tibia-client/src/otclient/core/game.cpp

195 lines
5.0 KiB
C++

/*
* 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 "game.h"
#include "localplayer.h"
#include "map.h"
#include "tile.h"
#include <otclient/net/protocolgame.h>
#include <framework/core/eventdispatcher.h>
Game g_game;
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()
{
processLogout();
}
void Game::logout(bool force)
{
if(!m_protocolGame || !m_online)
return;
m_protocolGame->sendLogout();
if(force)
processLogout();
}
void Game::processLoginError(const std::string& error)
{
g_lua.callGlobalField("Game", "onLoginError", error);
}
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());
processLogout();
}
}
void Game::processLogin(const LocalPlayerPtr& localPlayer)
{
m_localPlayer = localPlayer;
m_online = true;
g_lua.callGlobalField("Game", "onLogin", m_localPlayer);
}
void Game::processLogout()
{
if(m_online) {
g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
m_localPlayer.reset();
m_online = false;
}
if(m_protocolGame) {
m_protocolGame->disconnect();
m_protocolGame.reset();
}
}
void Game::processTextMessage(int type, const std::string& message)
{
g_lua.callGlobalField("Game","onTextMessage", type, message);
}
void Game::processInventoryChange(int slot, const ItemPtr& item)
{
g_lua.callGlobalField("Game","onInventoryChange", slot, item);
}
void Game::walk(Otc::Direction direction)
{
if(!m_online || !m_localPlayer->canWalk(direction))
return;
m_localPlayer->clientWalk(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;
}
}
void Game::look(const Position& position)
{
const TilePtr& tile = g_map.getTile(position);
if(tile) {
int stackpos = tile->getLookStackpos();
ThingPtr thing = tile->getThing(stackpos);
if(thing)
m_protocolGame->sendLookAt(position, thing->getId(), stackpos);
}
}
void Game::talkChannel(int channelType, int channelId, const std::string& message)
{
if(!m_online)
return;
m_protocolGame->sendTalk(channelType, channelId, "", message);
}
void Game::talkPrivate(int channelType, const std::string& receiver, const std::string& message)
{
if(!m_online)
return;
m_protocolGame->sendTalk(channelType, 0, receiver, message);
}
void Game::openOutfitWindow()
{
m_protocolGame->sendGetOutfit();
}
void Game::setOutfit(const Outfit& outfit)
{
m_protocolGame->sendSetOutfit(outfit);
}