tibia-client/src/otclient/net/protocolgamesend.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 "protocolgame.h"
#include <otclient/core/game.h>
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void ProtocolGame::safeSend(const OutputMessagePtr& outputMessage)
{
// avoid usage of automated sends (bot modules)
if(!g_game.checkBotProtection())
return;
Protocol::send(outputMessage);
}
void ProtocolGame::sendExtendedOpcode(uint8 opcode, const std::string& buffer)
{
if(m_enableSendExtendedOpcode) {
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientExtendedOpcode);
msg->addU8(opcode);
msg->addString(buffer);
safeSend(msg);
} else {
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g_logger.error(stdext::format("Unable to send extended opcode %d, extended opcodes are not enabled", opcode));
}
}
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void ProtocolGame::sendLoginPacket(uint challangeTimestamp, uint8 challangeRandom)
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{
OutputMessagePtr msg(new OutputMessage);
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msg->addU8(Proto::ClientEnterGame);
msg->addU16(Proto::ClientOs);
msg->addU16(Proto::ClientVersion);
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int paddingBytes = 128;
msg->addU8(0); // first RSA byte must be 0
paddingBytes -= 1;
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// xtea key
generateXteaKey();
msg->addU32(m_xteaKey[0]);
msg->addU32(m_xteaKey[1]);
msg->addU32(m_xteaKey[2]);
msg->addU32(m_xteaKey[3]);
msg->addU8(0); // is gm set?
paddingBytes -= 17;
if(g_game.getFeature(Otc::GameProtocolChecksum))
enableChecksum();
if(g_game.getFeature(Otc::GameAccountNames)) {
msg->addString(m_accountName);
msg->addString(m_characterName);
msg->addString(m_accountPassword);
paddingBytes -= 6 + m_accountName.length() + m_characterName.length() + m_accountPassword.length();
} else {
msg->addU32(stdext::from_string<uint32>(m_accountName));
msg->addString(m_characterName);
msg->addString(m_accountPassword);
paddingBytes -= 8 + m_characterName.length() + m_accountPassword.length();
}
if(g_game.getFeature(Otc::GameChallangeOnLogin)) {
msg->addU32(challangeTimestamp);
msg->addU8(challangeRandom);
paddingBytes -= 5;
}
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// complete the 128 bytes for rsa encryption with zeros
msg->addPaddingBytes(paddingBytes);
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// encrypt with RSA
msg->encryptRSA(128, Proto::RSA);
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send(msg);
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enableXteaEncryption();
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}
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void ProtocolGame::sendLogout()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientLeaveGame);
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send(msg);
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}
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void ProtocolGame::sendPing()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientPing);
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send(msg);
}
void ProtocolGame::sendPingBack()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientPingBack);
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send(msg);
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}
void ProtocolGame::sendAutoWalk(const std::vector<Otc::Direction>& path)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientAutoWalk);
msg->addU8(path.size());
for(Otc::Direction dir : path) {
uint8 byte;
switch(dir) {
case Otc::East:
byte = 1;
break;
case Otc::NorthEast:
byte = 2;
break;
case Otc::North:
byte = 3;
break;
case Otc::NorthWest:
byte = 4;
break;
case Otc::West:
byte = 5;
break;
case Otc::SouthWest:
byte = 6;
break;
case Otc::South:
byte = 7;
break;
case Otc::SouthEast:
byte = 8;
break;
default:
byte = 0;
break;
}
msg->addU8(byte);
}
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send(msg);
}
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void ProtocolGame::sendWalkNorth()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkNorth);
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send(msg);
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}
void ProtocolGame::sendWalkEast()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkEast);
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send(msg);
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}
void ProtocolGame::sendWalkSouth()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkSouth);
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send(msg);
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}
void ProtocolGame::sendWalkWest()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkWest);
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send(msg);
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}
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void ProtocolGame::sendStop()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientStop);
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send(msg);
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}
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void ProtocolGame::sendWalkNorthEast()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkNorthEast);
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send(msg);
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}
void ProtocolGame::sendWalkSouthEast()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkSouthEast);
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send(msg);
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}
void ProtocolGame::sendWalkSouthWest()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkSouthWest);
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send(msg);
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}
void ProtocolGame::sendWalkNorthWest()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientWalkNorthWest);
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send(msg);
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}
void ProtocolGame::sendTurnNorth()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientTurnNorth);
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send(msg);
}
void ProtocolGame::sendTurnEast()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientTurnEast);
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send(msg);
}
void ProtocolGame::sendTurnSouth()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientTurnSouth);
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send(msg);
}
void ProtocolGame::sendTurnWest()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientTurnWest);
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send(msg);
}
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void ProtocolGame::sendEquipItem(int itemId, int countOrSubType)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientEquipItem);
msg->addU16(itemId);
msg->addU8(countOrSubType);
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send(msg);
}
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void ProtocolGame::sendMove(const Position& fromPos, int thingId, int stackpos, const Position& toPos, int count)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientMove);
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addPosition(msg, fromPos);
msg->addU16(thingId);
msg->addU8(stackpos);
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addPosition(msg, toPos);
msg->addU8(count);
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send(msg);
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}
void ProtocolGame::sendInspectNpcTrade(int itemId, int count)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientInspectNpcTrade);
msg->addU16(itemId);
msg->addU8(count);
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send(msg);
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}
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void ProtocolGame::sendBuyItem(int itemId, int subType, int amount, bool ignoreCapacity, bool buyWithBackpack)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientBuyItem);
msg->addU16(itemId);
msg->addU8(subType);
msg->addU8(amount);
msg->addU8(ignoreCapacity ? 0x01 : 0x00);
msg->addU8(buyWithBackpack ? 0x01 : 0x00);
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send(msg);
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}
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void ProtocolGame::sendSellItem(int itemId, int subType, int amount, bool ignoreEquipped)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientSellItem);
msg->addU16(itemId);
msg->addU8(subType);
msg->addU8(amount);
msg->addU8(ignoreEquipped ? 0x01 : 0x00);
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send(msg);
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}
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void ProtocolGame::sendCloseNpcTrade()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientCloseNpcTrade);
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send(msg);
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}
void ProtocolGame::sendRequestTrade(const Position& pos, int thingId, int stackpos, uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRequestTrade);
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addPosition(msg, pos);
msg->addU16(thingId);
msg->addU8(stackpos);
msg->addU32(creatureId);
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send(msg);
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}
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void ProtocolGame::sendInspectTrade(bool counterOffer, int index)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientInspectTrade);
msg->addU8(counterOffer ? 0x01 : 0x00);
msg->addU8(index);
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send(msg);
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}
void ProtocolGame::sendAcceptTrade()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientAcceptTrade);
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send(msg);
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}
void ProtocolGame::sendRejectTrade()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRejectTrade);
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send(msg);
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}
void ProtocolGame::sendUseItem(const Position& position, int itemId, int stackpos, int index)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientUseItem);
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addPosition(msg, position);
msg->addU16(itemId);
msg->addU8(stackpos);
msg->addU8(index);
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send(msg);
}
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void ProtocolGame::sendUseItemWith(const Position& fromPos, int itemId, int fromStackpos, const Position& toPos, int toThingId, int toStackpos)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientUseItemWith);
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addPosition(msg, fromPos);
msg->addU16(itemId);
msg->addU8(fromStackpos);
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addPosition(msg, toPos);
msg->addU16(toThingId);
msg->addU8(toStackpos);
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send(msg);
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}
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void ProtocolGame::sendUseOnCreature(const Position& pos, int thingId, int stackpos, uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientUseOnCreature);
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addPosition(msg, pos);
msg->addU16(thingId);
msg->addU8(stackpos);
msg->addU32(creatureId);
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send(msg);
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}
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void ProtocolGame::sendRotateItem(const Position& pos, int thingId, int stackpos)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRotateItem);
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addPosition(msg, pos);
msg->addU16(thingId);
msg->addU8(stackpos);
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send(msg);
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}
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void ProtocolGame::sendCloseContainer(int containerId)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientCloseContainer);
msg->addU8(containerId);
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send(msg);
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}
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void ProtocolGame::sendUpContainer(int containerId)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientUpContainer);
msg->addU8(containerId);
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send(msg);
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}
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void ProtocolGame::sendEditText(uint id, const std::string& text)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientEditText);
msg->addU32(id);
msg->addString(text);
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send(msg);
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}
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void ProtocolGame::sendEditList(uint id, int doorId, const std::string& text)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientEditList);
msg->addU8(doorId);
msg->addU32(id);
msg->addString(text);
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send(msg);
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}
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void ProtocolGame::sendLook(const Position& position, int thingId, int stackpos)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientLook);
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addPosition(msg, position);
msg->addU16(thingId);
msg->addU8(stackpos);
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send(msg);
}
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void ProtocolGame::sendTalk(Otc::SpeakType speakType, int channelId, const std::string& receiver, const std::string& message)
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{
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if(message.length() > 255 || message.length() <= 0)
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return;
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int serverSpeakType = Proto::translateSpeakTypeToServer(speakType);
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OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientTalk);
msg->addU8(serverSpeakType);
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switch(serverSpeakType) {
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case Proto::ServerSpeakPrivateFrom:
case Proto::ServerSpeakPrivateRedFrom:
msg->addString(receiver);
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break;
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case Proto::ServerSpeakChannelYellow:
case Proto::ServerSpeakChannelRed:
msg->addU16(channelId);
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break;
}
msg->addString(message);
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send(msg);
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}
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void ProtocolGame::sendRequestChannels()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRequestChannels);
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send(msg);
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}
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void ProtocolGame::sendJoinChannel(int channelId)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientJoinChannel);
msg->addU16(channelId);
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send(msg);
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}
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void ProtocolGame::sendLeaveChannel(int channelId)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientLeaveChannel);
msg->addU16(channelId);
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send(msg);
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}
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void ProtocolGame::sendOpenPrivateChannel(const std::string& receiver)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientOpenPrivateChannel);
msg->addString(receiver);
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send(msg);
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}
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void ProtocolGame::sendCloseNpcChannel()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientCloseNpcChannel);
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send(msg);
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}
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void ProtocolGame::sendChangeFightModes(Otc::FightModes fightMode, Otc::ChaseModes chaseMode, bool safeFight)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientChangeFightModes);
msg->addU8(fightMode);
msg->addU8(chaseMode);
msg->addU8(safeFight ? 0x01: 0x00);
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send(msg);
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}
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void ProtocolGame::sendAttack(uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientAttack);
msg->addU32(creatureId);
msg->addU32(0);
msg->addU32(0);
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send(msg);
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}
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void ProtocolGame::sendFollow(uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientFollow);
msg->addU32(creatureId);
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send(msg);
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}
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void ProtocolGame::sendInviteToParty(uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientInviteToParty);
msg->addU32(creatureId);
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send(msg);
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}
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void ProtocolGame::sendJoinParty(uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientJoinParty);
msg->addU32(creatureId);
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send(msg);
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}
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void ProtocolGame::sendRevokeInvitation(uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRevokeInvitation);
msg->addU32(creatureId);
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send(msg);
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}
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void ProtocolGame::sendPassLeadership(uint creatureId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientPassLeadership);
msg->addU32(creatureId);
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send(msg);
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}
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void ProtocolGame::sendLeaveParty()
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientLeaveParty);
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send(msg);
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}
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void ProtocolGame::sendShareExperience(bool active, int unknown)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientShareExperience);
msg->addU8(active ? 0x01 : 0x00);
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#if PROTOCOL<910
msg->addU8(unknown);
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#endif
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send(msg);
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}
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void ProtocolGame::sendOpenOwnChannel()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientOpenOwnChannel);
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send(msg);
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}
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void ProtocolGame::sendInviteToOwnChannel(const std::string& name)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientInviteToOwnChannel);
msg->addString(name);
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send(msg);
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}
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void ProtocolGame::sendExcludeFromOwnChannel(const std::string& name)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientExcludeFromOwnChannel);
msg->addString(name);
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send(msg);
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}
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void ProtocolGame::sendCancelAttackAndFollow()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientCancelAttackAndFollow);
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send(msg);
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}
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void ProtocolGame::sendRefreshContainer()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRefreshContainer);
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send(msg);
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}
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void ProtocolGame::sendRequestOutfit()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRequestOutfit);
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send(msg);
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}
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void ProtocolGame::sendChangeOutfit(const Outfit& outfit)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientChangeOutfit);
msg->addU16(outfit.getId());
msg->addU8(outfit.getHead());
msg->addU8(outfit.getBody());
msg->addU8(outfit.getLegs());
msg->addU8(outfit.getFeet());
msg->addU8(outfit.getAddons());
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send(msg);
}
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void ProtocolGame::sendMount(bool mount)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientMount);
msg->addU8(mount);
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send(msg);
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}
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void ProtocolGame::sendAddVip(const std::string& name)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientAddVip);
msg->addString(name);
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send(msg);
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}
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void ProtocolGame::sendRemoveVip(uint playerId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRemoveVip);
msg->addU32(playerId);
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send(msg);
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}
void ProtocolGame::sendBugReport(const std::string& comment)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientBugReport);
msg->addString(comment);
send(msg);
}
void ProtocolGame::sendRuleVilation(const std::string& target, int reason, int action, const std::string& comment, const std::string& statement, int statementId, bool ipBanishment)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRuleViolation);
msg->addString(target);
msg->addU8(reason);
msg->addU8(action);
msg->addString(comment);
msg->addString(statement);
msg->addU16(statementId);
msg->addU8(ipBanishment);
send(msg);
}
void ProtocolGame::sendDebugReport(const std::string& a, const std::string& b, const std::string& c, const std::string& d)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientDebugReport);
msg->addString(a);
msg->addString(b);
msg->addString(c);
msg->addString(d);
send(msg);
}
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void ProtocolGame::sendRequestQuestLog()
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRequestQuestLog);
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send(msg);
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}
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void ProtocolGame::sendRequestQuestLine(int questId)
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{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRequestQuestLine);
msg->addU16(questId);
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send(msg);
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}
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void ProtocolGame::sendNewNewRuleViolation(int reason, int action, const std::string& characterName, const std::string& comment, const std::string& translation)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientNewRuleViolation);
msg->addU8(reason);
msg->addU8(action);
msg->addString(characterName);
msg->addString(comment);
msg->addString(translation);
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send(msg);
}
void ProtocolGame::sendRequestItemInfo(int itemId, int index)
{
OutputMessagePtr msg(new OutputMessage);
msg->addU8(Proto::ClientRequestItemInfo);
msg->addU8(1); // count, 1 for just one item
msg->addU16(itemId);
msg->addU8(index);
send(msg);
}
void ProtocolGame::addPosition(const OutputMessagePtr& msg, const Position& position)
{
msg->addU16(position.x);
msg->addU16(position.y);
msg->addU8(position.z);
}