tibia-client/src/otclient/net/protocolgame.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 <otclient/net/protocolgame.h>
#include <otclient/core/game.h>
#include <otclient/core/player.h>
#include <otclient/core/item.h>
#include <otclient/core/localplayer.h>
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void ProtocolGame::login(const std::string& accountName, const std::string& accountPassword, const std::string& host, uint16 port, const std::string& characterName)
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{
if(accountName.empty() || accountPassword.empty()) {
callLuaField("onError", "You must enter an account name and password.");
return;
}
m_accountName = accountName;
m_accountPassword = accountPassword;
m_characterName = characterName;
connect(host, port);
}
void ProtocolGame::onConnect()
{
// must create local player before parsing anything
m_localPlayer = LocalPlayerPtr(new LocalPlayer);
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#if PROTOCOL>=854
enableChecksum();
#else
sendLoginPacket(0, 0);
#endif
recv();
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}
void ProtocolGame::onRecv(const InputMessagePtr& inputMessage)
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{
parseMessage(inputMessage);
recv();
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}
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void ProtocolGame::onError(const boost::system::error_code& error)
{
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g_game.processConnectionError(error);
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}