68 lines
2.2 KiB
C++
68 lines
2.2 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 <otclient/net/protocolgame.h>
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#include <otclient/core/game.h>
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#include <otclient/core/player.h>
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#include <otclient/core/item.h>
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#include <otclient/core/localplayer.h>
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void ProtocolGame::login(const std::string& accountName, const std::string& accountPassword, const std::string& host, uint16 port, const std::string& characterName)
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{
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if(accountName.empty() || accountPassword.empty()) {
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callLuaField("onError", "You must enter an account name and password.");
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return;
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}
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m_accountName = accountName;
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m_accountPassword = accountPassword;
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m_characterName = characterName;
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connect(host, port);
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}
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void ProtocolGame::onConnect()
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{
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// must create local player before parsing anything
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m_localPlayer = LocalPlayerPtr(new LocalPlayer);
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#if PROTOCOL>=854
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enableChecksum();
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#else
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sendLoginPacket(0, 0);
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#endif
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recv();
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}
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void ProtocolGame::onRecv(InputMessage& inputMessage)
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{
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parseMessage(inputMessage);
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recv();
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}
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void ProtocolGame::onError(const boost::system::error_code& error)
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{
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g_game.processConnectionError(error);
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}
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