/* * 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. */ #ifndef GAME_H #define GAME_H #include "declarations.h" #include #include #include class Game { public: // login/logout related void loginWorld(const std::string& account, const std::string& password, const std::string& worldHost, int worldPort, const std::string& characterName); void cancelLogin(); void logout(bool force); void processLoginError(const std::string& error); void processConnectionError(const boost::system::error_code& error); void processLogin(const LocalPlayerPtr& localPlayer); void processLogout(); void processTextMessage(int type, const std::string& message); void processInventoryChange(int slot, const ItemPtr& item); void walk(Otc::Direction direction); void turn(Otc::Direction direction); void lookAtMap(const Position& position); void lookAtInventory(int thingId, int slot); void talkChannel(int channelType, int channelId, const std::string& message); void talkPrivate(int channelType, const std::string& receiver, const std::string& message); void openOutfitWindow(); void setOutfit(const Outfit& outfit); bool isOnline() { return m_online; } void setServerBeat(int serverBeat) { m_serverBeat = serverBeat; } int getServerBeat() { return m_serverBeat; } LocalPlayerPtr getLocalPlayer() { return m_localPlayer; } ProtocolGamePtr getProtocolGame() { return m_protocolGame; } private: LocalPlayerPtr m_localPlayer; ProtocolGamePtr m_protocolGame; bool m_online; int m_serverBeat; }; extern Game g_game; #endif