195 lines
5.0 KiB
C++
195 lines
5.0 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 <otclient/net/protocolgame.h>
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#include <framework/core/eventdispatcher.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_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 || !m_online)
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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::processLogin(const LocalPlayerPtr& localPlayer)
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{
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m_localPlayer = localPlayer;
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m_online = true;
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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(m_online) {
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g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
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m_localPlayer.reset();
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m_online = false;
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}
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if(m_protocolGame) {
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m_protocolGame->disconnect();
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m_protocolGame.reset();
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}
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}
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void Game::processTextMessage(int 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::processInventoryChange(int slot, const ItemPtr& item)
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{
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g_lua.callGlobalField("Game","onInventoryChange", slot, item);
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}
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void Game::walk(Otc::Direction direction)
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{
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if(!m_online || !m_localPlayer->canWalk(direction))
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return;
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m_localPlayer->clientWalk(direction);
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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(!m_online)
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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 Position& position)
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{
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const TilePtr& tile = g_map.getTile(position);
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if(tile) {
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int stackpos = tile->getLookStackpos();
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ThingPtr thing = tile->getThing(stackpos);
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if(thing)
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m_protocolGame->sendLookAt(position, thing->getId(), stackpos);
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}
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}
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void Game::talkChannel(int channelType, int channelId, const std::string& message)
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{
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if(!m_online)
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return;
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m_protocolGame->sendTalk(channelType, channelId, "", message);
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}
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void Game::talkPrivate(int channelType, const std::string& receiver, const std::string& message)
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{
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if(!m_online)
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return;
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m_protocolGame->sendTalk(channelType, 0, receiver, message);
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}
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void Game::openOutfitWindow()
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{
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m_protocolGame->sendGetOutfit();
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}
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void Game::setOutfit(const Outfit& outfit)
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{
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m_protocolGame->sendSetOutfit(outfit);
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}
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