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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/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 "protocolgame.h"
#include <framework/net/rsa.h>
void ProtocolGame::sendLoginPacket(uint timestamp, uint8 unknown)
{
OutputMessage msg;
msg.addU8(Proto::ClientEnterGame);
#ifdef WIN32
msg.addU16(Proto::OsWindows);
#else
msg.addU16(Proto::OsLinux);
#endif
msg.addU16(Proto::ClientVersion);
msg.addU8(0); // first RSA byte must be 0
// xtea key
generateXteaKey();
msg.addU32(m_xteaKey[0]);
msg.addU32(m_xteaKey[1]);
msg.addU32(m_xteaKey[2]);
msg.addU32(m_xteaKey[3]);
msg.addU8(0); // is gm set?
msg.addString(m_accountName);
msg.addString(m_characterName);
msg.addString(m_accountPassword);
msg.addU32(timestamp);
msg.addU8(unknown);
// complete the 128 bytes for rsa encryption with zeros
msg.addPaddingBytes(128 - (29 + m_accountName.length() + m_characterName.length() + m_accountPassword.length()));
// encrypt with RSA
Rsa::encrypt((char*)msg.getBuffer() + 6 + msg.getMessageSize() - 128, 128, Proto::RSA);
send(msg);
enableXteaEncryption();
}
void ProtocolGame::sendLogout()
{
OutputMessage msg;
msg.addU8(Proto::ClientLeaveGame);
send(msg);
}
void ProtocolGame::sendPingResponse()
{
OutputMessage msg;
msg.addU8(Proto::ClientPingResponse);
send(msg);
}
void ProtocolGame::sendWalkPath(const std::vector<Otc::Direction>& path)
{
OutputMessage msg;
msg.addU8(path.size());
for(Otc::Direction dir : path)
msg.addU8(dir);
send(msg);
}
void ProtocolGame::sendWalkNorth()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkNorth);
send(msg);
}
void ProtocolGame::sendWalkEast()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkEast);
send(msg);
}
void ProtocolGame::sendWalkSouth()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkSouth);
send(msg);
}
void ProtocolGame::sendWalkWest()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkWest);
send(msg);
}
void ProtocolGame::sendStop()
{
OutputMessage msg;
msg.addU8(Proto::ClientStop);
send(msg);
}
void ProtocolGame::sendWalkNorthEast()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkNorthEast);
send(msg);
}
void ProtocolGame::sendWalkSouthEast()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkSouthEast);
send(msg);
}
void ProtocolGame::sendWalkSouthWest()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkSouthWest);
send(msg);
}
void ProtocolGame::sendWalkNorthWest()
{
OutputMessage msg;
msg.addU8(Proto::ClientWalkNorthWest);
send(msg);
}
void ProtocolGame::sendTurnNorth()
{
OutputMessage msg;
msg.addU8(Proto::ClientTurnNorth);
send(msg);
}
void ProtocolGame::sendTurnEast()
{
OutputMessage msg;
msg.addU8(Proto::ClientTurnEast);
send(msg);
}
void ProtocolGame::sendTurnSouth()
{
OutputMessage msg;
msg.addU8(Proto::ClientTurnSouth);
send(msg);
}
void ProtocolGame::sendTurnWest()
{
OutputMessage msg;
msg.addU8(Proto::ClientTurnWest);
send(msg);
}
void ProtocolGame::sendMove(const Position& fromPos, int thingId, int stackpos, const Position& toPos, int count)
{
OutputMessage msg;
msg.addU8(Proto::ClientMove);
addPosition(msg, fromPos);
msg.addU16(thingId);
msg.addU8(stackpos);
addPosition(msg, toPos);
msg.addU8(count);
send(msg);
}
void ProtocolGame::sendInspectNpcTrade(int thingId, int count)
{
OutputMessage msg;
msg.addU8(Proto::ClientInspectNpcTrade);
msg.addU16(thingId);
msg.addU8(count);
send(msg);
}
void ProtocolGame::sendBuyItem(int thingId, int count, int amount, bool ignoreCapacity, bool buyWithBackpack)
{
OutputMessage msg;
msg.addU8(Proto::ClientBuyItem);
msg.addU16(thingId);
msg.addU8(count);
msg.addU8(amount);
msg.addU8(ignoreCapacity ? 0x01 : 0x00);
msg.addU8(buyWithBackpack ? 0x01 : 0x00);
send(msg);
}
void ProtocolGame::sendSellItem(int thingId, int count, int amount, bool ignoreEquipped)
{
OutputMessage msg;
msg.addU8(Proto::ClientSellItem);
msg.addU16(thingId);
msg.addU8(count);
msg.addU8(amount);
msg.addU8(ignoreEquipped ? 0x01 : 0x00);
send(msg);
}
void ProtocolGame::sendCloseNpcTrade()
{
OutputMessage msg;
msg.addU8(Proto::ClientCloseNpcTrade);
send(msg);
}
void ProtocolGame::sendRequestTrade(const Position& pos, int thingId, int stackpos, uint playerId)
{
OutputMessage msg;
msg.addU8(Proto::ClientRequestTrade);
addPosition(msg, pos);
msg.addU16(thingId);
msg.addU8(stackpos);
msg.addU32(playerId);
send(msg);
}
void ProtocolGame::sendInspectTrade(bool counterOffer, int index)
{
OutputMessage msg;
msg.addU8(Proto::ClientInspectTrade);
msg.addU8(counterOffer ? 0x01 : 0x00);
msg.addU8(index);
send(msg);
}
void ProtocolGame::sendAcceptTrade()
{
OutputMessage msg;
msg.addU8(Proto::ClientAcceptTrade);
send(msg);
}
void ProtocolGame::sendRejectTrade()
{
OutputMessage msg;
msg.addU8(Proto::ClientRejectTrade);
send(msg);
}
void ProtocolGame::sendUseItem(const Position& position, int itemId, int stackpos, int index)
{
OutputMessage msg;
msg.addU8(Proto::ClientUseItem);
addPosition(msg, position);
msg.addU16(itemId);
msg.addU8(stackpos);
msg.addU8(index);
send(msg);
}
void ProtocolGame::sendUseItemWith(const Position& fromPos, int itemId, int fromStackpos, const Position& toPos, int toThingId, int toStackpos)
{
OutputMessage msg;
msg.addU8(Proto::ClientUseItemWith);
addPosition(msg, fromPos);
msg.addU16(itemId);
msg.addU8(fromStackpos);
addPosition(msg, toPos);
msg.addU16(toThingId);
msg.addU8(toStackpos);
send(msg);
}
void ProtocolGame::sendUseOnCreature(const Position& pos, int thingId, int stackpos, uint creatureId)
{
OutputMessage msg;
msg.addU8(Proto::ClientUseOnCreature);
addPosition(msg, pos);
msg.addU16(thingId);
msg.addU8(stackpos);
msg.addU32(creatureId);
send(msg);
}
void ProtocolGame::sendRotateItem(const Position& pos, int thingId, int stackpos)
{
OutputMessage msg;
msg.addU8(Proto::ClientRotateItem);
addPosition(msg, pos);
msg.addU16(thingId);
msg.addU8(stackpos);
send(msg);
}
void ProtocolGame::sendCloseContainer(int containerId)
{
OutputMessage msg;
msg.addU8(Proto::ClientCloseContainer);
msg.addU8(containerId);
send(msg);
}
void ProtocolGame::sendUpContainer(int containerId)
{
OutputMessage msg;
msg.addU8(Proto::ClientUpContainer);
msg.addU8(containerId);
send(msg);
}
void ProtocolGame::sendEditText(uint textId, const std::string& text)
{
OutputMessage msg;
msg.addU8(Proto::ClientEditText);
msg.addU32(textId);
msg.addString(text);
send(msg);
}
void ProtocolGame::sendEditList(int listId, uint id, const std::string& text)
{
OutputMessage msg;
msg.addU8(Proto::ClientEditList);
msg.addU8(listId);
msg.addU32(id);
msg.addString(text);
send(msg);
}
void ProtocolGame::sendLook(const Position& position, int thingId, int stackpos)
{
OutputMessage msg;
msg.addU8(Proto::ClientLook);
addPosition(msg, position);
msg.addU16(thingId);
msg.addU8(stackpos);
send(msg);
}
void ProtocolGame::sendTalk(Otc::SpeakType speakType, int channelId, const std::string& receiver, const std::string& message)
{
if(message.length() > 255 || message.length() <= 0)
return;
int serverSpeakType = Proto::translateSpeakTypeToServer(speakType);
OutputMessage msg;
msg.addU8(Proto::ClientTalk);
msg.addU8(serverSpeakType);
switch(serverSpeakType) {
case Proto::ServerSpeakPrivate:
case Proto::ServerSpeakPrivateRed:
msg.addString(receiver);
break;
case Proto::ServerSpeakChannelYellow:
case Proto::ServerSpeakChannelRed:
msg.addU16(channelId);
break;
}
msg.addString(message);
send(msg);
}
void ProtocolGame::sendRequestChannels()
{
OutputMessage msg;
msg.addU8(Proto::ClientRequestChannels);
send(msg);
}
void ProtocolGame::sendJoinChannel(int channelId)
{
OutputMessage msg;
msg.addU8(Proto::ClientJoinChannel);
msg.addU16(channelId);
send(msg);
}
void ProtocolGame::sendLeaveChannel(int channelId)
{
OutputMessage msg;
msg.addU8(Proto::ClientLeaveChannel);
msg.addU16(channelId);
send(msg);
}
void ProtocolGame::sendOpenPrivateChannel(const std::string& receiver)
{
OutputMessage msg;
msg.addU8(Proto::ClientOpenPrivateChannel);
msg.addString(receiver);
send(msg);
}
void ProtocolGame::sendCloseNpcChannel()
{
OutputMessage msg;
msg.addU8(Proto::ClientCloseNpcChannel);
send(msg);
}
void ProtocolGame::sendChangeFightModes(Otc::FightModes fightMode, Otc::ChaseModes chaseMode, bool safeFight)
{
OutputMessage msg;
msg.addU8(Proto::ClientChangeFightModes);
msg.addU8(fightMode);
msg.addU8(chaseMode);
msg.addU8(safeFight ? 0x01: 0x00);
send(msg);
}
void ProtocolGame::sendAttack(uint creatureId)
{
OutputMessage msg;
msg.addU8(Proto::ClientAttack);
msg.addU32(creatureId);
msg.addU32(0);
msg.addU32(0);
send(msg);
}
void ProtocolGame::sendFollow(uint creatureId)
{
OutputMessage msg;
msg.addU8(Proto::ClientFollow);
msg.addU32(creatureId);
send(msg);
}
void ProtocolGame::sendInviteToParty(uint creatureId)
{
OutputMessage msg;
msg.addU8(Proto::ClientInviteToParty);
msg.addU32(creatureId);
send(msg);
}
void ProtocolGame::sendJoinParty(uint creatureId)
{
OutputMessage msg;
msg.addU8(Proto::ClientJoinParty);
msg.addU32(creatureId);
send(msg);
}
void ProtocolGame::sendRevokeInvitation(uint creatureId)
{
OutputMessage msg;
msg.addU8(Proto::ClientRevokeInvitation);
msg.addU32(creatureId);
send(msg);
}
void ProtocolGame::sendPassLeadership(uint creatureId)
{
OutputMessage msg;
msg.addU8(Proto::ClientPassLeadership);
msg.addU32(creatureId);
send(msg);
}
void ProtocolGame::sendLeaveParty()
{
OutputMessage msg;
msg.addU8(Proto::ClientLeaveParty);
send(msg);
}
void ProtocolGame::sendShareExperience(bool active, int unknown)
{
OutputMessage msg;
msg.addU8(Proto::ClientShareExperience);
msg.addU8(active ? 0x01 : 0x00);
msg.addU8(unknown);
send(msg);
}
void ProtocolGame::sendOpenOwnChannel()
{
OutputMessage msg;
msg.addU8(Proto::ClientOpenOwnChannel);
send(msg);
}
void ProtocolGame::sendInviteToOwnChannel(const std::string& name)
{
OutputMessage msg;
msg.addU8(Proto::ClientInviteToOwnChannel);
msg.addString(name);
send(msg);
}
void ProtocolGame::sendExcludeFromOwnChannel(const std::string& name)
{
OutputMessage msg;
msg.addU8(Proto::ClientExcludeFromOwnChannel);
msg.addString(name);
send(msg);
}
void ProtocolGame::sendCancelAttackAndFollow()
{
OutputMessage msg;
msg.addU8(Proto::ClientCancelAttackAndFollow);
send(msg);
}
void ProtocolGame::sendRefreshContainer()
{
OutputMessage msg;
msg.addU8(Proto::ClientRefreshContainer);
send(msg);
}
void ProtocolGame::sendRequestOutfit()
{
OutputMessage msg;
msg.addU8(Proto::ClientRequestOutfit);
send(msg);
}
void ProtocolGame::sendChangeOutfit(const Outfit& outfit)
{
OutputMessage msg;
msg.addU8(Proto::ClientChangeOutfit);
msg.addU16(outfit.getId());
msg.addU8(outfit.getHead());
msg.addU8(outfit.getBody());
msg.addU8(outfit.getLegs());
msg.addU8(outfit.getFeet());
msg.addU8(outfit.getAddons());
send(msg);
}
void ProtocolGame::sendAddVip(const std::string& name)
{
OutputMessage msg;
msg.addU8(Proto::ClientAddVip);
msg.addString(name);
send(msg);
}
void ProtocolGame::sendRemoveVip(uint playerId)
{
OutputMessage msg;
msg.addU8(Proto::ClientRemoveVip);
msg.addU32(playerId);
send(msg);
}
void ProtocolGame::sendRequestQuestLog()
{
OutputMessage msg;
msg.addU8(Proto::ClientRequestQuestLog);
send(msg);
}
void ProtocolGame::sendRequestQuestLine(int questLine)
{
OutputMessage msg;
msg.addU8(Proto::ClientRequestQuestLine);
msg.addU16(questLine);
send(msg);
}
void ProtocolGame::addPosition(OutputMessage& msg, const Position& position)
{
msg.addU16(position.x);
msg.addU16(position.y);
msg.addU8(position.z);
}