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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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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{
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m_dead = false;
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m_selectedThing = nullptr;
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m_protocolGame = ProtocolGamePtr(new ProtocolGame);
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m_protocolGame->login(account, password, worldHost, (uint16)worldPort, characterName);
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}
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void Game::cancelLogin()
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{
processLogout();
}
void Game::logout(bool force)
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{
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if(!m_protocolGame || !isOnline())
return;
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m_protocolGame->sendLogout();
if(force)
processLogout();
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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("Game", "onLoginError", error);
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}
void Game::processConnectionError(const boost::system::error_code& error)
{
// connection errors only have meaning if we still have a protocol
if(m_protocolGame) {
if(error != asio::error::eof)
g_lua.callGlobalField("Game", "onConnectionError", error.message());
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processLogout();
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}
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}
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void Game::processLogin(const LocalPlayerPtr& localPlayer, int serverBeat)
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{
m_localPlayer = localPlayer;
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m_serverBeat = serverBeat;
// NOTE: the entire map description is not known yet
g_lua.callGlobalField("Game", "onLogin", localPlayer);
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}
void Game::processLogout()
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{
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if(isOnline()) {
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g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
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m_localPlayer = nullptr;
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}
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if(m_protocolGame) {
m_protocolGame->disconnect();
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m_protocolGame = nullptr;
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}
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g_map.clean();
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}
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void Game::processDeath()
{
m_dead = true;
g_lua.callGlobalField("Game","onDeath");
}
void Game::processCreatureSpeak(const std::string& name, int level, const std::string& type, const std::string& message, int channelId, const Position& creaturePos)
{
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if(creaturePos.isValid() && (type == "say" || type == "whisper" || type == "yell" || type == "monsterSay" || type == "monsterYell")) {
StaticTextPtr staticText = StaticTextPtr(new StaticText);
staticText->addMessage(name, type, message);
g_map.addThing(staticText, creaturePos);
}
g_lua.callGlobalField("Game", "onCreatureSpeak", name, level, type, message, channelId, creaturePos);
}
void Game::processTextMessage(const std::string& type, const std::string& message)
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{
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g_lua.callGlobalField("Game","onTextMessage", type, message);
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}
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void Game::processContainerAddItem(int containerId, const ItemPtr& item)
{
if(item)
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item->setPos(Position(65535, containerId + 0x40, 0));
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g_lua.callGlobalField("Game", "onContainerAddItem", containerId, item);
}
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void Game::processInventoryChange(int slot, const ItemPtr& item)
{
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if(item)
item->setPos(Position(65535, slot, 0));
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g_lua.callGlobalField("Game","onInventoryChange", slot, item);
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}
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void Game::processCreatureMove(const CreaturePtr& creature, const Position& oldPos, const Position& newPos)
{
// walk
if(oldPos.isInRange(newPos, 1, 1, 0)) {
creature->walk(oldPos, newPos);
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// teleport
} else {
// stop walking on teleport
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creature->stopWalk();
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}
}
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void Game::processAttackCancel()
{
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if(m_localPlayer->isAttacking())
m_localPlayer->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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}
void Game::walk(Otc::Direction direction)
{
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if(!isOnline() || !m_localPlayer->isKnown() || isDead() || !checkBotProtection())
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return;
if(m_localPlayer->isFollowing())
cancelFollow();
if(!m_localPlayer->canWalk(direction))
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return;
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m_localPlayer->preWalk(direction);
forceWalk(direction);
}
void Game::forceWalk(Otc::Direction direction)
{
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;
}
}
void Game::turn(Otc::Direction direction)
{
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if(!isOnline())
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;
}
}
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void Game::look(const ThingPtr& thing)
{
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if(!isOnline() || !thing || !checkBotProtection())
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return;
int stackpos = getThingStackpos(thing);
if(stackpos != -1)
m_protocolGame->sendLookAt(thing->getPos(), thing->getId(), stackpos);
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}
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void Game::open(const ThingPtr& thing, int containerId)
{
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if(!isOnline() || !thing || !checkBotProtection())
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return;
int stackpos = getThingStackpos(thing);
if(stackpos != -1)
m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), stackpos, containerId);
}
void Game::use(const ThingPtr& thing)
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{
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if(!isOnline() || !thing || !checkBotProtection())
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return;
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m_localPlayer->lockWalk();
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int stackpos = getThingStackpos(thing);
if(stackpos != -1)
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m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), stackpos, 0);
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}
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void Game::useWith(const ThingPtr& fromThing, const ThingPtr& toThing)
{
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if(!isOnline() || !fromThing || !toThing || !checkBotProtection())
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return;
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Position pos = fromThing->getPos();
int fromStackpos = getThingStackpos(fromThing);
if(fromStackpos == -1)
return;
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m_localPlayer->lockWalk();
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if(CreaturePtr creature = toThing->asCreature()) {
m_protocolGame->sendUseOnCreature(pos, fromThing->getId(), fromStackpos, creature->getId());
} else {
int toStackpos = getThingStackpos(toThing);
if(toStackpos == -1)
return;
m_protocolGame->sendUseItemEx(pos, fromThing->getId(), fromStackpos, toThing->getPos(), toThing->getId(), toStackpos);
}
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}
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void Game::useInventoryItem(int itemId, const ThingPtr& toThing)
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{
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if(!isOnline() || !toThing || !checkBotProtection())
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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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int toStackpos = getThingStackpos(toThing);
if(toStackpos == -1)
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return;
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if(CreaturePtr creature = toThing->asCreature()) {
m_protocolGame->sendUseOnCreature(pos, itemId, 0, creature->getId());
} else {
m_protocolGame->sendUseItemEx(pos, itemId, 0, toThing->getPos(), toThing->getId(), toStackpos);
}
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}
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void Game::move(const ThingPtr& thing, const Position& toPos, int count)
{
if(!isOnline() || !thing || !checkBotProtection() || thing->getPos() == toPos || count <= 0)
return;
m_localPlayer->lockWalk();
int stackpos = getThingStackpos(thing);
if(stackpos == -1)
return;
m_protocolGame->sendThrow(thing->getPos(), thing->getId(), stackpos, toPos, count);
}
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void Game::attack(const CreaturePtr& creature)
{
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if(!isOnline() || !creature || !checkBotProtection())
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return;
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m_localPlayer->lockWalk();
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if(m_localPlayer->isFollowing())
cancelFollow();
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m_localPlayer->setAttackingCreature(creature);
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m_protocolGame->sendAttack(creature->getId());
}
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void Game::cancelAttack()
{
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m_localPlayer->lockWalk();
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m_localPlayer->setAttackingCreature(nullptr);
m_protocolGame->sendAttack(0);
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}
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void Game::follow(const CreaturePtr& creature)
{
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if(!isOnline() || !creature || !checkBotProtection())
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return;
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if(m_localPlayer->isAttacking())
cancelAttack();
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m_localPlayer->setFollowingCreature(creature);
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m_protocolGame->sendFollow(creature->getId());
}
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void Game::cancelFollow()
{
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m_localPlayer->setFollowingCreature(nullptr);
m_protocolGame->sendFollow(0);
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}
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void Game::rotate(const ThingPtr& thing)
{
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if(!isOnline() || !thing || !checkBotProtection())
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return;
int stackpos = getThingStackpos(thing);
if(stackpos != -1)
m_protocolGame->sendRotateItem(thing->getPos(), thing->getId(), stackpos);
}
//TODO: move this to Thing class
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int Game::getThingStackpos(const ThingPtr& thing)
{
// thing is at map
if(thing->getPos().x != 65535) {
TilePtr tile = g_map.getTile(thing->getPos());
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return tile->getThingStackpos(thing);
}
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// thing is at container or inventory
return 0;
}
void Game::talk(const std::string& message)
{
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talkChannel("say", 0, message);
}
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void Game::talkChannel(const std::string& speakTypeDesc, int channelId, const std::string& message)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendTalk(speakTypeDesc, channelId, "", message);
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}
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void Game::talkPrivate(const std::string& speakTypeDesc, const std::string& receiver, const std::string& message)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendTalk(speakTypeDesc, 0, receiver, message);
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}
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void Game::requestChannels()
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendGetChannels();
}
void Game::joinChannel(int channelId)
{
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if(!isOnline() || !checkBotProtection())
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return;
m_protocolGame->sendJoinChannel(channelId);
}
void Game::leaveChannel(int channelId)
{
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if(!isOnline() || !checkBotProtection())
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return;
m_protocolGame->sendLeaveChannel(channelId);
}
void Game::closeNpcChannel()
{
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if(!isOnline() || !checkBotProtection())
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return;
m_protocolGame->sendCloseNpcChannel();
}
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void Game::partyInvite(int creatureId)
{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendInviteToParty(creatureId);
}
void Game::partyJoin(int creatureId)
{
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if(!isOnline() || !checkBotProtection())
return;
m_protocolGame->sendJoinParty(creatureId);
}
void Game::partyRevokeInvitation(int creatureId)
{
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if(!isOnline() || !checkBotProtection())
return;
m_protocolGame->sendRevokeInvitation(creatureId);
}
void Game::partyPassLeadership(int creatureId)
{
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if(!isOnline() || !checkBotProtection())
return;
m_protocolGame->sendPassLeadership(creatureId);
}
void Game::partyLeave()
{
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if(!isOnline() || !checkBotProtection())
return;
m_protocolGame->sendLeaveParty();
}
void Game::partyShareExperience(bool active)
{
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if(!isOnline() || !checkBotProtection())
return;
m_protocolGame->sendShareExperience(active, 0);
}
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void Game::requestOutfit()
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendGetOutfit();
}
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void Game::setOutfit(const Outfit& outfit)
{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendSetOutfit(outfit);
}
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void Game::addVip(const std::string& name)
{
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if(!isOnline() || name.empty() || !checkBotProtection())
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return;
m_protocolGame->sendAddVip(name);
}
void Game::removeVip(int playerId)
{
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if(!isOnline() || !checkBotProtection())
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return;
m_protocolGame->sendRemoveVip(playerId);
}
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bool Game::checkBotProtection()
{
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#ifndef NO_BOT_PROTECTION
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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;
}