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

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#include "game.h"
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#include "localplayer.h"
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#include <otclient/net/protocolgame.h>
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Game g_game;
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void Game::init()
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{
m_online = false;
}
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void Game::terminate()
{
if(m_online)
logout();
}
void Game::loginWorld(const std::string& account, const std::string& password, uint32 worldIp, uint16 worldPort, const std::string& characterName)
{
m_protocolGame = ProtocolGamePtr(new ProtocolGame);
m_protocolGame->login(account, password, worldIp, worldPort, characterName);
}
void Game::logout()
{
m_protocolGame->sendLogout();
onLogout();
}
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void Game::onLogin()
{
m_localPlayer = LocalPlayerPtr(new LocalPlayer);
m_online = true;
}
void Game::onLogout()
{
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if(m_protocolGame) {
m_protocolGame->disconnect();
m_protocolGame.reset();
}
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m_localPlayer.reset();
m_online = false;
}
void Game::walk(Direction direction)
{
if(!m_online)
return;
// TODO: check if we can walk.
m_localPlayer->setDirection(direction);
switch(direction) {
case DIRECTION_NORTH:
m_protocolGame->sendWalkNorth();
break;
case DIRECTION_EAST:
m_protocolGame->sendWalkEast();
break;
case DIRECTION_SOUTH:
m_protocolGame->sendWalkSouth();
break;
case DIRECTION_WEST:
m_protocolGame->sendWalkWest();
break;
}
}
void Game::turn(Direction direction)
{
if(!m_online)
return;
switch(direction) {
case DIRECTION_NORTH:
m_protocolGame->sendTurnNorth();
break;
case DIRECTION_EAST:
m_protocolGame->sendTurnEast();
break;
case DIRECTION_SOUTH:
m_protocolGame->sendTurnSouth();
break;
case DIRECTION_WEST:
m_protocolGame->sendTurnWest();
break;
}
}