void onEndCondition(ConditionType_t type);
virtual void onTickCondition(ConditionType_t type, int32_t interval, bool& _remove);
virtual void onCombatRemoveCondition(const Creature* attacker, Condition* condition);
virtual void onTarget(Creature*) {}
virtual void onSummonTarget(Creature*, Creature*) {}
virtual void onAttacked() {}
virtual void onTargetDrainHealth(Creature* target, int32_t points);
virtual void onSummonTargetDrainHealth(Creature*, Creature*, int32_t) {}
virtual void onTargetDrainMana(Creature* target, int32_t points);
virtual void onSummonTargetDrainMana(Creature*, Creature*, int32_t) {}
virtual void onTargetDrain(Creature* target, int32_t points);
virtual void onSummonTargetDrain(Creature*, Creature*, int32_t) {}
virtual void onTargetGainHealth(Creature* target, int32_t points);
virtual void onTargetGainMana(Creature* target, int32_t points);
virtual void onTargetGain(Creature* target, int32_t points);
virtual void onTargetKilled(Creature* target);
virtual bool onKilledCreature(Creature* target, DeathEntry& entry);
virtual void onGainExperience(double& gainExp, Creature* target, bool multiplied);
virtual void onGainSharedExperience(double& gainExp, Creature* target, bool multiplied);
virtual void onTargetBlockHit(Creature*, BlockType_t) {}
virtual void onBlockHit(BlockType_t) {}
virtual void onChangeZone(ZoneType_t zone);
virtual void onTargetChangeZone(ZoneType_t zone);
virtual void onIdleStatus();
virtual void getCreatureLight(LightInfo& light) const;
virtual void resetLight();
void setCreatureLight(LightInfo& light) {internalLight = light;}
virtual void onThink(uint32_t interval);
virtual void onAttacking(uint32_t interval);
virtual void onWalk();
virtual bool getNextStep(Direction& dir, uint32_t& flags);
virtual void onAddTileItem(const Tile* tile, const Position& pos, const Item* item);
virtual void onUpdateTileItem(const Tile* tile, const Position& pos, const Item* oldItem,
const ItemType& oldType, const Item* newItem, const ItemType& newType);
virtual void onRemoveTileItem(const Tile* tile, const Position& pos, const ItemType& iType, const Item* item);
virtual void onUpdateTile(const Tile*, const Position&) {}
virtual void onCreatureAppear(const Creature* creature);
virtual void onCreatureDisappear(const Creature* creature, bool) {internalCreatureDisappear(creature, true);}
virtual void onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
const Tile* oldTile, const Position& oldPos, bool teleport);
virtual void onTargetDisappear(bool) {}
virtual void onFollowCreatureDisappear(bool) {}
virtual void onCreatureTurn(const Creature*) {}
virtual void onCreatureSay(const Creature*, MessageClasses, const std::string&,
Position* = NULL) {}
virtual void onCreatureChangeOutfit(const Creature*, const Outfit_t&) {}
virtual void onCreatureConvinced(const Creature*, const Creature*) {}
virtual void onCreatureChangeVisible(const Creature*, Visible_t) {}
virtual void onPlacedCreature() {}
virtual void onRemovedCreature();
virtual WeaponType_t getWeaponType() {return WEAPON_NONE;}
virtual bool getCombatValues(int32_t&, int32_t&) {return false;}
virtual void setSkull(Skulls_t newSkull) {skull = newSkull;}
virtual Skulls_t getSkull() const {return skull;}
virtual Skulls_t getSkullType(const Creature* creature) const {return creature->getSkull();}
virtual void setPShield(PartyShields_t newPartyShield) {partyShield = newPartyShield;}
virtual PartyShields_t getPShield() const {return partyShield;}
virtual PartyShields_t getPartyShield(const Creature* creature) const {return creature->getPShield();}
virtual void setEmblem(GuildEmblems_t newGuildEmblem) {guildEmblem = newGuildEmblem;}
virtual GuildEmblems_t getEmblem() const {return guildEmblem;}
virtual GuildEmblems_t getGuildEmblem(const Creature* creature) const {return creature->getEmblem();}
virtual void setSpeechBubble(SpeechBubbles_t newSpeechBubble) {speechBubble = newSpeechBubble;}
virtual SpeechBubbles_t getSpeechBubble() const {return speechBubble;}
virtual SpeechBubbles_t getSpeechBubble(const Creature* creature) const {return creature->getSpeechBubble();}
virtual void setDropLoot(lootDrop_t _lootDrop) {lootDrop = _lootDrop;}
virtual void setLossSkill(bool _skillLoss) {skillLoss = _skillLoss;}
bool getLossSkill() const {return skillLoss;}
void setNoMove(bool _cannotMove)
{
cannotMove = _cannotMove;
cancelNextWalk = true;
}
bool getNoMove() const {return cannotMove;}
//creature script events
bool registerCreatureEvent(const std::string& name);
bool unregisterCreatureEvent(const std::string& name);
void unregisterCreatureEvent(CreatureEventType_t type);
CreatureEventList getCreatureEvents(CreatureEventType_t type);
virtual void setParent(Cylinder* cylinder)
{
_tile = dynamic_cast<Tile*>(cylinder);
Thing::setParent(cylinder);
}
virtual Position getPosition() const {return _tile->getPosition();}
virtual Tile* getTile() {return _tile;}
virtual const Tile* getTile() const {return _tile;}
int32_t getWalkCache(const Position& pos) const;
const Position& getLastPosition() {return lastPosition;}
void setLastPosition(Position newLastPos) {lastPosition = newLastPos;}
static bool canSee(const Position& myPos, const Position& pos, uint32_t viewRangeX, uint32_t viewRangeY);
protected:
static const int32_t mapWalkWidth = Map::maxViewportX * 2 + 1;
static const int32_t mapWalkHeight = Map::maxViewportY * 2 + 1;
bool localMapCache[mapWalkHeight][mapWalkWidth];
virtual bool useCacheMap() const {return false;}
Tile* _tile;
uint32_t id;
bool removed;
bool isMapLoaded;
bool isUpdatingPath;
bool checked;
StorageMap storageMap;
int32_t checkVector;
int32_t health, healthMax;
int32_t mana, manaMax;
int32_t shield, shieldMax;
int32_t barrier, barrierMax;
int64_t lastFailedFollow;
bool hideName, hideHealth, cannotMove;
MessageClasses speakType;
Outfit_t currentOutfit;
Outfit_t defaultOutfit;
Position masterPosition;
Position lastPosition;
int32_t masterRadius;
uint64_t lastStep;
uint32_t lastStepCost;
uint32_t baseSpeed;
int32_t varSpeed;
bool skillLoss;
lootDrop_t lootDrop;
Skulls_t skull;
PartyShields_t partyShield;
GuildEmblems_t guildEmblem;
SpeechBubbles_t speechBubble;
Direction direction;
ConditionList conditions;
LightInfo internalLight;
//summon variables
Creature* master;
std::list<Creature*> summons;
//follow variables
Creature* followCreature;
uint32_t eventWalk;
bool cancelNextWalk;
std::list<Direction> listWalkDir;
uint32_t walkUpdateTicks;
bool hasFollowPath;
bool forceUpdateFollowPath;
//combat variables
Creature* attackedCreature;
struct CountBlock_t
{
uint32_t total;
int64_t start, ticks;
CountBlock_t(uint32_t points)
{
total = points;
start = ticks = OTSYS_TIME();
}
CountBlock_t() {total = start = ticks = 0;}
};
typedef std::map<uint32_t, CountBlock_t> CountMap;
CountMap damageMap;
CountMap healMap;
CreatureEventList eventsList;
uint32_t blockCount, blockTicks, lastHitCreature;
CombatType_t lastDamageSource;
#ifdef __DEBUG__
void validateMapCache();
#endif
void updateMapCache();
void updateTileCache(const Tile* tile);
void updateTileCache(const Tile* tile, int32_t dx, int32_t dy);
void updateTileCache(const Tile* tile, const Position& pos);
void internalCreatureDisappear(const Creature* creature, bool isLogout);
virtual bool hasExtraSwing() {return false;}
virtual uint16_t getLookCorpse() const {return 0;}
virtual uint64_t getLostExperience() const {return 0;}
virtual double getDamageRatio(Creature* attacker) const;
virtual void getPathSearchParams(const Creature* creature, FindPathParams& fpp) const;
DeathList getKillers();
virtual Item* createCorpse(DeathList deathList);
virtual void dropLoot(Container*) {}
virtual void dropCorpse(DeathList deathList);
virtual void doAttacking(uint32_t) {}
friend class Game;
friend class Map;
friend class LuaInterface;
};
#endif