617 lines
17 KiB
C++
617 lines
17 KiB
C++
/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "game.h"
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#include "localplayer.h"
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#include "map.h"
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#include "tile.h"
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#include "creature.h"
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#include "statictext.h"
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#include <framework/core/eventdispatcher.h>
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#include <framework/ui/uimanager.h>
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#include <otclient/luascript/luavaluecasts.h>
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#include <otclient/net/protocolgame.h>
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Game g_game;
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void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldHost, int worldPort, const std::string& characterName)
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{
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m_dead = false;
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m_protocolGame = ProtocolGamePtr(new ProtocolGame);
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m_protocolGame->login(account, password, worldHost, (uint16)worldPort, characterName);
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}
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void Game::cancelLogin()
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{
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processLogout();
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}
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void Game::logout(bool force)
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{
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if(!m_protocolGame || !isOnline())
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return;
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m_protocolGame->sendLogout();
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if(force)
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processLogout();
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}
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void Game::processLoginError(const std::string& error)
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{
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g_lua.callGlobalField("Game", "onLoginError", error);
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}
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void Game::processConnectionError(const boost::system::error_code& error)
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{
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// connection errors only have meaning if we still have a protocol
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if(m_protocolGame) {
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if(error != asio::error::eof)
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g_lua.callGlobalField("Game", "onConnectionError", error.message());
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processLogout();
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}
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}
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void Game::processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat)
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{
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m_localPlayer = localPlayer;
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m_serverBeat = serverBeat;
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// synchronize fight modes with the server
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m_fightMode = Otc::FightBalanced;
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m_chaseMode = Otc::DontChase;
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m_safeFight = true;
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m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight);
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// NOTE: the entire map description and local player informations is not known yet
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g_lua.callGlobalField("Game", "onGameStart");
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}
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void Game::processLogin()
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{
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if(!isOnline())
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return;
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g_lua.callGlobalField("Game", "onLogin", m_localPlayer);
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}
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void Game::processLogout()
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{
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if(isOnline()) {
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g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
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m_localPlayer = nullptr;
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g_lua.callGlobalField("Game", "onGameEnd");
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}
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if(m_protocolGame) {
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m_protocolGame->disconnect();
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m_protocolGame = nullptr;
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}
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//g_map.save();
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}
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void Game::processDeath()
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{
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m_dead = true;
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m_localPlayer->stopWalk();
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g_lua.callGlobalField("Game","onDeath");
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}
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void Game::processPlayerStats(double health, double maxHealth,
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double freeCapacity, double experience,
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double level, double levelPercent,
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double mana, double maxMana,
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double magicLevel, double magicLevelPercent,
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double soul, double stamina)
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{
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if(m_localPlayer->getHealth() != health ||
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m_localPlayer->getMaxHealth() != maxHealth) {
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m_localPlayer->setStatistic(Otc::Health, health);
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m_localPlayer->setStatistic(Otc::MaxHealth, maxHealth);
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g_lua.callGlobalField("Game", "onHealthChange", health, maxHealth);
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// cannot walk while dying
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if(health == 0) {
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if(m_localPlayer->isPreWalking())
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m_localPlayer->stopWalk();
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m_localPlayer->lockWalk();
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}
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}
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if(m_localPlayer->getStatistic(Otc::FreeCapacity) != freeCapacity) {
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m_localPlayer->setStatistic(Otc::FreeCapacity, freeCapacity);
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g_lua.callGlobalField("Game", "onFreeCapacityChange", freeCapacity);
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}
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if(m_localPlayer->getStatistic(Otc::Experience) != experience) {
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m_localPlayer->setStatistic(Otc::Experience, experience);
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g_lua.callGlobalField("Game", "onExperienceChange", experience);
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}
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if(m_localPlayer->getStatistic(Otc::Level) != level ||
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m_localPlayer->getStatistic(Otc::LevelPercent) != levelPercent) {
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m_localPlayer->setStatistic(Otc::Level, level);
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m_localPlayer->setStatistic(Otc::LevelPercent, levelPercent);
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g_lua.callGlobalField("Game", "onLevelChange", level, levelPercent);
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}
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if(m_localPlayer->getStatistic(Otc::Mana) != mana ||
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m_localPlayer->getStatistic(Otc::MaxMana) != maxMana) {
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m_localPlayer->setStatistic(Otc::Mana, mana);
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m_localPlayer->setStatistic(Otc::MaxMana, maxMana);
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g_lua.callGlobalField("Game", "onManaChange", mana, maxMana);
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}
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if(m_localPlayer->getStatistic(Otc::MagicLevel) != magicLevel ||
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m_localPlayer->getStatistic(Otc::MagicLevelPercent) != magicLevelPercent) {
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m_localPlayer->setStatistic(Otc::MagicLevel, magicLevel);
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m_localPlayer->setStatistic(Otc::MagicLevelPercent, magicLevelPercent);
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g_lua.callGlobalField("Game", "onMagicLevelChange", magicLevel, magicLevelPercent);
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}
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if(m_localPlayer->getStatistic(Otc::Soul) != soul) {
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m_localPlayer->setStatistic(Otc::Soul, soul);
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g_lua.callGlobalField("Game", "onSoulChange", soul);
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}
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if(m_localPlayer->getStatistic(Otc::Stamina) != stamina) {
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m_localPlayer->setStatistic(Otc::Stamina, stamina);
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g_lua.callGlobalField("Game", "onStaminaChange", stamina);
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}
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}
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void Game::processTextMessage(const std::string& type, const std::string& message)
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{
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g_lua.callGlobalField("Game","onTextMessage", type, message);
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}
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void Game::processCreatureSpeak(const std::string& name, int level, Otc::SpeakType type, const std::string& message, int channelId, const Position& creaturePos)
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{
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if(creaturePos.isValid() && (type == Otc::SpeakSay || type == Otc::SpeakWhisper || type == Otc::SpeakYell || type == Otc::SpeakMonsterSay || type == Otc::SpeakMonsterYell)) {
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StaticTextPtr staticText = StaticTextPtr(new StaticText);
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staticText->addMessage(name, type, message);
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g_map.addThing(staticText, creaturePos);
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}
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g_lua.callGlobalField("Game", "onCreatureSpeak", name, level, type, message, channelId, creaturePos);
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}
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void Game::processContainerAddItem(int containerId, const ItemPtr& item)
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{
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if(item)
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item->setPosition(Position(65535, containerId + 0x40, 0));
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g_lua.callGlobalField("Game", "onContainerAddItem", containerId, item);
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}
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void Game::processInventoryChange(int slot, const ItemPtr& item)
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{
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if(item)
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item->setPosition(Position(65535, slot, 0));
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g_lua.callGlobalField("Game","onInventoryChange", slot, item);
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}
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void Game::processCreatureMove(const CreaturePtr& creature, const Position& oldPos, const Position& newPos)
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{
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// animate walk
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if(oldPos.isInRange(newPos, 1, 1))
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creature->walk(oldPos, newPos);
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}
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void Game::processCreatureTeleport(const CreaturePtr& creature)
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{
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// stop walking on creature teleports
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creature->stopWalk();
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if(creature == m_localPlayer)
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m_localPlayer->lockWalk();
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}
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void Game::processAttackCancel()
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{
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if(m_localPlayer->isAttacking())
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m_localPlayer->setAttackingCreature(nullptr);
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}
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void Game::processWalkCancel(Otc::Direction direction)
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{
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m_localPlayer->cancelWalk(direction);
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}
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void Game::walk(Otc::Direction direction)
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{
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if(!isOnline() || !m_localPlayer->isKnown() || isDead() || !checkBotProtection())
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return;
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if(m_localPlayer->isFollowing())
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cancelFollow();
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if(!m_localPlayer->canWalk(direction))
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return;
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// only do prewalks to walkable tiles
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TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction));
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if(toTile && toTile->isWalkable())
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m_localPlayer->preWalk(direction);
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else
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m_localPlayer->lockWalk();
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forceWalk(direction);
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}
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void Game::forceWalk(Otc::Direction direction)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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switch(direction) {
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case Otc::North:
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m_protocolGame->sendWalkNorth();
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break;
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case Otc::East:
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m_protocolGame->sendWalkEast();
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break;
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case Otc::South:
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m_protocolGame->sendWalkSouth();
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break;
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case Otc::West:
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m_protocolGame->sendWalkWest();
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break;
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case Otc::NorthEast:
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m_protocolGame->sendWalkNorthEast();
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break;
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case Otc::SouthEast:
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m_protocolGame->sendWalkSouthEast();
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break;
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case Otc::SouthWest:
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m_protocolGame->sendWalkSouthWest();
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break;
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case Otc::NorthWest:
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m_protocolGame->sendWalkNorthWest();
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break;
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}
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}
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void Game::turn(Otc::Direction direction)
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{
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if(!isOnline())
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return;
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switch(direction) {
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case Otc::North:
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m_protocolGame->sendTurnNorth();
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break;
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case Otc::East:
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m_protocolGame->sendTurnEast();
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break;
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case Otc::South:
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m_protocolGame->sendTurnSouth();
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break;
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case Otc::West:
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m_protocolGame->sendTurnWest();
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break;
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}
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}
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void Game::look(const ThingPtr& thing)
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{
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if(!isOnline() || !thing || !checkBotProtection())
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return;
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m_protocolGame->sendLookAt(thing->getPosition(), thing->getId(), thing->getStackpos());
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}
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void Game::open(const ItemPtr& item, int containerId)
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{
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if(!isOnline() || !item || !checkBotProtection())
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return;
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m_protocolGame->sendUseItem(item->getPosition(), item->getId(), item->getStackpos(), containerId);
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}
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void Game::use(const ThingPtr& thing)
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{
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if(!isOnline() || !thing || !checkBotProtection())
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return;
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Position pos = thing->getPosition();
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if(!pos.isValid()) // virtual item
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pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackpos(), 0);
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}
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void Game::useInventoryItem(int itemId)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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m_protocolGame->sendUseItem(pos, itemId, 0, 0);
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}
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void Game::useWith(const ItemPtr& item, const ThingPtr& toThing)
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{
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if(!isOnline() || !item || !toThing || !checkBotProtection())
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return;
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Position pos = item->getPosition();
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if(!pos.isValid()) // virtual item
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pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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m_localPlayer->lockWalk();
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if(CreaturePtr creature = toThing->asCreature())
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m_protocolGame->sendUseOnCreature(pos, item->getId(), item->getStackpos(), creature->getId());
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else
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m_protocolGame->sendUseItemEx(pos, item->getId(), item->getStackpos(), toThing->getPosition(), toThing->getId(), toThing->getStackpos());
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}
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void Game::useInventoryItemWith(int itemId, const ThingPtr& toThing)
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{
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if(!isOnline() || !toThing || !checkBotProtection())
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return;
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m_localPlayer->lockWalk();
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Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
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if(CreaturePtr creature = toThing->asCreature())
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m_protocolGame->sendUseOnCreature(pos, itemId, 0, creature->getId());
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else
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m_protocolGame->sendUseItemEx(pos, itemId, 0, toThing->getPosition(), toThing->getId(), toThing->getStackpos());
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}
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void Game::move(const ThingPtr& thing, const Position& toPos, int count)
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{
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if(!isOnline() || !thing || !checkBotProtection() || thing->getPosition() == toPos || count <= 0)
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return;
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m_localPlayer->lockWalk();
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m_protocolGame->sendThrow(thing->getPosition(), thing->getId(), thing->getStackpos(), toPos, count);
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}
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void Game::setChaseMode(Otc::ChaseModes chaseMode)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_chaseMode = chaseMode;
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m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight);
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}
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void Game::setFightMode(Otc::FightModes fightMode)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_fightMode = fightMode;
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m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight);
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}
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void Game::setSafeFight(bool on)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_safeFight = on;
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m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight);
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}
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void Game::attack(const CreaturePtr& creature)
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{
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if(!isOnline() || !creature || !checkBotProtection())
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return;
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m_localPlayer->lockWalk();
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if(m_localPlayer->isFollowing())
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cancelFollow();
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m_localPlayer->setAttackingCreature(creature);
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m_protocolGame->sendAttack(creature->getId());
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}
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void Game::cancelAttack()
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{
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m_localPlayer->lockWalk();
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m_localPlayer->setAttackingCreature(nullptr);
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m_protocolGame->sendAttack(0);
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}
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void Game::follow(const CreaturePtr& creature)
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{
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if(!isOnline() || !creature || !checkBotProtection())
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return;
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if(m_localPlayer->isAttacking())
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cancelAttack();
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m_localPlayer->setFollowingCreature(creature);
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m_protocolGame->sendFollow(creature->getId());
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}
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void Game::cancelFollow()
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_localPlayer->setFollowingCreature(nullptr);
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m_protocolGame->sendFollow(0);
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}
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void Game::rotate(const ThingPtr& thing)
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{
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if(!isOnline() || !thing || !checkBotProtection())
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return;
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m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackpos());
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}
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void Game::talk(const std::string& message)
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{
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talkChannel(Otc::SpeakSay, 0, message);
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}
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void Game::talkChannel(Otc::SpeakType speakType, int channelId, const std::string& message)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendTalk(speakType, channelId, "", message);
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}
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void Game::talkPrivate(Otc::SpeakType speakType, const std::string& receiver, const std::string& message)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendTalk(speakType, 0, receiver, message);
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}
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void Game::openPrivateChannel(const std::string& receiver)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendOpenPrivateChannel(receiver);
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}
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void Game::requestChannels()
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendGetChannels();
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}
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void Game::joinChannel(int channelId)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendJoinChannel(channelId);
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}
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void Game::leaveChannel(int channelId)
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendLeaveChannel(channelId);
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}
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void Game::closeNpcChannel()
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{
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if(!isOnline() || !checkBotProtection())
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return;
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m_protocolGame->sendCloseNpcChannel();
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}
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|
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;
|
|
}
|