/* * 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; Game::Game() { resetGameStates(); } void Game::resetGameStates() { m_dead = false; m_serverBeat = 50; m_fightMode = Otc::FightBalanced; m_chaseMode = Otc::DontChase; m_safeFight = true; m_followingCreature = nullptr; m_attackingCreature = nullptr; } void Game::processConnectionError(const boost::system::error_code& error) { // connection errors only have meaning if we still have a protocol if(m_protocolGame) { // eof = end of file, a clean disconnect if(error != asio::error::eof) g_lua.callGlobalField("g_game", "onConnectionError", error.message()); processDisconnect(); } } void Game::processDisconnect() { if(isOnline()) { // only process logout event if the player is known if(m_localPlayer->isKnown()) processLogout(); m_localPlayer = nullptr; processGameEnd(); } if(m_protocolGame) { m_protocolGame->disconnect(); m_protocolGame = nullptr; } } void Game::processLoginError(const std::string& error) { g_lua.callGlobalField("g_game", "onLoginError", error); } void Game::processLoginAdvice(const std::string& message) { g_lua.callGlobalField("g_game", "onLoginAdvice", message); } void Game::processLoginWait(const std::string& message, int time) { g_lua.callGlobalField("g_game", "onLoginWait", message, time); } void Game::processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat) { // reset the new game state resetGameStates(); m_localPlayer = localPlayer; m_serverBeat = serverBeat; // synchronize fight modes with the server m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight); // NOTE: the entire map description and local player informations is not known yet g_lua.callGlobalField("g_game", "onGameStart"); } void Game::processGameEnd() { g_lua.callGlobalField("g_game", "onGameEnd"); // reset game state resetGameStates(); // clean map creatures g_map.cleanDynamicThings(); } void Game::processLogin() { // the game could be offline if the login was canceled if(!isOnline()) return; // by now the local player must be known g_lua.callGlobalField("g_game", "onLogin", m_localPlayer); } void Game::processLogout() { g_lua.callGlobalField("g_game", "onLogout", m_localPlayer); } void Game::processDeath(int penality) { m_dead = true; m_localPlayer->stopWalk(); g_lua.callGlobalField("g_game","onDeath", penality); } void Game::processPing() { g_lua.callGlobalField("g_game", "onPing"); } void Game::processTextMessage(const std::string& type, const std::string& message) { g_lua.callGlobalField("g_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("g_game", "onCreatureSpeak", name, level, type, message, channelId, creaturePos); } void Game::processOpenContainer(int containerId, int itemId, const std::string& name, int capacity, bool hasParent, const std::vector< ItemPtr >& items) { g_lua.callGlobalField("g_game", "onOpenContainer", containerId, itemId, name, capacity, hasParent, items); } void Game::processCloseContainer(int containerId) { g_lua.callGlobalField("g_game", "onCloseContainer", containerId); } void Game::processContainerAddItem(int containerId, const ItemPtr& item) { item->setPosition(Position(65535, containerId + 0x40, 0)); g_lua.callGlobalField("g_game", "onContainerAddItem", containerId, item); } void Game::processContainerUpdateItem(int containerId, int slot, const ItemPtr& item) { g_lua.callGlobalField("g_game", "onContainerUpdateItem", containerId, slot, item); } void Game::processContainerRemoveItem(int containerId, int slot) { g_lua.callGlobalField("g_game", "onContainerRemoveItem", containerId, slot); } void Game::processInventoryChange(int slot, const ItemPtr& item) { if(item) item->setPosition(Position(65535, slot, 0)); g_lua.callGlobalField("g_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(); // locks the walk for a while when teleporting if(creature == m_localPlayer) m_localPlayer->lockWalk(); } void Game::processChannelList(const std::vector>& channelList) { g_lua.callGlobalField("g_game", "onChannelList", channelList); } void Game::processOpenChannel(int channelId, const std::string& name) { g_lua.callGlobalField("g_game", "onOpenChannel", channelId, name); } void Game::processOpenPrivateChannel(const std::string& name) { g_lua.callGlobalField("g_game", "onOpenPrivateChannel", name); } void Game::processOpenOwnPrivateChannel(int channelId, const std::string& name) { g_lua.callGlobalField("g_game", "onOpenOwnPrivateChannel", channelId, name); } void Game::processCloseChannel(int channelId) { g_lua.callGlobalField("g_game", "onCloseChannel", channelId); } void Game::processVipAdd(uint id, const std::string& name, bool online) { g_lua.callGlobalField("g_game", "onAddVip", id, name, online); } void Game::processVipStateChange(uint id, bool online) { g_lua.callGlobalField("g_game", "onVipStateChange", id, online); } void Game::processOpenOutfitWindow(const Outfit& currentOufit, const std::vector>& outfitList) { CreaturePtr virtualCreature = CreaturePtr(new Creature); virtualCreature->setDirection(Otc::South); virtualCreature->setOutfit(currentOufit); g_lua.callGlobalField("g_game", "onOpenOutfitWindow", virtualCreature, outfitList); } void Game::processOpenNpcTrade(const std::vector>& items) { g_lua.callGlobalField("g_game", "onOpenNpcTrade", items); } void Game::processPlayerGoods(int money, const std::vector>& goods) { g_lua.callGlobalField("g_game", "onPlayerGoods", goods); } void Game::processCloseNpcTrade() { g_lua.callGlobalField("g_game", "onCloseNpcTrade"); } void Game::processOpenTrade(const std::string& name, const std::vector& items) { g_lua.callGlobalField("g_game", "onOpenTrade", name, items); } void Game::processCloseTrade() { g_lua.callGlobalField("g_game", "onCloseTrade"); } void Game::processEditText(int id, int itemId, int maxLength, const std::string& text, const std::string& writter, const std::string& date) { g_lua.callGlobalField("g_game", "onEditText", id, itemId, maxLength, text, writter, date); } void Game::processEditList(int listId, int id, const std::string& text) { g_lua.callGlobalField("g_game", "onEditList", listId, id, text); } void Game::processQuestLog(const std::vector>& questList) { g_lua.callGlobalField("g_game", "onQuestLog", questList); } void Game::processQuestLine(int questId, const std::vector>& questMissions) { g_lua.callGlobalField("g_game", "onQuestLine", questId, questMissions); } void Game::processAttackCancel() { if(isAttacking()) setAttackingCreature(nullptr); } void Game::processWalkCancel(Otc::Direction direction) { m_localPlayer->cancelWalk(direction); } void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldHost, int worldPort, const std::string& characterName) { if(m_protocolGame || isOnline()) { logTraceError("unable to login into a world while already online or logging"); return; } m_protocolGame = ProtocolGamePtr(new ProtocolGame); m_protocolGame->login(account, password, worldHost, (uint16)worldPort, characterName); } void Game::cancelLogin() { // send logout even if the game has not started yet, to make sure that the player doesn't stay logged there if(m_protocolGame) m_protocolGame->sendLogout(); processDisconnect(); } void Game::forceLogout() { if(!isOnline()) return; m_protocolGame->sendLogout(); processDisconnect(); } void Game::safeLogout() { if(!isOnline()) return; m_protocolGame->sendLogout(); } void Game::walk(Otc::Direction direction) { if(!canPerformGameAction()) return; if(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::autoWalk(const std::vector& dirs) { if(!canPerformGameAction()) return; if(dirs.size() >= 255) return; if(isFollowing()) cancelFollow(); m_protocolGame->sendAutoWalk(dirs); } void Game::forceWalk(Otc::Direction direction) { if(!canPerformGameAction()) 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; default: break; } } void Game::turn(Otc::Direction direction) { if(!canPerformGameAction()) 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; default: break; } } void Game::stop() { if(!canPerformGameAction()) return; if(isFollowing()) cancelFollow(); m_protocolGame->sendStop(); } void Game::look(const ThingPtr& thing) { if(!canPerformGameAction() || !thing) return; m_protocolGame->sendLook(thing->getPosition(), thing->getId(), thing->getStackpos()); } void Game::move(const ThingPtr& thing, const Position& toPos, int count) { if(!canPerformGameAction() || !thing || thing->getPosition() == toPos || count <= 0) return; m_localPlayer->lockWalk(); m_protocolGame->sendMove(thing->getPosition(), thing->getId(), thing->getStackpos(), toPos, count); } void Game::rotate(const ThingPtr& thing) { if(!canPerformGameAction() || !thing) return; m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackpos()); } void Game::use(const ThingPtr& thing) { if(!canPerformGameAction() || !thing) 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(!canPerformGameAction() || !g_thingsType.isValidItemId(itemId)) 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(!canPerformGameAction() || !item || !toThing) 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->sendUseItemWith(pos, item->getId(), item->getStackpos(), toThing->getPosition(), toThing->getId(), toThing->getStackpos()); } void Game::useInventoryItemWith(int itemId, const ThingPtr& toThing) { if(!canPerformGameAction() || !toThing) 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->sendUseItemWith(pos, itemId, 0, toThing->getPosition(), toThing->getId(), toThing->getStackpos()); } void Game::open(const ItemPtr& item, int containerId) { if(!canPerformGameAction() || !item) return; m_protocolGame->sendUseItem(item->getPosition(), item->getId(), item->getStackpos(), containerId); } void Game::upContainer(int containerId) { if(!canPerformGameAction()) return; m_protocolGame->sendUpContainer(containerId); } void Game::refreshContainer() { if(!canPerformGameAction()) return; m_protocolGame->sendRefreshContainer(); } void Game::attack(const CreaturePtr& creature) { if(!canPerformGameAction() || creature == m_localPlayer || creature == m_attackingCreature) return; m_localPlayer->lockWalk(); if(creature && isFollowing()) cancelFollow(); setAttackingCreature(creature); m_protocolGame->sendAttack(creature ? creature->getId() : 0); } void Game::follow(const CreaturePtr& creature) { if(!canPerformGameAction() || creature == m_localPlayer || creature == m_followingCreature) return; m_localPlayer->lockWalk(); if(creature && isAttacking()) cancelAttack(); setFollowingCreature(creature); m_protocolGame->sendFollow(creature ? creature->getId() : 0); } void Game::cancelAttackAndFollow() { if(!canPerformGameAction()) return; m_localPlayer->lockWalk(); setAttackingCreature(nullptr); setFollowingCreature(nullptr); m_protocolGame->sendCancelAttackAndFollow(); } void Game::talk(const std::string& message) { if(!canPerformGameAction() || message.empty()) return; talkChannel(Otc::SpeakSay, 0, message); } void Game::talkChannel(Otc::SpeakType speakType, int channelId, const std::string& message) { if(!canPerformGameAction() || message.empty()) return; m_protocolGame->sendTalk(speakType, channelId, "", message); } void Game::talkPrivate(Otc::SpeakType speakType, const std::string& receiver, const std::string& message) { if(!canPerformGameAction() || receiver.empty() || message.empty()) return; m_protocolGame->sendTalk(speakType, 0, receiver, message); } void Game::openPrivateChannel(const std::string& receiver) { if(!canPerformGameAction() || receiver.empty()) return; m_protocolGame->sendOpenPrivateChannel(receiver); } void Game::requestChannels() { if(!canPerformGameAction()) return; m_protocolGame->sendRequestChannels(); } void Game::joinChannel(int channelId) { if(!canPerformGameAction()) return; m_protocolGame->sendJoinChannel(channelId); } void Game::leaveChannel(int channelId) { if(!canPerformGameAction()) return; m_protocolGame->sendLeaveChannel(channelId); } void Game::closeNpcChannel() { if(!canPerformGameAction()) return; m_protocolGame->sendCloseNpcChannel(); } void Game::openOwnChannel() { if(!canPerformGameAction()) return; m_protocolGame->sendOpenOwnChannel(); } void Game::inviteToOwnChannel(const std::string& name) { if(!canPerformGameAction() || name.empty()) return; m_protocolGame->sendInviteToOwnChannel(name); } void Game::excludeFromOwnChannel(const std::string& name) { if(!canPerformGameAction() || name.empty()) return; m_protocolGame->sendExcludeFromOwnChannel(name); } void Game::partyInvite(int creatureId) { if(!canPerformGameAction()) return; m_protocolGame->sendInviteToParty(creatureId); } void Game::partyJoin(int creatureId) { if(!canPerformGameAction()) return; m_protocolGame->sendJoinParty(creatureId); } void Game::partyRevokeInvitation(int creatureId) { if(!canPerformGameAction()) return; m_protocolGame->sendRevokeInvitation(creatureId); } void Game::partyPassLeadership(int creatureId) { if(!canPerformGameAction()) return; m_protocolGame->sendPassLeadership(creatureId); } void Game::partyLeave() { if(!canPerformGameAction()) return; m_protocolGame->sendLeaveParty(); } void Game::partyShareExperience(bool active) { if(!canPerformGameAction()) return; m_protocolGame->sendShareExperience(active, 0); } void Game::requestOutfit() { if(!canPerformGameAction()) return; m_protocolGame->sendRequestOutfit(); } void Game::changeOutfit(const Outfit& outfit) { if(!canPerformGameAction()) return; m_protocolGame->sendChangeOutfit(outfit); } void Game::addVip(const std::string& name) { if(!canPerformGameAction() || name.empty()) return; m_protocolGame->sendAddVip(name); } void Game::removeVip(int playerId) { if(!canPerformGameAction()) return; m_protocolGame->sendRemoveVip(playerId); } void Game::setChaseMode(Otc::ChaseModes chaseMode) { if(!canPerformGameAction()) return; m_chaseMode = chaseMode; m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight); } void Game::setFightMode(Otc::FightModes fightMode) { if(!canPerformGameAction()) return; m_fightMode = fightMode; m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight); } void Game::setSafeFight(bool on) { if(!canPerformGameAction()) return; m_safeFight = on; m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight); } void Game::inspectNpcTrade(const ItemPtr& item) { if(!canPerformGameAction() || !item) return; m_protocolGame->sendInspectNpcTrade(item->getId(), item->getCount()); } void Game::buyItem(const ItemPtr& item, int amount, bool ignoreCapacity, bool buyWithBackpack) { if(!canPerformGameAction() || !item) return; m_protocolGame->sendBuyItem(item->getId(), item->getCount(), amount, ignoreCapacity, buyWithBackpack); } void Game::sellItem(const ItemPtr& item, int amount, bool ignoreEquipped) { if(!canPerformGameAction() || !item) return; m_protocolGame->sendSellItem(item->getId(), item->getCount(), amount, ignoreEquipped); } void Game::closeNpcTrade() { if(!canPerformGameAction()) return; m_protocolGame->sendCloseNpcTrade(); } void Game::requestTrade(const ItemPtr& item, const CreaturePtr& creature) { if(!canPerformGameAction()) return; m_protocolGame->sendRequestTrade(item->getPosition(), item->getId(), item->getStackpos(), creature->getId()); } void Game::inspectTrade(bool counterOffer, int index) { if(!canPerformGameAction()) return; m_protocolGame->sendInspectTrade(counterOffer, index); } void Game::acceptTrade() { if(!canPerformGameAction()) return; m_protocolGame->sendAcceptTrade(); } void Game::rejectTrade() { if(!canPerformGameAction()) return; m_protocolGame->sendRejectTrade(); } void Game::editText(uint id, const std::string& text) { if(!canPerformGameAction()) return; m_protocolGame->sendEditText(id, text); } void Game::editList(int listId, uint id, const std::string& text) { if(!canPerformGameAction()) return; m_protocolGame->sendEditList(listId, id, text); } void Game::requestQuestLog() { if(!canPerformGameAction()) return; m_protocolGame->sendRequestQuestLog(); } void Game::requestQuestLine(int questId) { if(!canPerformGameAction()) return; m_protocolGame->sendRequestQuestLine(questId); } bool Game::checkBotProtection() { #ifdef BOT_PROTECTION // accepts calls comming from a stacktrace containing only C++ functions, // if the stacktrace contains a lua function, then only accept if the engine is processing an input event 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; } bool Game::canPerformGameAction() { // we can only perform game actions if we meet these conditions: // - the local player exists // - the local player is known // - the local player is not dead // - we have a game protocol // - the game protocol is connected // - its not a bot action return m_localPlayer && m_localPlayer->isKnown() && !m_dead && m_protocolGame && m_protocolGame->isConnected() && checkBotProtection(); } void Game::setAttackingCreature(const CreaturePtr& creature) { if(m_attackingCreature) { m_attackingCreature->hideStaticSquare(); m_attackingCreature = nullptr; } if(creature) { creature->showStaticSquare(Color::red); m_attackingCreature = creature; } g_lua.callGlobalField("g_game", "onAttackingCreatureChange", creature); } void Game::setFollowingCreature(const CreaturePtr& creature) { if(m_followingCreature) { m_followingCreature->hideStaticSquare(); m_followingCreature = nullptr; } if(creature) { creature->showStaticSquare(Color::green); m_followingCreature = creature; } g_lua.callGlobalField("g_game", "onFollowingCreatureChange", creature); }