/* * Copyright (c) 2010-2011 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 Game g_game; void Game::init() { m_online = false; } void Game::terminate() { if(m_online) logout(); } void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldHost, int worldPort, const std::string& characterName) { m_protocolGame = ProtocolGamePtr(new ProtocolGame); m_protocolGame->login(account, password, worldHost, (uint16)worldPort, characterName); } void Game::cancelLogin() { if(m_protocolGame->isConnected()) { logout(); } else if(m_protocolGame->isConnecting()) { m_protocolGame->disconnect(); m_protocolGame.reset(); } } void Game::logout() { m_protocolGame->sendLogout(); } 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()); if(m_online) { processLogout(); } else { m_protocolGame->disconnect(); m_protocolGame.reset(); } } } void Game::processLogin(const LocalPlayerPtr& localPlayer) { m_localPlayer = localPlayer; m_online = true; g_lua.callGlobalField("Game", "onLogin", m_localPlayer); } void Game::processLogout() { g_lua.callGlobalField("Game", "onLogout", m_localPlayer); if(m_protocolGame) { m_protocolGame->disconnect(); m_protocolGame.reset(); } m_localPlayer.reset(); m_online = false; } void Game::walk(Otc::Direction direction) { if(!m_online) return; // TODO: check if we can walk. //m_localPlayer->setDirection(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; 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(!m_online) 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; } }