tibia-client/src/otclient/core/game.cpp

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include "game.h"
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#include "localplayer.h"
#include "map.h"
#include "tile.h"
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#include "creature.h"
#include "statictext.h"
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#include <framework/core/eventdispatcher.h>
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#include <framework/ui/uimanager.h>
#include <otclient/luascript/luavaluecasts.h>
#include <otclient/net/protocolgame.h>
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Game g_game;
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Game::Game()
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{
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resetGameStates();
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}
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void Game::resetGameStates()
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{
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m_dead = false;
m_serverBeat = 50;
m_fightMode = Otc::FightBalanced;
m_chaseMode = Otc::DontChase;
m_safeFight = true;
m_followingCreature = nullptr;
m_attackingCreature = nullptr;
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}
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void Game::processConnectionError(const boost::system::error_code& error)
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{
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// connection errors only have meaning if we still have a protocol
if(m_protocolGame) {
// eof = end of file, a clean disconnect
if(error != asio::error::eof)
g_lua.callGlobalField("g_game", "onConnectionError", error.message());
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processDisconnect();
}
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}
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void Game::processDisconnect()
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{
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if(isOnline()) {
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// only process logout event if the player is known
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if(m_localPlayer->isKnown())
processLogout();
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m_localPlayer = nullptr;
processGameEnd();
}
if(m_protocolGame) {
m_protocolGame->disconnect();
m_protocolGame = nullptr;
}
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}
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void Game::processLoginError(const std::string& error)
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{
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g_lua.callGlobalField("g_game", "onLoginError", error);
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}
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void Game::processLoginAdvice(const std::string& message)
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{
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g_lua.callGlobalField("g_game", "onLoginAdvice", message);
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}
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void Game::processLoginWait(const std::string& message, int time)
{
g_lua.callGlobalField("g_game", "onLoginWait", message, time);
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}
void Game::processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat)
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{
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// reset the new game state
resetGameStates();
m_localPlayer = localPlayer;
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m_serverBeat = serverBeat;
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// synchronize fight modes with the server
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m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight);
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// NOTE: the entire map description and local player informations is not known yet
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g_lua.callGlobalField("g_game", "onGameStart");
}
void Game::processGameEnd()
{
g_lua.callGlobalField("g_game", "onGameEnd");
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// reset game state
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resetGameStates();
// clean map creatures
g_map.cleanDynamicThings();
}
void Game::processLogin()
{
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// the game could be offline if the login was canceled
if(!isOnline())
return;
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// by now the local player must be known
g_lua.callGlobalField("g_game", "onLogin", m_localPlayer);
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}
void Game::processLogout()
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{
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g_lua.callGlobalField("g_game", "onLogout", m_localPlayer);
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}
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void Game::processDeath(int penality)
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{
m_dead = true;
m_localPlayer->stopWalk();
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g_lua.callGlobalField("g_game","onDeath", penality);
}
void Game::processPing()
{
g_lua.callGlobalField("g_game", "onPing");
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}
void Game::processTextMessage(const std::string& type, const std::string& message)
{
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g_lua.callGlobalField("g_game","onTextMessage", type, message);
}
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void Game::processCreatureSpeak(const std::string& name, int level, Otc::SpeakType type, const std::string& message, int channelId, const Position& creaturePos)
{
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if(creaturePos.isValid() && (type == Otc::SpeakSay || type == Otc::SpeakWhisper || type == Otc::SpeakYell || type == Otc::SpeakMonsterSay || type == Otc::SpeakMonsterYell)) {
StaticTextPtr staticText = StaticTextPtr(new StaticText);
staticText->addMessage(name, type, message);
g_map.addThing(staticText, creaturePos);
}
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g_lua.callGlobalField("g_game", "onCreatureSpeak", name, level, type, message, channelId, creaturePos);
}
void Game::processOpenContainer(int containerId, int itemId, const std::string& name, int capacity, bool hasParent, const std::vector< ItemPtr >& items)
{
g_lua.callGlobalField("g_game", "onOpenContainer", containerId, itemId, name, capacity, hasParent, items);
}
void Game::processCloseContainer(int containerId)
{
g_lua.callGlobalField("g_game", "onCloseContainer", containerId);
}
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void Game::processContainerAddItem(int containerId, const ItemPtr& item)
{
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item->setPosition(Position(65535, containerId + 0x40, 0));
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g_lua.callGlobalField("g_game", "onContainerAddItem", containerId, item);
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}
void Game::processContainerUpdateItem(int containerId, int slot, const ItemPtr& item)
{
g_lua.callGlobalField("g_game", "onContainerUpdateItem", containerId, slot, item);
}
void Game::processContainerRemoveItem(int containerId, int slot)
{
g_lua.callGlobalField("g_game", "onContainerRemoveItem", containerId, slot);
}
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void Game::processInventoryChange(int slot, const ItemPtr& item)
{
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if(item)
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item->setPosition(Position(65535, slot, 0));
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g_lua.callGlobalField("g_game","onInventoryChange", slot, item);
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}
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void Game::processCreatureMove(const CreaturePtr& creature, const Position& oldPos, const Position& newPos)
{
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// animate walk
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if(oldPos.isInRange(newPos, 1, 1))
creature->walk(oldPos, newPos);
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}
void Game::processCreatureTeleport(const CreaturePtr& creature)
{
// stop walking on creature teleports
creature->stopWalk();
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// locks the walk for a while when teleporting
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if(creature == m_localPlayer)
m_localPlayer->lockWalk();
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}
void Game::processChannelList(const std::vector<std::tuple<int, std::string>>& channelList)
{
g_lua.callGlobalField("g_game", "onChannelList", channelList);
}
void Game::processOpenChannel(int channelId, const std::string& name)
{
g_lua.callGlobalField("g_game", "onOpenChannel", channelId, name);
}
void Game::processOpenPrivateChannel(const std::string& name)
{
g_lua.callGlobalField("g_game", "onOpenPrivateChannel", name);
}
void Game::processOpenOwnPrivateChannel(int channelId, const std::string& name)
{
g_lua.callGlobalField("g_game", "onOpenOwnPrivateChannel", channelId, name);
}
void Game::processCloseChannel(int channelId)
{
g_lua.callGlobalField("g_game", "onCloseChannel", channelId);
}
void Game::processVipAdd(uint id, const std::string& name, bool online)
{
g_lua.callGlobalField("g_game", "onAddVip", id, name, online);
}
void Game::processVipStateChange(uint id, bool online)
{
g_lua.callGlobalField("g_game", "onVipStateChange", id, online);
}
void Game::processOpenOutfitWindow(const Outfit& currentOufit, const std::vector<std::tuple<int, std::string, int>>& outfitList)
{
CreaturePtr virtualCreature = CreaturePtr(new Creature);
virtualCreature->setDirection(Otc::South);
virtualCreature->setOutfit(currentOufit);
g_lua.callGlobalField("g_game", "onOpenOutfitWindow", virtualCreature, outfitList);
}
void Game::processOpenNpcTrade(const std::vector<std::tuple<ItemPtr, std::string, int, int, int>>& items)
{
g_lua.callGlobalField("g_game", "onOpenNpcTrade", items);
}
void Game::processPlayerGoods(int money, const std::vector<std::tuple<ItemPtr, int>>& goods)
{
g_lua.callGlobalField("g_game", "onPlayerGoods", goods);
}
void Game::processCloseNpcTrade()
{
g_lua.callGlobalField("g_game", "onCloseNpcTrade");
}
void Game::processOpenTrade(const std::string& name, const std::vector<ItemPtr>& items)
{
g_lua.callGlobalField("g_game", "onOpenTrade", name, items);
}
void Game::processCloseTrade()
{
g_lua.callGlobalField("g_game", "onCloseTrade");
}
void Game::processEditText(int id, int itemId, int maxLength, const std::string& text, const std::string& writter, const std::string& date)
{
g_lua.callGlobalField("g_game", "onEditText", id, itemId, maxLength, text, writter, date);
}
void Game::processEditList(int listId, int id, const std::string& text)
{
g_lua.callGlobalField("g_game", "onEditList", listId, id, text);
}
void Game::processQuestLog(const std::vector<std::tuple<int, std::string, bool>>& questList)
{
g_lua.callGlobalField("g_game", "onQuestLog", questList);
}
void Game::processQuestLine(int questId, const std::vector<std::tuple<std::string, std::string>>& questMissions)
{
g_lua.callGlobalField("g_game", "onQuestLine", questId, questMissions);
}
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void Game::processAttackCancel()
{
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if(isAttacking())
setAttackingCreature(nullptr);
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}
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void Game::processWalkCancel(Otc::Direction direction)
{
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m_localPlayer->cancelWalk(direction);
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}
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void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldHost, int worldPort, const std::string& characterName)
{
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if(m_protocolGame || isOnline()) {
logTraceError("unable to login into a world while already online or logging");
return;
}
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m_protocolGame = ProtocolGamePtr(new ProtocolGame);
m_protocolGame->login(account, password, worldHost, (uint16)worldPort, characterName);
}
void Game::cancelLogin()
{
// send logout even if the game has not started yet, to make sure that the player doesn't stay logged there
if(m_protocolGame)
m_protocolGame->sendLogout();
processDisconnect();
}
void Game::forceLogout()
{
if(!isOnline())
return;
m_protocolGame->sendLogout();
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processDisconnect();
}
void Game::safeLogout()
{
if(!isOnline())
return;
m_protocolGame->sendLogout();
}
void Game::walk(Otc::Direction direction)
{
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if(!canPerformGameAction())
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return;
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if(isFollowing())
cancelFollow();
if(!m_localPlayer->canWalk(direction))
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return;
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// only do prewalks to walkable tiles
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TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction));
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if(toTile && toTile->isWalkable())
m_localPlayer->preWalk(direction);
else
m_localPlayer->lockWalk();
forceWalk(direction);
}
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void Game::walkPath(const std::vector<Otc::Direction>& dir)
{
if(!canPerformGameAction())
return;
if(isFollowing())
cancelFollow();
m_protocolGame->sendWalkPath(dir);
}
void Game::forceWalk(Otc::Direction direction)
{
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if(!canPerformGameAction())
return;
switch(direction) {
case Otc::North:
m_protocolGame->sendWalkNorth();
break;
case Otc::East:
m_protocolGame->sendWalkEast();
break;
case Otc::South:
m_protocolGame->sendWalkSouth();
break;
case Otc::West:
m_protocolGame->sendWalkWest();
break;
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case Otc::NorthEast:
m_protocolGame->sendWalkNorthEast();
break;
case Otc::SouthEast:
m_protocolGame->sendWalkSouthEast();
break;
case Otc::SouthWest:
m_protocolGame->sendWalkSouthWest();
break;
case Otc::NorthWest:
m_protocolGame->sendWalkNorthWest();
break;
default:
break;
}
}
void Game::turn(Otc::Direction direction)
{
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if(!canPerformGameAction())
return;
switch(direction) {
case Otc::North:
m_protocolGame->sendTurnNorth();
break;
case Otc::East:
m_protocolGame->sendTurnEast();
break;
case Otc::South:
m_protocolGame->sendTurnSouth();
break;
case Otc::West:
m_protocolGame->sendTurnWest();
break;
default:
break;
}
}
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void Game::stop()
{
if(!canPerformGameAction())
return;
if(isFollowing())
cancelFollow();
m_protocolGame->sendStop();
}
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void Game::look(const ThingPtr& thing)
{
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if(!canPerformGameAction() || !thing)
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return;
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m_protocolGame->sendLook(thing->getPosition(), thing->getId(), thing->getStackpos());
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}
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void Game::move(const ThingPtr& thing, const Position& toPos, int count)
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{
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if(!canPerformGameAction() || !thing || thing->getPosition() == toPos || count <= 0)
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return;
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m_localPlayer->lockWalk();
m_protocolGame->sendMove(thing->getPosition(), thing->getId(), thing->getStackpos(), toPos, count);
}
void Game::rotate(const ThingPtr& thing)
{
if(!canPerformGameAction() || !thing)
return;
m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackpos());
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}
void Game::use(const ThingPtr& thing)
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{
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if(!canPerformGameAction() || !thing)
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return;
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Position pos = thing->getPosition();
if(!pos.isValid()) // virtual item
pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackpos(), 0);
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}
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void Game::useInventoryItem(int itemId)
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{
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if(!canPerformGameAction() || !g_thingsType.isValidItemId(itemId))
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return;
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Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
m_localPlayer->lockWalk();
m_protocolGame->sendUseItem(pos, itemId, 0, 0);
}
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void Game::useWith(const ItemPtr& item, const ThingPtr& toThing)
{
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if(!canPerformGameAction() || !item || !toThing)
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return;
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Position pos = item->getPosition();
if(!pos.isValid()) // virtual item
pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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if(CreaturePtr creature = toThing->asCreature())
m_protocolGame->sendUseOnCreature(pos, item->getId(), item->getStackpos(), creature->getId());
else
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m_protocolGame->sendUseItemWith(pos, item->getId(), item->getStackpos(), toThing->getPosition(), toThing->getId(), toThing->getStackpos());
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}
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void Game::useInventoryItemWith(int itemId, const ThingPtr& toThing)
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{
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if(!canPerformGameAction() || !toThing)
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return;
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m_localPlayer->lockWalk();
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Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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if(CreaturePtr creature = toThing->asCreature())
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m_protocolGame->sendUseOnCreature(pos, itemId, 0, creature->getId());
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else
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m_protocolGame->sendUseItemWith(pos, itemId, 0, toThing->getPosition(), toThing->getId(), toThing->getStackpos());
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}
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void Game::open(const ItemPtr& item, int containerId)
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{
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if(!canPerformGameAction() || !item)
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return;
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m_protocolGame->sendUseItem(item->getPosition(), item->getId(), item->getStackpos(), containerId);
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}
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void Game::upContainer(int containerId)
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{
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if(!canPerformGameAction())
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return;
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m_protocolGame->sendUpContainer(containerId);
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}
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void Game::refreshContainer()
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{
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if(!canPerformGameAction())
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return;
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m_protocolGame->sendRefreshContainer();
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}
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void Game::attack(const CreaturePtr& creature)
{
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if(!canPerformGameAction() || creature == m_localPlayer || creature == m_attackingCreature)
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return;
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m_localPlayer->lockWalk();
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if(creature && isFollowing())
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cancelFollow();
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setAttackingCreature(creature);
m_protocolGame->sendAttack(creature ? creature->getId() : 0);
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}
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void Game::follow(const CreaturePtr& creature)
{
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if(!canPerformGameAction() || creature == m_localPlayer || creature == m_followingCreature)
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return;
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m_localPlayer->lockWalk();
if(creature && isAttacking())
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cancelAttack();
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setFollowingCreature(creature);
m_protocolGame->sendFollow(creature ? creature->getId() : 0);
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}
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void Game::cancelAttackAndFollow()
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{
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if(!canPerformGameAction())
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return;
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m_localPlayer->lockWalk();
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setAttackingCreature(nullptr);
setFollowingCreature(nullptr);
m_protocolGame->sendCancelAttackAndFollow();
}
void Game::talk(const std::string& message)
{
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if(!canPerformGameAction() || message.empty())
return;
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talkChannel(Otc::SpeakSay, 0, message);
}
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void Game::talkChannel(Otc::SpeakType speakType, int channelId, const std::string& message)
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{
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if(!canPerformGameAction() || message.empty())
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return;
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m_protocolGame->sendTalk(speakType, channelId, "", message);
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}
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void Game::talkPrivate(Otc::SpeakType speakType, const std::string& receiver, const std::string& message)
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{
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if(!canPerformGameAction() || receiver.empty() || message.empty())
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return;
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m_protocolGame->sendTalk(speakType, 0, receiver, message);
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}
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void Game::openPrivateChannel(const std::string& receiver)
{
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if(!canPerformGameAction() || receiver.empty())
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return;
m_protocolGame->sendOpenPrivateChannel(receiver);
}
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void Game::requestChannels()
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{
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if(!canPerformGameAction())
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return;
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m_protocolGame->sendRequestChannels();
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}
void Game::joinChannel(int channelId)
{
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if(!canPerformGameAction())
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return;
m_protocolGame->sendJoinChannel(channelId);
}
void Game::leaveChannel(int channelId)
{
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if(!canPerformGameAction())
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return;
m_protocolGame->sendLeaveChannel(channelId);
}
void Game::closeNpcChannel()
{
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if(!canPerformGameAction())
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return;
m_protocolGame->sendCloseNpcChannel();
}
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void Game::openOwnChannel()
{
if(!canPerformGameAction())
return;
m_protocolGame->sendOpenOwnChannel();
}
void Game::inviteToOwnChannel(const std::string& name)
{
if(!canPerformGameAction() || name.empty())
return;
m_protocolGame->sendInviteToOwnChannel(name);
}
void Game::excludeFromOwnChannel(const std::string& name)
{
if(!canPerformGameAction() || name.empty())
return;
m_protocolGame->sendExcludeFromOwnChannel(name);
}
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void Game::partyInvite(int creatureId)
{
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if(!canPerformGameAction())
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return;
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m_protocolGame->sendInviteToParty(creatureId);
}
void Game::partyJoin(int creatureId)
{
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if(!canPerformGameAction())
return;
m_protocolGame->sendJoinParty(creatureId);
}
void Game::partyRevokeInvitation(int creatureId)
{
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if(!canPerformGameAction())
return;
m_protocolGame->sendRevokeInvitation(creatureId);
}
void Game::partyPassLeadership(int creatureId)
{
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if(!canPerformGameAction())
return;
m_protocolGame->sendPassLeadership(creatureId);
}
void Game::partyLeave()
{
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if(!canPerformGameAction())
return;
m_protocolGame->sendLeaveParty();
}
void Game::partyShareExperience(bool active)
{
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if(!canPerformGameAction())
return;
m_protocolGame->sendShareExperience(active, 0);
}
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void Game::requestOutfit()
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{
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if(!canPerformGameAction())
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return;
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m_protocolGame->sendRequestOutfit();
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}
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void Game::changeOutfit(const Outfit& outfit)
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{
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if(!canPerformGameAction())
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return;
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m_protocolGame->sendChangeOutfit(outfit);
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}
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void Game::addVip(const std::string& name)
{
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if(!canPerformGameAction() || name.empty())
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return;
m_protocolGame->sendAddVip(name);
}
void Game::removeVip(int playerId)
{
if(!canPerformGameAction())
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return;
m_protocolGame->sendRemoveVip(playerId);
}
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void Game::setChaseMode(Otc::ChaseModes chaseMode)
{
if(!canPerformGameAction())
return;
m_chaseMode = chaseMode;
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight);
}
void Game::setFightMode(Otc::FightModes fightMode)
{
if(!canPerformGameAction())
return;
m_fightMode = fightMode;
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight);
}
void Game::setSafeFight(bool on)
{
if(!canPerformGameAction())
return;
m_safeFight = on;
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight);
}
void Game::inspectNpcTrade(const ItemPtr& item)
{
if(!canPerformGameAction() || !item)
return;
m_protocolGame->sendInspectNpcTrade(item->getId(), item->getCount());
}
void Game::buyItem(const ItemPtr& item, int amount, bool ignoreCapacity, bool buyWithBackpack)
{
if(!canPerformGameAction() || !item)
return;
m_protocolGame->sendBuyItem(item->getId(), item->getCount(), amount, ignoreCapacity, buyWithBackpack);
}
void Game::sellItem(const ItemPtr& item, int amount, bool ignoreEquipped)
{
if(!canPerformGameAction() || !item)
return;
m_protocolGame->sendSellItem(item->getId(), item->getCount(), amount, ignoreEquipped);
}
void Game::closeNpcTrade()
{
if(!canPerformGameAction())
return;
m_protocolGame->sendCloseNpcTrade();
}
void Game::requestTrade(const ItemPtr& item, const CreaturePtr& creature)
{
if(!canPerformGameAction())
return;
m_protocolGame->sendRequestTrade(item->getPosition(), item->getId(), item->getStackpos(), creature->getId());
}
void Game::inspectTrade(bool counterOffer, int index)
{
if(!canPerformGameAction())
return;
m_protocolGame->sendInspectTrade(counterOffer, index);
}
void Game::acceptTrade()
{
if(!canPerformGameAction())
return;
m_protocolGame->sendAcceptTrade();
}
void Game::rejectTrade()
{
if(!canPerformGameAction())
return;
m_protocolGame->sendRejectTrade();
}
void Game::editText(uint id, const std::string& text)
{
if(!canPerformGameAction())
return;
m_protocolGame->sendEditText(id, text);
}
void Game::editList(int listId, uint id, const std::string& text)
{
if(!canPerformGameAction())
return;
m_protocolGame->sendEditList(listId, id, text);
}
void Game::requestQuestLog()
{
if(!canPerformGameAction())
return;
m_protocolGame->sendRequestQuestLog();
}
void Game::requestQuestLine(int questId)
{
if(!canPerformGameAction())
return;
m_protocolGame->sendRequestQuestLine(questId);
}
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bool Game::checkBotProtection()
{
#ifdef BOT_PROTECTION
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// accepts calls comming from a stacktrace containing only C++ functions,
// if the stacktrace contains a lua function, then only accept if the engine is processing an input event
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if(g_lua.isInCppCallback() && !g_ui.isOnInputEvent()) {
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logError("caught a lua call to a bot protected game function, the call was canceled");
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return false;
}
#endif
return true;
}
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bool Game::canPerformGameAction()
{
// we can only perform game actions if we meet these conditions:
// - the local player exists
// - the local player is known
// - the local player is not dead
// - we have a game protocol
// - the game protocol is connected
// - its not a bot action
return m_localPlayer && m_localPlayer->isKnown() && !m_dead && m_protocolGame && m_protocolGame->isConnected() && checkBotProtection();
}
void Game::setAttackingCreature(const CreaturePtr& creature)
{
if(m_attackingCreature) {
m_attackingCreature->hideStaticSquare();
m_attackingCreature = nullptr;
}
if(creature) {
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creature->showStaticSquare(Color::red);
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m_attackingCreature = creature;
}
g_lua.callGlobalField("g_game", "onAttackingCreatureChange", creature);
}
void Game::setFollowingCreature(const CreaturePtr& creature)
{
if(m_followingCreature) {
m_followingCreature->hideStaticSquare();
m_followingCreature = nullptr;
}
if(creature) {
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creature->showStaticSquare(Color::green);
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m_followingCreature = creature;
}
g_lua.callGlobalField("g_game", "onFollowingCreatureChange", creature);
}