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-rw-r--r--src/crcombat.cc30
-rw-r--r--src/creature.cc416
-rw-r--r--src/enums.hh33
-rw-r--r--src/monster.hh3
-rw-r--r--src/player.hh1
-rw-r--r--src/stubs.hh5
6 files changed, 472 insertions, 16 deletions
diff --git a/src/crcombat.cc b/src/crcombat.cc
index 7ad7534..2843cd3 100644
--- a/src/crcombat.cc
+++ b/src/crcombat.cc
@@ -839,10 +839,17 @@ void TCombat::DistanceAttack(TCreature *Target){
ANIMATION_NONE, 2, &Impact, EFFECT_BURST_ARROW);
}
- if(random(0, 99) < Fragility){
- Delete(this->Ammo, 1);
- }else{
- Move(0, this->Ammo, DropCon, 1, false, NONE);
+ try{
+ if(random(0, 99) < Fragility){
+ Delete(this->Ammo, 1);
+ }else{
+ Move(0, this->Ammo, DropCon, 1, false, NONE);
+ }
+ }catch(RESULT err){
+ if(err != DESTROYED){
+ error("TCombat::RangeAttack: Konnte Ammo nicht verschieben/löschen"
+ " (Exception %d, [%d,%d,%d].\n", err, DropX, DropY, DropZ);
+ }
}
if(!Hit){
@@ -918,11 +925,12 @@ void TCombat::DistributeExperiencePoints(uint32 Exp){
int MasterLevel = Master->Skills[SKILL_LEVEL]->Get();
int AttackerLevel = Attacker->Skills[SKILL_LEVEL]->Get();
int MaxLevel = (MasterLevel * 11) / 10;
- if(AttackerLevel < MaxLevel){
- Amount = ((MaxLevel - AttackerLevel) * Amount) / MasterLevel;
- }else{
- Amount = 0;
- }
+ if(AttackerLevel <= MaxLevel){
+ continue;
+ }
+
+ Amount = ((MaxLevel - AttackerLevel) * Amount) / MasterLevel;
+ print(3, "%s erhält %d EXP.\n", Attacker->Name, Amount);
}
if(Amount > 0){
@@ -944,8 +952,8 @@ void TCombat::DistributeExperiencePoints(uint32 Exp){
}
}
- Attacker->Skills[0]->Increase(Amount);
- TextualEffect(Attacker->CrObject, 0xD7, "%d", Amount);
+ Attacker->Skills[SKILL_LEVEL]->Increase(Amount);
+ TextualEffect(Attacker->CrObject, COLOR_WHITE, "%d", Amount);
}
}
}
diff --git a/src/creature.cc b/src/creature.cc
index a02cb82..4fee0b3 100644
--- a/src/creature.cc
+++ b/src/creature.cc
@@ -1,4 +1,5 @@
#include "creature.hh"
+#include "monster.hh"
#include "enums.hh"
#include "stubs.hh"
@@ -54,3 +55,418 @@ TCreature::TCreature(void) :
void TCreature::Attack(void){
this->Combat.Attack();
}
+
+// TODO(fusion): This probably belongs elsewhere but we should come back to
+// this when we're wrapping up creature files.
+static bool IsCreaturePlayer(uint32 CreatureID){
+ return CreatureID < 0x40000000;
+}
+
+// TODO(fusion): This probably belongs elsewhere but we should come back to
+// this when we're wrapping up creature files.
+static void AddKillStatistics(int AttackerRace, int DefenderRace){
+ // NOTE(fusion): I think the race name can be "human" only for players,
+ // which means we're probably tracking how many creatures are killed by
+ // players with `KilledCreatures`, and how many players are killed by
+ // creatures with `KilledPlayers`.
+
+ if(strcmp(RaceData[AttackerRace].Name, "human") == 0){
+ KilledCreatures[DefenderRace] += 1;
+ }
+
+ // NOTE(fusion): This seems to track how many players are killed by
+ if(strcmp(RaceData[DefenderRace].Name, "human") == 0){
+ KilledPlayers[AttackerRace] += 1;
+ }
+}
+
+int TCreature::Damage(TCreature *Attacker, int Damage, int DamageType){
+ if(this->IsDead || this->Type == NPC){
+ return 0;
+ }
+
+ if(this->Type == PLAYER){
+ if(this->Connection != NULL && Attacker != NULL){
+ SendMarkCreature(this->Connection, Attacker->ID, COLOR_BLACK);
+ }
+
+ if(Attacker != NULL && Attacker->Type == PLAYER
+ && DamageType != DAMAGE_POISON_PERIODIC
+ && DamageType != DAMAGE_FIRE_PERIODIC
+ && DamageType != DAMAGE_ENERGY_PERIODIC){
+ Damage = (Damage + 1) / 2;
+ }
+ }
+
+ // NOTE(fusion): `Responsible` is either the attacker or its master. It is
+ // always valid if `Attacker` is not NULL.
+ TCreature *Responsible = Attacker;
+ if(Attacker != NULL){
+ uint32 MasterID = Attacker->GetMaster();
+ if(MasterID != 0){
+ Responsible = GetCreature(MasterID);
+ }
+
+ Attacker->BlockLogout(60, this->Type == PLAYER);
+ if(Responsible != Attacker){
+ Responsible->BlockLogout(60, this->Type == PLAYER);
+ }
+
+ if(this->Type == PLAYER && Responsible->Type == PLAYER){
+ ((TPlayer*)Responsible)->RecordAttack(this->ID);
+ }
+ }
+
+ if(this->Type == PLAYER){
+ if(CheckRight(this->ID, INVULNERABLE)){
+ Damage = 0;
+ }
+
+ // NOTE(fusion): We're iterating over the victim's inventory to apply
+ // damage reductions, while the damage is greater than zero.
+ for(int Position = 1;
+ Position <= 10 && Damage > 0;
+ Position += 1){
+ Object Obj = GetBodyObject(this->ID, Position);
+ if(Obj == NONE){
+ continue;
+ }
+
+ ObjectType ObjType = Obj.getObjectType();
+ if(ObjType.getFlag(PROTECTION) && ObjType.getFlag(CLOTHES)
+ && (int)ObjType.getAttribute(BODYPOSITION) == Position
+ && (ObjType.getAttribute(PROTECTIONDAMAGETYPES) & DamageType) != 0){
+ int DamageReduction = ObjType.getAttribute(DAMAGEREDUCTION);
+ Damage = (Damage * (100 - DamageReduction)) / 100;
+ if(ObjType.getFlag(WEAROUT)){
+ // TODO(fusion): Ugh... The try..catch block might be used only
+ // when changing the object's type.
+ try{
+ uint32 RemainingUses = Obj.getAttribute(REMAININGUSES);
+ if(RemainingUses > 1){
+ Change(Obj, REMAININGUSES, RemainingUses - 1);
+ }else{
+ ObjectType WearOutType = ObjType.getAttribute(WEAROUTTARGET);
+ Change(Obj, WearOutType, 0);
+ }
+ }catch(RESULT err){
+ error("TCreature::Damage: Exception %d beim Abnutzen von Objekt %d.\n",
+ err, ObjType.TypeID);
+ }
+ }
+ }else if(ObjType.getFlag(PROTECTION) && !ObjType.getFlag(CLOTHES)){
+ error("TCreature::Damage: Objekt %d hat PROTECTION, aber nicht CLOTHES.\n",
+ ObjType.TypeID);
+ }
+ }
+ }
+
+ if(Damage <= 0){
+ GraphicalEffect(this->CrObject, EFFECT_POFF);
+ return 0;
+ }
+
+ if(DamageType == DAMAGE_POISON_PERIODIC){
+ if(RaceData[this->Race].NoPoison){
+ return 0;
+ }
+
+ if(Damage > this->Skills[SKILL_POISON]->TimerValue()){
+ this->PoisonDamageOrigin = Attacker->ID;
+ this->SetTimer(SKILL_POISON, Damage, 3, 3, -1);
+ }
+
+ this->DamageStimulus(Attacker->ID, Damage, DamageType);
+ return Damage;
+ }else if(DamageType == DAMAGE_FIRE_PERIODIC){
+ if(RaceData[this->Race].NoBurning){
+ return 0;
+ }
+
+ this->FireDamageOrigin = Attacker->ID;
+ this->SetTimer(SKILL_BURNING, Damage / 10, 8, 8, -1);
+ this->DamageStimulus(Attacker->ID, Damage, DamageType);
+ return Damage;
+ }else if(DamageType == DAMAGE_ENERGY_PERIODIC){
+ if(RaceData[this->Race].NoEnergy){
+ return 0;
+ }
+
+ // TODO(fusion): Shouldn't we use `Damage / 25` here?
+ this->EnergyDamageOrigin = Attacker->ID;
+ this->SetTimer(SKILL_ENERGY, Damage / 20, 10, 10, -1);
+ this->DamageStimulus(Attacker->ID, Damage, DamageType);
+ return Damage;
+ }
+
+ if((DamageType == DAMAGE_PHYSICAL && RaceData[this->Race].NoHit)
+ || (DamageType == DAMAGE_POISON && RaceData[this->Race].NoPoison)
+ || (DamageType == DAMAGE_FIRE && RaceData[this->Race].NoBurning)
+ || (DamageType == DAMAGE_ENERGY && RaceData[this->Race].NoEnergy)
+ || (DamageType == DAMAGE_LIFEDRAIN && RaceData[this->Race].NoLifeDrain)){
+ GraphicalEffect(this->CrObject, EFFECT_BLOCK_HIT);
+ return 0;
+ }
+
+ if(DamageType == DAMAGE_PHYSICAL){
+ Damage -= this->Combat.GetArmorStrength();
+ if(Damage <= 0){
+ GraphicalEffect(this->CrObject, EFFECT_BLOCK_HIT);
+ return 0;
+ }
+ }
+
+ this->DamageStimulus(Attacker->ID, Damage, DamageType);
+
+ // NOTE(fusion): Remove non-player illusion. Might as well be an inlined
+ // function.
+ if(this->Type != PLAYER
+ && this->Outfit.OutfitID == 0
+ && this->Outfit.ObjectType == 0){
+ this->SetTimer(SKILL_ILLUSION, 0, 0, 0, -1);
+ this->Outfit = this->OrgOutfit;
+ AnnounceChangedCreature(this->ID, 3); // CREATURE_OUTFIT_CHANGED ?
+ NotifyAllCreatures(this->CrObject, 2, NONE); // CREATURE_APPEAR ?
+ }
+
+ if(DamageType == DAMAGE_MANADRAIN){
+ int ManaPoints = this->Skills[SKILL_MANA]->Get();
+ if(Damage > ManaPoints){
+ Damage = ManaPoints;
+ }
+
+ if(Damage > 0){
+ this->Skills[SKILL_MANA]->Change(-Damage);
+ if(this->Type == PLAYER && this->Connection != NULL){
+ SendMessage(this->Connection, TALK_STATUS_MESSAGE,
+ "You lose %d mana.", Damage);
+ }
+ GraphicalEffect(this->CrObject, EFFECT_MAGIC_RED);
+ TextualEffect(this->CrObject, COLOR_BLUE, "%d", Damage);
+ }
+
+ return Damage;
+ }
+
+ if(this->Skills[SKILL_MANASHIELD]->TimerValue() > 0
+ || this->Skills[SKILL_MANASHIELD]->Get() > 0){
+ // NOTE(fusion): We only send these if the attack was fully absorbed,
+ // else it'd be overwritten by whatever effect and messages we send
+ // next, when the victim's hitpoints are actually touched.
+ int ManaPoints = this->Skills[SKILL_MANA]->Get();
+ if(Damage <= ManaPoints){
+ this->Skills[SKILL_MANA]->Change(-Damage);
+ GraphicalEffect(this->CrObject, EFFECT_MANA_HIT);
+ TextualEffect(this->CrObject, COLOR_BLUE, "%d", Damage);
+ if(this->Type == PLAYER && this->Connection != NULL){
+ if(Attacker != NULL){
+ SendMessage(this->Connection, TALK_STATUS_MESSAGE,
+ "You lose %d mana blocking an attack by %s.",
+ Damage, Attacker->Name);
+ }else{
+ SendMessage(this->Connection, TALK_STATUS_MESSAGE,
+ "You lose %d mana.", Damage);
+ }
+ SendPlayerData(this->Connection);
+ }
+ return Damage;
+ }
+
+ this->Skills[SKILL_MANA]->Set(0);
+ Damage -= ManaPoints;
+ }
+
+ int HitPoints = this->Skills[SKILL_HITPOINTS]->Get();
+ if(Damage > HitPoints){
+ Damage = HitPoints;
+ }
+
+ this->Skills[SKILL_HITPOINTS]->Change(-Damage);
+ if(Responsible != NULL){
+ ASSERT(Attacker != NULL);
+ if(Responsible == Attacker){
+ this->Combat.AddDamageToCombatList(Attacker->ID, Damage);
+ }else{
+ this->Combat.AddDamageToCombatList(Attacker->ID, Damage / 2);
+ this->Combat.AddDamageToCombatList(Responsible->ID, Damage / 2);
+ }
+ }
+
+ int HitEffect = EFFECT_NONE;
+ int TextColor = COLOR_BLACK;
+ int SplashLiquid = LIQUID_NONE;
+ if(DamageType == DAMAGE_PHYSICAL){
+ switch(RaceData[this->Race].Blood){
+ case BT_BLOOD:{
+ HitEffect = EFFECT_BLOOD_HIT;
+ TextColor = COLOR_RED;
+ SplashLiquid = LIQUID_BLOOD;
+ break;
+ }
+ case BT_SLIME:{
+ HitEffect = EFFECT_POISON_HIT;
+ TextColor = COLOR_LIGHTGREEN;
+ SplashLiquid = LIQUID_SLIME;
+ break;
+ }
+ case BT_BONES:{
+ HitEffect = EFFECT_BONE_HIT;
+ TextColor = COLOR_LIGHTGRAY;
+ break;
+ }
+ case BT_FIRE:{
+ HitEffect = EFFECT_FIRE_HIT;
+ TextColor = COLOR_ORANGE;
+ break;
+ }
+ case BT_ENERGY:{
+ HitEffect = EFFECT_ENERGY_HIT;
+ TextColor = COLOR_LIGHTBLUE;
+ break;
+ }
+ default:{
+ error("TCreature::Damage: Ungültiger Bluttyp %d für Rasse %d.\n",
+ RaceData[this->Race].Blood, this->Race);
+ break;
+ }
+ }
+ }else if(Damage == DAMAGE_POISON){
+ HitEffect = EFFECT_POISON;
+ TextColor = COLOR_LIGHTGREEN;
+ }else if(DamageType == DAMAGE_FIRE){
+ HitEffect = EFFECT_FIRE_HIT;
+ TextColor = COLOR_ORANGE;
+ }else if(DamageType == DAMAGE_ENERGY){
+ HitEffect = EFFECT_ENERGY_HIT;
+ TextColor = COLOR_LIGHTBLUE;
+ }else if(DamageType == DAMAGE_LIFEDRAIN){
+ HitEffect = EFFECT_MAGIC_RED;
+ TextColor = COLOR_RED;
+ }else{
+ // TODO(fusion): The original decompiled function would return here but
+ // I don't think it's a good idea because it would skip death handling.
+ error("TCreature::Damage: Ungültiger Schadenstyp %d.\n", DamageType);
+ //return Damage;
+ }
+
+ if(HitEffect != EFFECT_NONE){
+ GraphicalEffect(this->CrObject, HitEffect);
+ TextualEffect(this->CrObject, TextColor, "%d", Damage);
+ if(SplashLiquid != LIQUID_NONE){
+ CreatePool(GetMapContainer(this->CrObject),
+ GetSpecialObject(BLOOD_SPLASH),
+ SplashLiquid);
+ }
+ }
+
+ if(this->Type == PLAYER && this->Connection != NULL){
+ if(Attacker != NULL){
+ SendMessage(this->Connection, TALK_STATUS_MESSAGE,
+ "You lose %d hitpoint%s due to an attack by %s.",
+ Damage, (Damage == 1 ? "" : "s"), Attacker->Name);
+ }else{
+ SendMessage(this->Connection, TALK_STATUS_MESSAGE,
+ "You lose %d hitpoint%s.",
+ Damage, (Damage == 1 ? "" : "s"));
+ }
+ SendPlayerData(this->Connection);
+ }
+
+ if(Damage == HitPoints){
+ if(this->Type == PLAYER){
+ for(int Position = 1; Position <= 10; Position += 1){
+ Object Obj = GetBodyObject(this->ID, Position);
+ if(Obj == NONE){
+ continue;
+ }
+
+ ObjectType ObjType = Obj.getObjectType();
+ if(ObjType.getFlag(CLOTHES) && (int)ObjType.getAttribute(BODYPOSITION) == Position){
+ ObjectType AmuletOfLossType = GetNewObjectType(77, 12);
+ if(ObjType == AmuletOfLossType){
+ Log("game", "%s stirbt mit Amulett of Loss.\n", this->Name);
+ this->LoseInventory = 0;
+ Delete(Obj, -1);
+ // TODO(fusion): Shouldn't we break here? We could also
+ // just check if there is an amulet of loss in the necklace
+ // container instead of iterating over all of them.
+ }
+ }
+ }
+ }
+
+ int OldLevel = this->Skills[SKILL_LEVEL]->Get();
+ this->Death();
+ if(Attacker != NULL && this->Type == PLAYER){
+ Attacker->BlockLogout(900, true);
+ if(Responsible != Attacker){
+ Responsible->BlockLogout(900, true);
+ }
+ }
+
+ uint32 MurdererID = 0;
+ char Remark[30] = {};
+ if(Attacker == NULL){
+ AddKillStatistics(0, this->Race);
+ if(DamageType == DAMAGE_PHYSICAL){
+ strcpy(Remark, "a hit");
+ }else if(DamageType == DAMAGE_POISON){
+ strcpy(Remark, "poison");
+ }else if(DamageType == DAMAGE_FIRE){
+ strcpy(Remark, "fire");
+ }else if(DamageType == DAMAGE_ENERGY){
+ strcpy(Remark, "energy");
+ }else{
+ // NOTE(fusion): We probably don't expect any other damage type
+ // as the cause of death when there is no attacker.
+ error("TCreature::Damage: Ungültiger Schadenstyp %d als Todesursache.\n", DamageType);
+ }
+ }else{
+ AddKillStatistics(Attacker->Race, this->Race);
+ strcpy(this->Murderer, Attacker->Name);
+
+ if(Responsible->Type == PLAYER){
+ MurdererID = Responsible->ID;
+ }
+
+ if(Attacker->Type != PLAYER){
+ strcpy(Remark, Attacker->Name);
+ }
+ }
+
+ if(this->Type == PLAYER){
+ if(MurdererID != 0 && MurdererID != this->ID){
+ bool Justified = true;
+ if(IsCreaturePlayer(MurdererID)){
+ TPlayer *Murderer = GetPlayer(MurdererID);
+ if(Murderer != NULL){
+ Justified = Murderer->IsAttackJustified(this->ID);
+ Murderer->RecordMurder(this->ID);
+ }
+ }
+ CharacterDeathOrder(this, OldLevel, MurdererID, Remark, !Justified);
+ }
+
+ uint32 MostDangerousID = this->Combat.GetMostDangerousAttacker();
+ if(MostDangerousID != 0
+ && MostDangerousID != MurdererID
+ && MostDangerousID != this->ID
+ && IsCreaturePlayer(MostDangerousID)){
+ bool Justified = true;
+ TPlayer *MostDangerous = GetPlayer(MostDangerousID);
+ if(MostDangerous != NULL){
+ Justified = MostDangerous->IsAttackJustified(this->ID);
+ MostDangerous->RecordMurder(this->ID);
+ }
+
+ // TODO(fusion): The original function is confusing at this point
+ // but it seems correct that the remark is included only with the
+ // murderer.
+ CharacterDeathOrder(this, OldLevel, MostDangerousID, "", !Justified);
+ }
+ }
+ }
+
+ AnnounceChangedCreature(this->ID, 1); // CREATURE_HITPOINTS_CHANGED ?
+ return Damage;
+}
diff --git a/src/enums.hh b/src/enums.hh
index 4081dce..6d02208 100644
--- a/src/enums.hh
+++ b/src/enums.hh
@@ -45,10 +45,16 @@ enum ChaseMode: uint8 {
CHASE_MODE_RANGE = 2,
};
-enum CreatureType: int {
- PLAYER = 0,
- MONSTER = 1,
- NPC = 2,
+// NOTE(fusion): Not in debug symbols.
+enum Color: int {
+ COLOR_BLACK = 0,
+ COLOR_BLUE = 5,
+ COLOR_LIGHTGREEN = 30,
+ COLOR_LIGHTBLUE = 35,
+ COLOR_LIGHTGRAY = 129,
+ COLOR_RED = 180,
+ COLOR_ORANGE = 198,
+ COLOR_WHITE = 215,
};
enum CONNECTIONSTATE: int {
@@ -62,6 +68,12 @@ enum CONNECTIONSTATE: int {
CONNECTION_DISCONNECTED = 7,
};
+enum CreatureType: int {
+ PLAYER = 0,
+ MONSTER = 1,
+ NPC = 2,
+};
+
// NOTE(fusion): Not in debug symbols.
enum DamageType: int {
DAMAGE_NONE = 0x0000,
@@ -77,9 +89,20 @@ enum DamageType: int {
DAMAGE_MANADRAIN = 0x0200,
};
+// TODO(fusion): Review these names.
enum EffectType: int {
+ EFFECT_NONE = 0,
+ EFFECT_BLOOD_HIT = 1,
+ EFFECT_MANA_HIT = 2,
EFFECT_POFF = 3,
- EFFECT_BURST_ARROW = 7, // Review
+ EFFECT_BLOCK_HIT = 4,
+ EFFECT_BURST_ARROW = 7,
+ EFFECT_POISON = 9,
+ EFFECT_BONE_HIT = 10,
+ EFFECT_ENERGY_HIT = 12,
+ EFFECT_MAGIC_RED = 14,
+ EFFECT_FIRE_HIT = 16,
+ EFFECT_POISON_HIT = 17,
};
enum FLAG: int {
diff --git a/src/monster.hh b/src/monster.hh
index dd246a1..f7ce3f5 100644
--- a/src/monster.hh
+++ b/src/monster.hh
@@ -85,6 +85,9 @@ struct TMonster: TNonplayer {
};
#endif
+//#define MAX_RACES 512
extern TRaceData RaceData[512];
+extern int KilledCreatures[512];
+extern int KilledPlayers[512];
#endif //TIBIA_MONSTER_HH_
diff --git a/src/player.hh b/src/player.hh
index 33ca7c3..b98882e 100644
--- a/src/player.hh
+++ b/src/player.hh
@@ -77,6 +77,7 @@ struct TPlayer: TCreature {
bool IsAttackJustified(uint32 Victim);
void RecordAttack(uint32 Victim);
+ void RecordMurder(uint32 Victim);
void CheckState(void);
diff --git a/src/stubs.hh b/src/stubs.hh
index d3cfcd0..8553177 100644
--- a/src/stubs.hh
+++ b/src/stubs.hh
@@ -19,17 +19,21 @@ extern void AbortWriter(void);
extern void AnnounceChangedCreature(uint32 CreatureID, int Type);
extern void BroadcastMessage(int Mode, const char *Text, ...) ATTR_PRINTF(2, 3);
extern void Change(Object Obj, ObjectType NewType, uint32 Value);
+extern void CharacterDeathOrder(TCreature *Creature, int OldLevel,
+ uint32 Offender, const char *Remark, bool Unjustified);
extern bool CheckRight(uint32 CreatureID, RIGHT Right);
extern void CircleShapeSpell(TCreature *Actor, int DestX, int DestY, int DestZ,
int Range, int Animation, int Radius, TImpact *Impact, int Effect);
extern void CleanHouseField(int x, int y, int z);
extern int ComputeDamage(TCreature *Creature, int SpellNr, int Damage, int Variation);
extern void CreatePlayerList(bool Online);
+extern void CreatePool(Object Con, ObjectType Type, uint32 Value);
extern void Delete(Object Obj, int Count);
extern Object GetBodyObject(uint32 CreatureID, int Position);
extern TCreature *GetCreature(uint32 CreatureID);
extern TConnection *GetFirstConnection(void);
extern TConnection *GetNextConnection(void);
+extern TPlayer *GetPlayer(uint32 CreatureID);
extern int GetRacePoison(int Race);
extern void GraphicalEffect(int x, int y, int z, int Type);
extern void GraphicalEffect(Object Obj, int Type);
@@ -61,6 +65,7 @@ extern void SendAll(void);
extern void SendAmbiente(TConnection *Connection);
extern void SendClearTarget(TConnection *Connection);
extern void SendMails(TPlayerData *PlayerData);
+extern void SendMarkCreature(TConnection *Connection, uint32 CreatureID, int Color);
extern void SendMessage(TConnection *Connection, int Mode, const char *Text, ...) ATTR_PRINTF(3, 4);
extern void SendPlayerData(TConnection *Connection);
extern void SendPlayerSkills(TConnection *Connection);