tibia-client/modules/game_market/marketprotocol.lua

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MarketProtocol = {}
-- private functions
local protocol
local function send(msg)
if protocol then
protocol:send(msg)
end
end
local function readMarketOffer(msg, action, var)
local timestamp = msg:getU32()
local counter = msg:getU16()
local itemId = 0
if var == MarketRequest.MyOffers or var == MarketRequest.MyHistory then
itemId = msg:getU16()
else
itemId = var
end
local amount = msg:getU16()
local price = msg:getU32()
local playerName
local state = MarketOfferState.Active
if var == MarketRequest.MyHistory then
state = msg:getU8()
else
playerName = msg:getString()
end
return MarketOffer.new({timestamp, counter}, action, Item.create(itemId), amount, price, playerName, state)
end
-- parsing protocols
local function parseMarketEnter(msg)
local balance = msg:getU32()
local vocation = -1
if g_game.getProtocolVersion() < 950 then
vocation = msg:getU8() -- get vocation id
end
local offers = msg:getU8()
local depotItems = {}
local depotCount = (msg:getU16() - 1)
for i = 0, depotCount do
local itemId = msg:getU16() -- item id
local itemCount = msg:getU16() -- item count
table.insert(depotItems, {itemId, itemCount})
end
signalcall(Market.onMarketEnter, depotItems, offers, balance, vocation)
return true
end
local function parseMarketLeave(msg)
Market.onMarketLeave()
return true
end
local function parseMarketDetail(msg)
local itemId = msg:getU16()
local descriptions = {}
for i = MarketItemDescription.First, MarketItemDescription.Last do
if msg:peekU16() ~= 0x00 then
table.insert(descriptions, {i, msg:getString()}) -- item descriptions
else
msg:getU16()
end
end
local purchaseStats = {}
if msg:getU8() == 0x01 then
local transactions = msg:getU32() -- transaction count
local totalPrice = msg:getU32() -- total price
local highestPrice = msg:getU32() -- highest price
local lowestPrice = msg: getU32() -- lowest price
table.insert(purchaseStats, {transactions, totalPrice, highestPrice, lowestPrice})
end
local saleStats = {}
if msg:getU8() == 0x01 then
local transactions = msg:getU32() -- transaction count
local totalPrice = msg:getU32() -- total price
local highestPrice = msg:getU32() -- highest price
local lowestPrice = msg: getU32() -- lowest price
table.insert(saleStats, {transactions, totalPrice, highestPrice, lowestPrice})
end
signalcall(Market.onMarketDetail, itemId, descriptions, purchaseStats, saleStats)
return true
end
local function parseMarketBrowse(msg)
local var = msg:getU16()
local offers = {}
local buyOfferCount = (msg:getU32() - 1)
for i = 0, buyOfferCount do
table.insert(offers, readMarketOffer(msg, MarketAction.Buy, var))
end
local sellOfferCount = (msg:getU32() - 1)
for i = 0, sellOfferCount do
table.insert(offers, readMarketOffer(msg, MarketAction.Sell, var))
end
signalcall(Market.onMarketBrowse, offers)
return true
end
-- public functions
function MarketProtocol.init()
connect(g_game, { onGameStart = MarketProtocol.registerProtocol,
onGameEnd = MarketProtocol.unregisterProtocol })
-- reloading module
if g_game.isOnline() then
MarketProtocol.updateProtocol(g_game.getProtocolGame())
end
end
function MarketProtocol.terminate()
disconnect(g_game, { onGameStart = MarketProtocol.registerProtocol,
onGameEnd = MarketProtocol.unregisterProtocol })
-- reloading module
if not g_game.isOnline() then
MarketProtocol.updateProtocol(nil)
end
MarketProtocol = nil
end
function MarketProtocol.updateProtocol(_protocol)
protocol = _protocol
end
function MarketProtocol.registerProtocol()
if g_game.getFeature(GamePlayerMarket) then
ProtocolGame.registerOpcode(GameServerOpcodes.GameServerMarketEnter, parseMarketEnter)
ProtocolGame.registerOpcode(GameServerOpcodes.GameServerMarketLeave, parseMarketLeave)
ProtocolGame.registerOpcode(GameServerOpcodes.GameServerMarketDetail, parseMarketDetail)
ProtocolGame.registerOpcode(GameServerOpcodes.GameServerMarketBrowse, parseMarketBrowse)
end
MarketProtocol.updateProtocol(g_game.getProtocolGame())
end
function MarketProtocol.unregisterProtocol()
if g_game.getFeature(GamePlayerMarket) then
ProtocolGame.unregisterOpcode(GameServerOpcodes.GameServerMarketEnter, parseMarketEnter)
ProtocolGame.unregisterOpcode(GameServerOpcodes.GameServerMarketLeave, parseMarketLeave)
ProtocolGame.unregisterOpcode(GameServerOpcodes.GameServerMarketDetail, parseMarketDetail)
ProtocolGame.unregisterOpcode(GameServerOpcodes.GameServerMarketBrowse, parseMarketBrowse)
end
MarketProtocol.updateProtocol(nil)
end
-- sending protocols
function MarketProtocol.sendMarketLeave()
if g_game.getFeature(GamePlayerMarket) then
local msg = OutputMessage.create()
msg:addU8(ClientOpcodes.ClientMarketLeave)
send(msg)
else
g_logger.error('MarketProtocol.sendMarketLeave does not support the current protocol.')
end
end
function MarketProtocol.sendMarketBrowse(browseId)
if g_game.getFeature(GamePlayerMarket) then
local msg = OutputMessage.create()
msg:addU8(ClientOpcodes.ClientMarketBrowse)
msg:addU16(browseId)
send(msg)
else
g_logger.error('MarketProtocol.sendMarketBrowse does not support the current protocol.')
end
end
function MarketProtocol.sendMarketCreateOffer(type, spriteId, amount, price, anonymous)
if g_game.getFeature(GamePlayerMarket) then
local msg = OutputMessage.create()
msg:addU8(ClientOpcodes.ClientMarketCreate)
msg:addU8(type)
msg:addU16(spriteId)
msg:addU16(amount)
msg:addU32(price)
msg:addU8(anonymous)
send(msg)
else
g_logger.error('MarketProtocol.sendMarketCreateOffer does not support the current protocol.')
end
end
function MarketProtocol.sendMarketCancelOffer(counter)
if g_game.getFeature(GamePlayerMarket) then
local msg = OutputMessage.create()
msg:addU8(ClientOpcodes.ClientMarketCancel)
msg:addU32(os.time())
msg:addU16(counter)
send(msg)
else
g_logger.error('MarketProtocol.sendMarketCancelOffer does not support the current protocol.')
end
end
function MarketProtocol.sendMarketAcceptOffer(counter)
if g_game.getFeature(GamePlayerMarket) then
local msg = OutputMessage.create()
msg:addU8(ClientOpcodes.ClientMarketAccept)
msg:addU32(os.time())
msg:addU16(counter)
send(msg)
else
g_logger.error('MarketProtocol.sendMarketAcceptOffer does not support the current protocol.')
end
end