/* * Copyright (c) 2010-2012 OTClient * * 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. */ #include "game.h" #include "localplayer.h" #include "map.h" #include "tile.h" #include "creature.h" #include "statictext.h" #include #include #include #include Game g_game; void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldHost, int worldPort, const std::string& characterName) { m_dead = false; m_protocolGame = ProtocolGamePtr(new ProtocolGame); m_protocolGame->login(account, password, worldHost, (uint16)worldPort, characterName); } void Game::cancelLogin() { processLogout(); } void Game::logout(bool force) { if(!m_protocolGame || !isOnline()) return; m_protocolGame->sendLogout(); if(force) processLogout(); } void Game::processLoginError(const std::string& error) { g_lua.callGlobalField("Game", "onLoginError", error); } 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()); processLogout(); } } void Game::processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat) { m_localPlayer = localPlayer; m_serverBeat = serverBeat; // synchronize fight modes with the server m_fightMode = Otc::FightBalanced; m_chaseMode = Otc::DontChase; m_safeFight = true; m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight); // NOTE: the entire map description and local player informations is not known yet g_lua.callGlobalField("Game", "onGameStart"); } void Game::processLogin() { if(!isOnline()) return; g_lua.callGlobalField("Game", "onLogin", m_localPlayer); } void Game::processLogout() { if(isOnline()) { g_lua.callGlobalField("Game", "onLogout", m_localPlayer); m_localPlayer = nullptr; g_lua.callGlobalField("Game", "onGameEnd"); } if(m_protocolGame) { m_protocolGame->disconnect(); m_protocolGame = nullptr; } //g_map.save(); } void Game::processDeath() { m_dead = true; m_localPlayer->stopWalk(); g_lua.callGlobalField("Game","onDeath"); } void Game::processPlayerStats(double health, double maxHealth, double freeCapacity, double experience, double level, double levelPercent, double mana, double maxMana, double magicLevel, double magicLevelPercent, double soul, double stamina) { if(m_localPlayer->getHealth() != health || m_localPlayer->getMaxHealth() != maxHealth) { m_localPlayer->setStatistic(Otc::Health, health); m_localPlayer->setStatistic(Otc::MaxHealth, maxHealth); g_lua.callGlobalField("Game", "onHealthChange", health, maxHealth); // cannot walk while dying if(health == 0) { if(m_localPlayer->isPreWalking()) m_localPlayer->stopWalk(); m_localPlayer->lockWalk(); } } if(m_localPlayer->getStatistic(Otc::FreeCapacity) != freeCapacity) { m_localPlayer->setStatistic(Otc::FreeCapacity, freeCapacity); g_lua.callGlobalField("Game", "onFreeCapacityChange", freeCapacity); } if(m_localPlayer->getStatistic(Otc::Experience) != experience) { m_localPlayer->setStatistic(Otc::Experience, experience); g_lua.callGlobalField("Game", "onExperienceChange", experience); } if(m_localPlayer->getStatistic(Otc::Level) != level || m_localPlayer->getStatistic(Otc::LevelPercent) != levelPercent) { m_localPlayer->setStatistic(Otc::Level, level); m_localPlayer->setStatistic(Otc::LevelPercent, levelPercent); g_lua.callGlobalField("Game", "onLevelChange", level, levelPercent); } if(m_localPlayer->getStatistic(Otc::Mana) != mana || m_localPlayer->getStatistic(Otc::MaxMana) != maxMana) { m_localPlayer->setStatistic(Otc::Mana, mana); m_localPlayer->setStatistic(Otc::MaxMana, maxMana); g_lua.callGlobalField("Game", "onManaChange", mana, maxMana); } if(m_localPlayer->getStatistic(Otc::MagicLevel) != magicLevel || m_localPlayer->getStatistic(Otc::MagicLevelPercent) != magicLevelPercent) { m_localPlayer->setStatistic(Otc::MagicLevel, magicLevel); m_localPlayer->setStatistic(Otc::MagicLevelPercent, magicLevelPercent); g_lua.callGlobalField("Game", "onMagicLevelChange", magicLevel, magicLevelPercent); } if(m_localPlayer->getStatistic(Otc::Soul) != soul) { m_localPlayer->setStatistic(Otc::Soul, soul); g_lua.callGlobalField("Game", "onSoulChange", soul); } if(m_localPlayer->getStatistic(Otc::Stamina) != stamina) { m_localPlayer->setStatistic(Otc::Stamina, stamina); g_lua.callGlobalField("Game", "onStaminaChange", stamina); } } void Game::processTextMessage(const std::string& type, const std::string& message) { g_lua.callGlobalField("Game","onTextMessage", type, message); } void Game::processCreatureSpeak(const std::string& name, int level, Otc::SpeakType type, const std::string& message, int channelId, const Position& creaturePos) { if(creaturePos.isValid() && (type == Otc::SpeakSay || type == Otc::SpeakWhisper || type == Otc::SpeakYell || type == Otc::SpeakMonsterSay || type == Otc::SpeakMonsterYell)) { 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::processContainerAddItem(int containerId, const ItemPtr& item) { if(item) item->setPosition(Position(65535, containerId + 0x40, 0)); g_lua.callGlobalField("Game", "onContainerAddItem", containerId, item); } void Game::processInventoryChange(int slot, const ItemPtr& item) { if(item) item->setPosition(Position(65535, slot, 0)); g_lua.callGlobalField("Game","onInventoryChange", slot, item); } void Game::processCreatureMove(const CreaturePtr& creature, const Position& oldPos, const Position& newPos) { // animate walk if(oldPos.isInRange(newPos, 1, 1)) creature->walk(oldPos, newPos); } void Game::processCreatureTeleport(const CreaturePtr& creature) { // stop walking on creature teleports creature->stopWalk(); if(creature == m_localPlayer) m_localPlayer->lockWalk(); } void Game::processAttackCancel() { if(m_localPlayer->isAttacking()) m_localPlayer->setAttackingCreature(nullptr); } void Game::processWalkCancel(Otc::Direction direction) { m_localPlayer->cancelWalk(direction); } void Game::walk(Otc::Direction direction) { if(!isOnline() || !m_localPlayer->isKnown() || isDead() || !checkBotProtection()) return; if(m_localPlayer->isFollowing()) cancelFollow(); if(!m_localPlayer->canWalk(direction)) return; // only do prewalks to walkable tiles TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction)); if(toTile && toTile->isWalkable()) m_localPlayer->preWalk(direction); else m_localPlayer->lockWalk(); forceWalk(direction); } void Game::forceWalk(Otc::Direction direction) { if(!isOnline() || !checkBotProtection()) return; 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; 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) { 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; } } void Game::look(const ThingPtr& thing) { if(!isOnline() || !thing || !checkBotProtection()) return; m_protocolGame->sendLookAt(thing->getPosition(), thing->getId(), thing->getStackpos()); } void Game::open(const ItemPtr& item, int containerId) { if(!isOnline() || !item || !checkBotProtection()) return; m_protocolGame->sendUseItem(item->getPosition(), item->getId(), item->getStackpos(), containerId); } void Game::use(const ThingPtr& thing) { if(!isOnline() || !thing || !checkBotProtection()) return; Position pos = thing->getPosition(); if(!pos.isValid()) // virtual item pos = Position(0xFFFF, 0, 0); // means that is a item in inventory m_localPlayer->lockWalk(); m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackpos(), 0); } void Game::useInventoryItem(int itemId) { if(!isOnline() || !checkBotProtection()) return; Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory m_localPlayer->lockWalk(); m_protocolGame->sendUseItem(pos, itemId, 0, 0); } void Game::useWith(const ItemPtr& item, const ThingPtr& toThing) { if(!isOnline() || !item || !toThing || !checkBotProtection()) return; Position pos = item->getPosition(); if(!pos.isValid()) // virtual item pos = Position(0xFFFF, 0, 0); // means that is a item in inventory m_localPlayer->lockWalk(); if(CreaturePtr creature = toThing->asCreature()) m_protocolGame->sendUseOnCreature(pos, item->getId(), item->getStackpos(), creature->getId()); else m_protocolGame->sendUseItemEx(pos, item->getId(), item->getStackpos(), toThing->getPosition(), toThing->getId(), toThing->getStackpos()); } void Game::useInventoryItemWith(int itemId, const ThingPtr& toThing) { if(!isOnline() || !toThing || !checkBotProtection()) return; m_localPlayer->lockWalk(); Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory if(CreaturePtr creature = toThing->asCreature()) m_protocolGame->sendUseOnCreature(pos, itemId, 0, creature->getId()); else m_protocolGame->sendUseItemEx(pos, itemId, 0, toThing->getPosition(), toThing->getId(), toThing->getStackpos()); } void Game::move(const ThingPtr& thing, const Position& toPos, int count) { if(!isOnline() || !thing || !checkBotProtection() || thing->getPosition() == toPos || count <= 0) return; m_localPlayer->lockWalk(); m_protocolGame->sendThrow(thing->getPosition(), thing->getId(), thing->getStackpos(), toPos, count); } void Game::setChaseMode(Otc::ChaseModes chaseMode) { if(!isOnline() || !checkBotProtection()) return; m_chaseMode = chaseMode; m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight); } void Game::setFightMode(Otc::FightModes fightMode) { if(!isOnline() || !checkBotProtection()) return; m_fightMode = fightMode; m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight); } void Game::setSafeFight(bool on) { if(!isOnline() || !checkBotProtection()) return; m_safeFight = on; m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight); } void Game::attack(const CreaturePtr& creature) { if(!isOnline() || !creature || !checkBotProtection()) return; m_localPlayer->lockWalk(); if(m_localPlayer->isFollowing()) cancelFollow(); m_localPlayer->setAttackingCreature(creature); m_protocolGame->sendAttack(creature->getId()); } void Game::cancelAttack() { m_localPlayer->lockWalk(); m_localPlayer->setAttackingCreature(nullptr); m_protocolGame->sendAttack(0); } void Game::follow(const CreaturePtr& creature) { if(!isOnline() || !creature || !checkBotProtection()) return; if(m_localPlayer->isAttacking()) cancelAttack(); m_localPlayer->setFollowingCreature(creature); m_protocolGame->sendFollow(creature->getId()); } void Game::cancelFollow() { if(!isOnline() || !checkBotProtection()) return; m_localPlayer->setFollowingCreature(nullptr); m_protocolGame->sendFollow(0); } void Game::rotate(const ThingPtr& thing) { if(!isOnline() || !thing || !checkBotProtection()) return; m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackpos()); } void Game::talk(const std::string& message) { talkChannel(Otc::SpeakSay, 0, message); } void Game::talkChannel(Otc::SpeakType speakType, int channelId, const std::string& message) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendTalk(speakType, channelId, "", message); } void Game::talkPrivate(Otc::SpeakType speakType, const std::string& receiver, const std::string& message) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendTalk(speakType, 0, receiver, message); } void Game::openPrivateChannel(const std::string& receiver) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendOpenPrivateChannel(receiver); } void Game::requestChannels() { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendGetChannels(); } void Game::joinChannel(int channelId) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendJoinChannel(channelId); } void Game::leaveChannel(int channelId) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendLeaveChannel(channelId); } void Game::closeNpcChannel() { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendCloseNpcChannel(); } void Game::partyInvite(int creatureId) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendInviteToParty(creatureId); } void Game::partyJoin(int creatureId) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendJoinParty(creatureId); } void Game::partyRevokeInvitation(int creatureId) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendRevokeInvitation(creatureId); } void Game::partyPassLeadership(int creatureId) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendPassLeadership(creatureId); } void Game::partyLeave() { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendLeaveParty(); } void Game::partyShareExperience(bool active) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendShareExperience(active, 0); } void Game::requestOutfit() { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendGetOutfit(); } void Game::setOutfit(const Outfit& outfit) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendSetOutfit(outfit); } void Game::addVip(const std::string& name) { if(!isOnline() || name.empty() || !checkBotProtection()) return; m_protocolGame->sendAddVip(name); } void Game::removeVip(int playerId) { if(!isOnline() || !checkBotProtection()) return; m_protocolGame->sendRemoveVip(playerId); } bool Game::checkBotProtection() { #ifdef BOT_PROTECTION if(g_lua.isInCppCallback() && !g_ui.isOnInputEvent()) { logError("caught a lua call to a bot protected game function, the call was canceled"); return false; } #endif return true; }