otclient-redemption/src/client/game.cpp
2024-08-13 00:16:48 -03:00

1749 lines
47 KiB
C++

/*
* Copyright (c) 2010-2022 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 <framework/core/application.h>
#include <framework/core/eventdispatcher.h>
#include "container.h"
#include "creature.h"
#include "localplayer.h"
#include "luavaluecasts_client.h"
#include "map.h"
#include "protocolcodes.h"
#include "protocolgame.h"
#include "tile.h"
#include "framework/core/graphicalapplication.h"
Game g_game;
void Game::init()
{
resetGameStates();
}
void Game::terminate()
{
resetGameStates();
m_protocolGame = nullptr;
}
void Game::resetGameStates()
{
m_online = false;
m_denyBotCall = false;
m_dead = false;
m_serverBeat = 50;
m_seq = 0;
m_ping = -1;
m_canReportBugs = false;
m_fightMode = Otc::FightBalanced;
m_chaseMode = Otc::DontChase;
m_pvpMode = Otc::WhiteDove;
m_safeFight = true;
m_followingCreature = nullptr;
m_attackingCreature = nullptr;
m_localPlayer = nullptr;
m_pingSent = 0;
m_pingReceived = 0;
m_unjustifiedPoints = UnjustifiedPoints();
m_nextScheduledDir = Otc::InvalidDirection;
for (const auto& it : m_containers) {
const auto& container = it.second;
if (container)
container->onClose();
}
if (m_pingEvent) {
m_pingEvent->cancel();
m_pingEvent = nullptr;
}
if (m_walkEvent) {
m_walkEvent->cancel();
m_walkEvent = nullptr;
}
if (m_checkConnectionEvent) {
m_checkConnectionEvent->cancel();
m_checkConnectionEvent = nullptr;
}
m_containers.clear();
m_vips.clear();
m_gmActions.clear();
g_map.resetAwareRange();
}
void Game::processConnectionError(const std::error_code& ec)
{
// connection errors only have meaning if we still have a protocol
if (m_protocolGame) {
// eof = end of file, a clean disconnect
if (ec != asio::error::eof)
g_lua.callGlobalField("g_game", "onConnectionError", ec.message(), ec.value());
processDisconnect();
}
}
void Game::processDisconnect()
{
if (isOnline())
processGameEnd();
if (m_protocolGame) {
m_protocolGame->disconnect();
m_protocolGame = nullptr;
}
}
void Game::processUpdateNeeded(const std::string_view signature)
{
g_lua.callGlobalField("g_game", "onUpdateNeeded", signature);
}
void Game::processLoginError(const std::string_view error)
{
g_lua.callGlobalField("g_game", "onLoginError", error);
}
void Game::processLoginAdvice(const std::string_view message)
{
g_lua.callGlobalField("g_game", "onLoginAdvice", message);
}
void Game::processLoginWait(const std::string_view message, int time)
{
g_lua.callGlobalField("g_game", "onLoginWait", message, time);
}
void Game::processSessionEnd(int reason)
{
g_lua.callGlobalField("g_game", "onSessionEnd", reason);
}
void Game::processLogin()
{
g_lua.callGlobalField("g_game", "onLogin");
}
void Game::processPendingGame()
{
m_localPlayer->setPendingGame(true);
g_lua.callGlobalField("g_game", "onPendingGame");
m_protocolGame->sendEnterGame();
}
void Game::processEnterGame()
{
g_dispatcher.addEvent([localPlayer = m_localPlayer] {
localPlayer->setPendingGame(false);
});
g_lua.callGlobalField("g_game", "onEnterGame");
}
void Game::processGameStart()
{
m_online = true;
g_app.resetTargetFps();
// synchronize fight modes with the server
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight, m_pvpMode);
// NOTE: the entire map description and local player information is not known yet (bot call is allowed here)
enableBotCall();
g_lua.callGlobalField("g_game", "onGameStart");
disableBotCall();
if (g_game.getFeature(Otc::GameClientPing) || g_game.getFeature(Otc::GameExtendedClientPing)) {
m_pingEvent = g_dispatcher.scheduleEvent([] { g_game.ping(); }, m_pingDelay);
}
m_checkConnectionEvent = g_dispatcher.cycleEvent([this] {
if (!g_game.isConnectionOk() && !m_connectionFailWarned) {
g_lua.callGlobalField("g_game", "onConnectionFailing", true);
m_connectionFailWarned = true;
} else if (g_game.isConnectionOk() && m_connectionFailWarned) {
g_lua.callGlobalField("g_game", "onConnectionFailing", false);
m_connectionFailWarned = false;
}
}, 1000);
}
void Game::processGameEnd()
{
// FPS fixed at 60 for when UI is rendering alone.
g_app.setTargetFps(60u);
m_online = false;
g_lua.callGlobalField("g_game", "onGameEnd");
if (m_connectionFailWarned) {
g_lua.callGlobalField("g_game", "onConnectionFailing", false);
m_connectionFailWarned = false;
}
// reset game state
resetGameStates();
m_worldName = "";
m_characterName = "";
// clean map creatures
g_map.cleanDynamicThings();
}
void Game::processDeath(int deathType, int penality)
{
m_dead = true;
m_localPlayer->stopWalk();
g_lua.callGlobalField("g_game", "onDeath", deathType, penality);
}
void Game::processGMActions(const std::vector<uint8_t >& actions)
{
m_gmActions = actions;
g_lua.callGlobalField("g_game", "onGMActions", actions);
}
void Game::processPlayerHelpers(int helpers)
{
g_lua.callGlobalField("g_game", "onPlayerHelpersUpdate", helpers);
}
void Game::processPlayerModes(Otc::FightModes fightMode, Otc::ChaseModes chaseMode, bool safeMode, Otc::PVPModes pvpMode)
{
m_fightMode = fightMode;
m_chaseMode = chaseMode;
m_safeFight = safeMode;
m_pvpMode = pvpMode;
g_lua.callGlobalField("g_game", "onFightModeChange", fightMode);
g_lua.callGlobalField("g_game", "onChaseModeChange", chaseMode);
g_lua.callGlobalField("g_game", "onSafeFightChange", safeMode);
g_lua.callGlobalField("g_game", "onPVPModeChange", pvpMode);
}
void Game::processPing()
{
g_lua.callGlobalField("g_game", "onPing");
enableBotCall();
m_protocolGame->sendPingBack();
disableBotCall();
}
void Game::processPingBack()
{
++m_pingReceived;
if (m_pingReceived == m_pingSent) {
const ticks_t oldPing = m_ping;
m_ping = m_pingTimer.elapsed_millis();
if (oldPing != m_ping)
g_lua.callGlobalField("g_game", "onPingBack", m_ping);
} else
g_logger.error("got an invalid ping from server");
m_pingEvent = g_dispatcher.scheduleEvent([] { g_game.ping(); }, m_pingDelay);
}
void Game::processTextMessage(Otc::MessageMode mode, const std::string_view text)
{
g_lua.callGlobalField("g_game", "onTextMessage", mode, text);
}
void Game::processTalk(const std::string_view name, int level, Otc::MessageMode mode, const std::string_view text, int channelId, const Position& pos)
{
g_lua.callGlobalField("g_game", "onTalk", name, level, mode, text, channelId, pos);
}
void Game::processOpenContainer(int containerId, const ItemPtr& containerItem, const std::string_view name, int capacity, bool hasParent, const std::vector<ItemPtr>& items, bool isUnlocked, bool hasPages, int containerSize, int firstIndex)
{
const auto& container(ContainerPtr(new Container(containerId, capacity, name, containerItem, hasParent, isUnlocked, hasPages, containerSize, firstIndex)));
const auto previousContainer = getContainer(containerId);
m_containers[containerId] = container;
container->onAddItems(items);
// we might want to close a container here
enableBotCall();
container->onOpen(previousContainer);
disableBotCall();
if (previousContainer)
previousContainer->onClose();
}
void Game::processCloseContainer(int containerId)
{
if (const auto& container = getContainer(containerId)) {
m_containers[containerId] = nullptr;
container->onClose();
}
}
void Game::processContainerAddItem(int containerId, const ItemPtr& item, int slot)
{
if (const auto& container = getContainer(containerId))
container->onAddItem(item, slot);
}
void Game::processContainerUpdateItem(int containerId, int slot, const ItemPtr& item)
{
if (const auto& container = getContainer(containerId))
container->onUpdateItem(slot, item);
}
void Game::processContainerRemoveItem(int containerId, int slot, const ItemPtr& lastItem)
{
if (const auto& container = getContainer(containerId))
container->onRemoveItem(slot, lastItem);
}
void Game::processInventoryChange(int slot, const ItemPtr& item)
{
if (item)
item->setPosition(Position(UINT16_MAX, slot, 0));
m_localPlayer->setInventoryItem(static_cast<Otc::InventorySlot>(slot), item);
}
void Game::processChannelList(const std::vector<std::tuple<int, std::string> >& channelList)
{
g_lua.callGlobalField("g_game", "onChannelList", channelList);
}
void Game::processOpenChannel(int channelId, const std::string_view name)
{
g_lua.callGlobalField("g_game", "onOpenChannel", channelId, name);
}
void Game::processOpenPrivateChannel(const std::string_view name)
{
g_lua.callGlobalField("g_game", "onOpenPrivateChannel", name);
}
void Game::processOpenOwnPrivateChannel(int channelId, const std::string_view name)
{
g_lua.callGlobalField("g_game", "onOpenOwnPrivateChannel", channelId, name);
}
void Game::processCloseChannel(int channelId)
{
g_lua.callGlobalField("g_game", "onCloseChannel", channelId);
}
void Game::processRuleViolationChannel(int channelId)
{
g_lua.callGlobalField("g_game", "onRuleViolationChannel", channelId);
}
void Game::processRuleViolationRemove(const std::string_view name)
{
g_lua.callGlobalField("g_game", "onRuleViolationRemove", name);
}
void Game::processRuleViolationCancel(const std::string_view name)
{
g_lua.callGlobalField("g_game", "onRuleViolationCancel", name);
}
void Game::processRuleViolationLock()
{
g_lua.callGlobalField("g_game", "onRuleViolationLock");
}
void Game::processVipAdd(uint32_t id, const std::string_view name, uint32_t status, const std::string_view description, int iconId, bool notifyLogin)
{
m_vips[id] = Vip(name, status, description, iconId, notifyLogin);
g_lua.callGlobalField("g_game", "onAddVip", id, name, status, description, iconId, notifyLogin);
}
void Game::processVipStateChange(uint32_t id, uint32_t status)
{
std::get<1>(m_vips[id]) = status;
g_lua.callGlobalField("g_game", "onVipStateChange", id, status);
}
void Game::processTutorialHint(int id)
{
g_lua.callGlobalField("g_game", "onTutorialHint", id);
}
void Game::processAddAutomapFlag(const Position& pos, int icon, const std::string_view message)
{
g_lua.callGlobalField("g_game", "onAddAutomapFlag", pos, icon, message);
}
void Game::processRemoveAutomapFlag(const Position& pos, int icon, const std::string_view message)
{
g_lua.callGlobalField("g_game", "onRemoveAutomapFlag", pos, icon, message);
}
void Game::processOpenOutfitWindow(const Outfit& currentOutfit, const std::vector<std::tuple<int, std::string, int> >& outfitList,
const std::vector<std::tuple<int, std::string> >& mountList,
const std::vector<std::tuple<int, std::string> >& wingsList,
const std::vector<std::tuple<int, std::string> >& aurasList,
const std::vector<std::tuple<int, std::string> >& effectList,
const std::vector<std::tuple<int, std::string>>& shaderList)
{
// create virtual creature outfit
const auto& virtualOutfitCreature = std::make_shared<Creature>();
virtualOutfitCreature->setDirection(Otc::South);
virtualOutfitCreature->setOutfit(currentOutfit);
for (const auto& effect : m_localPlayer->getAttachedEffects())
virtualOutfitCreature->attachEffect(effect->clone());
// creature virtual mount outfit
CreaturePtr virtualMountCreature;
if (getFeature(Otc::GamePlayerMounts)) {
Outfit mountOutfit;
mountOutfit.setId(currentOutfit.getMount());
mountOutfit.setCategory(ThingCategoryCreature);
virtualMountCreature = std::make_shared<Creature>();
virtualMountCreature->setDirection(Otc::South);
virtualMountCreature->setOutfit(mountOutfit);
}
g_lua.callGlobalField("g_game", "onOpenOutfitWindow", virtualOutfitCreature, outfitList, virtualMountCreature, mountList, wingsList, aurasList, effectList, shaderList);
}
void Game::processOpenNpcTrade(const std::vector<std::tuple<ItemPtr, std::string, int, int, int> >& items)
{
g_lua.callGlobalField("g_game", "onOpenNpcTrade", items);
}
void Game::processPlayerGoods(int money, const std::vector<std::tuple<ItemPtr, int> >& goods)
{
g_lua.callGlobalField("g_game", "onPlayerGoods", money, goods);
}
void Game::processCloseNpcTrade()
{
g_lua.callGlobalField("g_game", "onCloseNpcTrade");
}
void Game::processOwnTrade(const std::string_view name, const std::vector<ItemPtr>& items)
{
g_lua.callGlobalField("g_game", "onOwnTrade", name, items);
}
void Game::processCounterTrade(const std::string_view name, const std::vector<ItemPtr>& items)
{
g_lua.callGlobalField("g_game", "onCounterTrade", name, items);
}
void Game::processCloseTrade()
{
g_lua.callGlobalField("g_game", "onCloseTrade");
}
void Game::processEditText(uint32_t id, int itemId, int maxLength, const std::string_view text, const std::string_view writer, const std::string_view date)
{
g_lua.callGlobalField("g_game", "onEditText", id, itemId, maxLength, text, writer, date);
}
void Game::processEditList(uint32_t id, int doorId, const std::string_view text)
{
g_lua.callGlobalField("g_game", "onEditList", id, doorId, text);
}
void Game::processQuestLog(const std::vector<std::tuple<int, std::string, bool> >& questList)
{
g_lua.callGlobalField("g_game", "onQuestLog", questList);
}
void Game::processQuestLine(int questId, const std::vector<std::tuple<std::string, std::string> >& questMissions)
{
g_lua.callGlobalField("g_game", "onQuestLine", questId, questMissions);
}
void Game::processModalDialog(uint32_t id, const std::string_view title, const std::string_view message, const std::vector<std::tuple<int, std::string> >
& buttonList, int enterButton, int escapeButton, const std::vector<std::tuple<int, std::string> >
& choiceList, bool priority)
{
g_lua.callGlobalField("g_game", "onModalDialog", id, title, message, buttonList, enterButton, escapeButton, choiceList, priority);
}
void Game::processAttackCancel(uint32_t seq)
{
if (isAttacking() && (seq == 0 || m_seq == seq))
cancelAttack();
}
void Game::processWalkCancel(Otc::Direction direction)
{
m_localPlayer->cancelWalk(direction);
}
void Game::loginWorld(const std::string_view account, const std::string_view password, const std::string_view worldName, const std::string_view worldHost, int worldPort, const std::string_view characterName, const std::string_view authenticatorToken, const std::string_view sessionKey)
{
if (m_protocolGame || isOnline())
throw Exception("Unable to login into a world while already online or logging.");
if (m_protocolVersion == 0)
throw Exception("Must set a valid game protocol version before logging.");
// reset the new game state
resetGameStates();
m_localPlayer = std::make_shared<LocalPlayer>();
m_localPlayer->onCreate();
m_localPlayer->setName(characterName);
m_protocolGame = std::make_shared<ProtocolGame>();
m_protocolGame->login(account, password, worldHost, static_cast<uint16_t>(worldPort), characterName, authenticatorToken, sessionKey);
m_characterName = characterName;
m_worldName = worldName;
}
void Game::cancelLogin()
{
// send logout even if the game has not started yet, to make sure that the player doesn't stay logged there
if (m_protocolGame)
m_protocolGame->sendLogout();
processDisconnect();
}
void Game::forceLogout()
{
if (!isOnline())
return;
m_protocolGame->sendLogout();
processDisconnect();
}
void Game::safeLogout()
{
if (!isOnline())
return;
m_protocolGame->sendLogout();
}
bool Game::walk(const Otc::Direction direction, bool isKeyDown /*= false*/)
{
if (!canPerformGameAction())
return false;
// must cancel auto walking, and wait next try
if (m_localPlayer->isAutoWalking()) {
m_protocolGame->sendStop();
m_localPlayer->autoWalk(m_localPlayer->getPosition().translatedToDirection(direction));
return false;
}
// check we can walk and add new walk event if false
if (!m_localPlayer->canWalk()) {
if (m_nextScheduledDir != direction) {
const float ticks = std::clamp<float>(m_localPlayer->getStepTicksLeft(), 1, 2000);
if (isKeyDown || (m_scheduleLastWalk && ticks < std::min<int>(m_localPlayer->getStepDuration() / 3, 250))) {
// must add a new walk event
if (m_walkEvent) {
m_walkEvent->cancel();
m_walkEvent = nullptr;
}
m_walkEvent = g_dispatcher.scheduleEvent([this, direction] { walk(direction); }, ticks);
m_nextScheduledDir = direction;
}
}
return false;
}
m_nextScheduledDir = Otc::InvalidDirection;
// if it's going to walk, but there is another scheduled event, cancel it
if (m_walkEvent && !m_walkEvent->isExecuted()) {
m_walkEvent->cancel();
m_walkEvent = nullptr;
}
const auto& toPos = m_localPlayer->getPosition().translatedToDirection(direction);
// only do prewalks to walkable tiles (like grounds and not walls)
const auto& toTile = g_map.getTile(toPos);
if (toTile && toTile->isWalkable()) {
m_localPlayer->preWalk(direction);
} else {
// check if can walk to a lower floor
const auto& canChangeFloorDown = [&]() -> bool {
Position pos = toPos;
if (!pos.down())
return false;
const auto& toTile = g_map.getTile(pos);
return toTile && toTile->hasElevation(3);
};
// check if can walk to a higher floor
const auto& canChangeFloorUp = [&]() -> bool {
const auto& fromTile = m_localPlayer->getTile();
if (!fromTile || !fromTile->hasElevation(3))
return false;
Position pos = toPos;
if (!pos.up())
return false;
const auto& toTile = g_map.getTile(pos);
return toTile && toTile->isWalkable();
};
if (!(canChangeFloorDown() || canChangeFloorUp() || !toTile || toTile->isEmpty()))
return false;
m_localPlayer->lockWalk();
}
// must cancel follow before any new walk
if (isFollowing())
cancelFollow();
g_lua.callGlobalField("g_game", "onWalk", direction);
forceWalk(direction);
m_lastWalkDir = direction;
return true;
}
void Game::autoWalk(const std::vector<Otc::Direction>& dirs, const Position& startPos)
{
if (!canPerformGameAction())
return;
if (dirs.size() == 0)
return;
// protocol limits walk path
if (dirs.size() > 127) {
g_logger.error("Auto walk path too great");
return;
}
// must cancel follow before any new walk
if (isFollowing()) {
cancelFollow();
}
const Otc::Direction direction = *dirs.begin();
if (const auto& toTile = g_map.getTile(startPos.translatedToDirection(direction))) {
if (startPos == m_localPlayer->m_lastPrewalkDestination && toTile->isWalkable() && m_localPlayer->canWalk(true)) {
m_localPlayer->preWalk(direction);
}
}
g_lua.callGlobalField("g_game", "onAutoWalk", dirs);
m_protocolGame->sendAutoWalk(dirs);
}
void Game::forceWalk(Otc::Direction direction)
{
if (!canPerformGameAction())
return;
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;
default:
break;
}
g_lua.callGlobalField("g_game", "onForceWalk", direction);
}
void Game::turn(Otc::Direction direction)
{
if (!canPerformGameAction())
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;
default:
break;
}
}
void Game::stop()
{
if (!canPerformGameAction())
return;
if (isFollowing())
cancelFollow();
m_protocolGame->sendStop();
}
void Game::look(const ThingPtr& thing, bool isBattleList)
{
if (!canPerformGameAction() || !thing)
return;
if (thing->isCreature() && isBattleList && m_protocolVersion >= 961)
m_protocolGame->sendLookCreature(thing->getId());
else {
const int thingId = thing->isCreature() ? static_cast<int>(Proto::Creature) : thing->getId();
m_protocolGame->sendLook(thing->getPosition(), thingId, thing->getStackPos());
}
}
void Game::move(const ThingPtr& thing, const Position& toPos, int count)
{
if (count <= 0)
count = 1;
if (!canPerformGameAction() || !thing || thing->getPosition() == toPos)
return;
const auto thingId = thing->isCreature() ? static_cast<int>(Proto::Creature) : thing->getId();
m_protocolGame->sendMove(thing->getPosition(), thingId, thing->getStackPos(), toPos, count);
}
void Game::moveToParentContainer(const ThingPtr& thing, int count)
{
if (!canPerformGameAction() || !thing || count <= 0)
return;
const auto& position = thing->getPosition();
move(thing, Position(position.x, position.y, 254), count);
}
void Game::rotate(const ThingPtr& thing)
{
if (!canPerformGameAction() || !thing)
return;
m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackPos());
}
void Game::wrap(const ThingPtr& thing)
{
if (!canPerformGameAction() || !thing)
return;
m_protocolGame->sendOnWrapItem(thing->getPosition(), thing->getId(), thing->getStackPos());
}
void Game::use(const ThingPtr& thing)
{
if (!canPerformGameAction() || !thing)
return;
Position pos = thing->getPosition();
if (!pos.isValid()) // virtual item
pos = Position(0xFFFF, 0, 0); // inventory item
// some items, e.g. parcel, are not set as containers but they are.
// always try to use these items in free container slots.
m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackPos(), findEmptyContainerId());
g_lua.callGlobalField("g_game", "onUse", pos, thing->getId(), thing->getStackPos(), 0);
}
void Game::useInventoryItem(int itemId)
{
if (!canPerformGameAction() || !g_things.isValidDatId(itemId, ThingCategoryItem))
return;
const auto& pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
m_protocolGame->sendUseItem(pos, itemId, 0, 0);
g_lua.callGlobalField("g_game", "onUse", pos, itemId, 0, 0);
}
void Game::useWith(const ItemPtr& item, const ThingPtr& toThing)
{
if (!canPerformGameAction() || !item || !toThing)
return;
Position pos = item->getPosition();
if (!pos.isValid()) // virtual item
pos = Position(0xFFFF, 0, 0); // means that is an item in inventory
if (toThing->isCreature())
m_protocolGame->sendUseOnCreature(pos, item->getId(), item->getStackPos(), toThing->getId());
else
m_protocolGame->sendUseItemWith(pos, item->getId(), item->getStackPos(), toThing->getPosition(), toThing->getId(), toThing->getStackPos());
g_lua.callGlobalField("g_game", "onUseWith", pos, item->getId(), toThing, item->getStackPos());
}
void Game::useInventoryItemWith(int itemId, const ThingPtr& toThing)
{
if (!canPerformGameAction() || !toThing)
return;
const auto& pos = Position(0xFFFF, 0, 0); // means that is a item in inventory
if (toThing->isCreature())
m_protocolGame->sendUseOnCreature(pos, itemId, 0, toThing->getId());
else
m_protocolGame->sendUseItemWith(pos, itemId, 0, toThing->getPosition(), toThing->getId(), toThing->getStackPos());
g_lua.callGlobalField("g_game", "onUseWith", pos, itemId, toThing, 0);
}
ItemPtr Game::findItemInContainers(uint32_t itemId, int subType)
{
for (const auto& it : m_containers) {
if (const auto& container = it.second) {
if (const auto& item = container->findItemById(itemId, subType)) {
return item;
}
}
}
return nullptr;
}
int Game::open(const ItemPtr& item, const ContainerPtr& previousContainer)
{
if (!canPerformGameAction() || !item)
return -1;
const int id = previousContainer ? previousContainer->getId() : findEmptyContainerId();
m_protocolGame->sendUseItem(item->getPosition(), item->getId(), item->getStackPos(), id);
return id;
}
void Game::openParent(const ContainerPtr& container)
{
if (!canPerformGameAction() || !container)
return;
m_protocolGame->sendUpContainer(container->getId());
}
void Game::close(const ContainerPtr& container)
{
if (!canPerformGameAction() || !container)
return;
m_protocolGame->sendCloseContainer(container->getId());
}
void Game::refreshContainer(const ContainerPtr& container)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRefreshContainer(container->getId());
}
void Game::attack(CreaturePtr creature)
{
if (!canPerformGameAction() || creature == m_localPlayer)
return;
// cancel when attacking again
if (creature && creature == m_attackingCreature)
creature = nullptr;
if (creature && isFollowing())
cancelFollow();
setAttackingCreature(creature);
m_localPlayer->stopAutoWalk();
if (m_protocolVersion >= 963) {
if (creature)
m_seq = creature->getId();
} else
++m_seq;
m_protocolGame->sendAttack(creature ? creature->getId() : 0, m_seq);
}
void Game::follow(CreaturePtr creature)
{
if (!canPerformGameAction() || creature == m_localPlayer)
return;
// cancel when following again
if (creature && creature == m_followingCreature)
creature = nullptr;
if (creature && isAttacking())
cancelAttack();
setFollowingCreature(creature);
m_localPlayer->stopAutoWalk();
if (m_protocolVersion >= 963) {
if (creature)
m_seq = creature->getId();
} else
++m_seq;
m_protocolGame->sendFollow(creature ? creature->getId() : 0, m_seq);
}
void Game::cancelAttackAndFollow()
{
if (!canPerformGameAction())
return;
if (isFollowing())
setFollowingCreature(nullptr);
if (isAttacking())
setAttackingCreature(nullptr);
if (m_walkEvent) {
m_walkEvent->cancel();
m_walkEvent = nullptr;
}
m_nextScheduledDir = Otc::InvalidDirection;
m_localPlayer->stopAutoWalk();
m_protocolGame->sendCancelAttackAndFollow();
g_lua.callGlobalField("g_game", "onCancelAttackAndFollow");
}
void Game::talk(const std::string_view message)
{
if (!canPerformGameAction() || message.empty())
return;
talkChannel(Otc::MessageSay, 0, message);
}
void Game::talkChannel(Otc::MessageMode mode, int channelId, const std::string_view message)
{
if (!canPerformGameAction() || message.empty())
return;
m_protocolGame->sendTalk(mode, channelId, "", message);
}
void Game::talkPrivate(Otc::MessageMode mode, const std::string_view receiver, const std::string_view message)
{
if (!canPerformGameAction() || receiver.empty() || message.empty())
return;
m_protocolGame->sendTalk(mode, 0, receiver, message);
}
void Game::openPrivateChannel(const std::string_view receiver)
{
if (!canPerformGameAction() || receiver.empty())
return;
m_protocolGame->sendOpenPrivateChannel(receiver);
}
void Game::requestChannels()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRequestChannels();
}
void Game::joinChannel(int channelId)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendJoinChannel(channelId);
}
void Game::leaveChannel(int channelId)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendLeaveChannel(channelId);
}
void Game::closeNpcChannel()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendCloseNpcChannel();
}
void Game::openOwnChannel()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendOpenOwnChannel();
}
void Game::inviteToOwnChannel(const std::string_view name)
{
if (!canPerformGameAction() || name.empty())
return;
m_protocolGame->sendInviteToOwnChannel(name);
}
void Game::excludeFromOwnChannel(const std::string_view name)
{
if (!canPerformGameAction() || name.empty())
return;
m_protocolGame->sendExcludeFromOwnChannel(name);
}
void Game::partyInvite(int creatureId)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendInviteToParty(creatureId);
}
void Game::partyJoin(int creatureId)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendJoinParty(creatureId);
}
void Game::partyRevokeInvitation(int creatureId)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRevokeInvitation(creatureId);
}
void Game::partyPassLeadership(int creatureId)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendPassLeadership(creatureId);
}
void Game::partyLeave()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendLeaveParty();
}
void Game::partyShareExperience(bool active)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendShareExperience(active);
}
void Game::requestOutfit()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRequestOutfit();
}
void Game::changeOutfit(const Outfit& outfit)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendChangeOutfit(outfit);
}
void Game::sendTyping(bool typing)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendTyping(typing);
}
void Game::addVip(const std::string_view name)
{
if (!canPerformGameAction() || name.empty())
return;
m_protocolGame->sendAddVip(name);
}
void Game::removeVip(int playerId)
{
if (!canPerformGameAction())
return;
const auto it = m_vips.find(playerId);
if (it == m_vips.end())
return;
m_vips.erase(it);
m_protocolGame->sendRemoveVip(playerId);
}
void Game::editVip(int playerId, const std::string_view description, int iconId, bool notifyLogin)
{
if (!canPerformGameAction())
return;
const auto it = m_vips.find(playerId);
if (it == m_vips.end())
return;
std::get<2>(m_vips[playerId]) = description;
std::get<3>(m_vips[playerId]) = iconId;
std::get<4>(m_vips[playerId]) = notifyLogin;
if (getFeature(Otc::GameAdditionalVipInfo))
m_protocolGame->sendEditVip(playerId, description, iconId, notifyLogin);
}
void Game::setChaseMode(Otc::ChaseModes chaseMode)
{
if (!canPerformGameAction())
return;
if (m_chaseMode == chaseMode)
return;
m_chaseMode = chaseMode;
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight, m_pvpMode);
g_lua.callGlobalField("g_game", "onChaseModeChange", chaseMode);
}
void Game::setFightMode(Otc::FightModes fightMode)
{
if (!canPerformGameAction())
return;
if (m_fightMode == fightMode)
return;
m_fightMode = fightMode;
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight, m_pvpMode);
g_lua.callGlobalField("g_game", "onFightModeChange", fightMode);
}
void Game::setSafeFight(bool on)
{
if (!canPerformGameAction())
return;
if (m_safeFight == on)
return;
m_safeFight = on;
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight, m_pvpMode);
g_lua.callGlobalField("g_game", "onSafeFightChange", on);
}
void Game::setPVPMode(Otc::PVPModes pvpMode)
{
if (!canPerformGameAction())
return;
if (!getFeature(Otc::GamePVPMode))
return;
if (m_pvpMode == pvpMode)
return;
m_pvpMode = pvpMode;
m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight, m_pvpMode);
g_lua.callGlobalField("g_game", "onPVPModeChange", pvpMode);
}
void Game::setUnjustifiedPoints(UnjustifiedPoints unjustifiedPoints)
{
if (!canPerformGameAction())
return;
if (!getFeature(Otc::GameUnjustifiedPoints))
return;
if (m_unjustifiedPoints == unjustifiedPoints)
return;
m_unjustifiedPoints = unjustifiedPoints;
g_lua.callGlobalField("g_game", "onUnjustifiedPointsChange", unjustifiedPoints);
}
void Game::setOpenPvpSituations(int openPvpSituations)
{
if (!canPerformGameAction())
return;
if (m_openPvpSituations == openPvpSituations)
return;
m_openPvpSituations = openPvpSituations;
g_lua.callGlobalField("g_game", "onOpenPvpSituationsChange", openPvpSituations);
}
void Game::inspectNpcTrade(const ItemPtr& item)
{
if (!canPerformGameAction() || !item)
return;
m_protocolGame->sendInspectNpcTrade(item->getId(), item->getCount());
}
void Game::buyItem(const ItemPtr& item, int amount, bool ignoreCapacity, bool buyWithBackpack)
{
if (!canPerformGameAction() || !item)
return;
m_protocolGame->sendBuyItem(item->getId(), item->getCountOrSubType(), amount, ignoreCapacity, buyWithBackpack);
}
void Game::sellItem(const ItemPtr& item, int amount, bool ignoreEquipped)
{
if (!canPerformGameAction() || !item)
return;
m_protocolGame->sendSellItem(item->getId(), item->getSubType(), amount, ignoreEquipped);
}
void Game::closeNpcTrade()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendCloseNpcTrade();
}
void Game::requestTrade(const ItemPtr& item, const CreaturePtr& creature)
{
if (!canPerformGameAction() || !item || !creature)
return;
m_protocolGame->sendRequestTrade(item->getPosition(), item->getId(), item->getStackPos(), creature->getId());
}
void Game::inspectTrade(bool counterOffer, int index)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendInspectTrade(counterOffer, index);
}
void Game::acceptTrade()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendAcceptTrade();
}
void Game::rejectTrade()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRejectTrade();
}
void Game::editText(uint32_t id, const std::string_view text)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendEditText(id, text);
}
void Game::editList(uint32_t id, int doorId, const std::string_view text)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendEditList(id, doorId, text);
}
void Game::openRuleViolation(const std::string_view reporter)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendOpenRuleViolation(reporter);
}
void Game::closeRuleViolation(const std::string_view reporter)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendCloseRuleViolation(reporter);
}
void Game::cancelRuleViolation()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendCancelRuleViolation();
}
void Game::reportBug(const std::string_view comment)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendBugReport(comment);
}
void Game::reportRuleViolation(const std::string_view target, int reason, int action, const std::string_view comment, const std::string_view statement, int statementId, bool ipBanishment)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRuleViolation(target, reason, action, comment, statement, statementId, ipBanishment);
}
void Game::debugReport(const std::string_view a, const std::string_view b, const std::string_view c, const std::string_view d)
{
m_protocolGame->sendDebugReport(a, b, c, d);
}
void Game::requestQuestLog()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRequestQuestLog();
}
void Game::requestQuestLine(int questId)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRequestQuestLine(questId);
}
void Game::equipItem(const ItemPtr& item)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendEquipItem(item->getId(), item->getCountOrSubType());
}
void Game::mount(bool mount)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendMountStatus(mount);
}
void Game::requestItemInfo(const ItemPtr& item, int index)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRequestItemInfo(item->getId(), item->getSubType(), index);
}
void Game::answerModalDialog(uint32_t dialog, int button, int choice)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendAnswerModalDialog(dialog, button, choice);
}
void Game::browseField(const Position& position)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendBrowseField(position);
}
void Game::seekInContainer(int cid, int index)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendSeekInContainer(cid, index);
}
void Game::buyStoreOffer(int offerId, int productType, const std::string_view name)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendBuyStoreOffer(offerId, productType, name);
}
void Game::requestTransactionHistory(int page, int entriesPerPage)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRequestTransactionHistory(page, entriesPerPage);
}
void Game::requestStoreOffers(const std::string_view categoryName, int serviceType)
{
m_denyBotCall = false;
m_protocolGame->sendRequestStoreOffers(categoryName, serviceType);
m_denyBotCall = true;
}
void Game::openStore(int serviceType, const std::string_view category)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendOpenStore(serviceType, category);
}
void Game::transferCoins(const std::string_view recipient, int amount)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendTransferCoins(recipient, amount);
}
void Game::openTransactionHistory(int entriesPerPage)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendOpenTransactionHistory(entriesPerPage);
}
void Game::ping()
{
if (!m_protocolGame || !m_protocolGame->isConnected())
return;
if (m_pingReceived != m_pingSent)
return;
m_denyBotCall = false;
m_protocolGame->sendPing();
m_denyBotCall = true;
++m_pingSent;
m_pingTimer.restart();
}
void Game::changeMapAwareRange(int xrange, int yrange)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendChangeMapAwareRange(xrange, yrange);
}
bool Game::checkBotProtection() const
{
#ifdef BOT_PROTECTION
// accepts calls comming from a stacktrace containing only C++ functions,
// if the stacktrace contains a lua function, then only accept if the engine is processing an input event
if (m_denyBotCall && g_lua.isInCppCallback() && !g_app.isOnInputEvent()) {
g_logger.error(g_lua.traceback("caught a lua call to a bot protected game function, the call was cancelled"));
return false;
}
#endif
return true;
}
bool Game::canPerformGameAction() const
{
// we can only perform game actions if we meet these conditions:
// - the game is online
// - the local player exists
// - the local player is not dead
// - we have a game protocol
// - the game protocol is connected
// - its not a bot action
return m_online && m_localPlayer && !m_dead && m_protocolGame && m_protocolGame->isConnected() && checkBotProtection();
}
void Game::setProtocolVersion(int version)
{
if (m_protocolVersion == version)
return;
if (isOnline())
throw Exception("Unable to change protocol version while online");
if (version != 0 && (version < 740 || version > g_gameConfig.getLastSupportedVersion()))
throw Exception("Protocol version %d not supported", version);
m_protocolVersion = version;
Proto::buildMessageModesMap(version);
g_lua.callGlobalField("g_game", "onProtocolVersionChange", version);
}
void Game::setClientVersion(int version)
{
if (m_clientVersion == version)
return;
if (isOnline())
throw Exception("Unable to change client version while online");
if (version != 0 && (version < 740 || version > g_gameConfig.getLastSupportedVersion()))
throw Exception("Client version %d not supported", version);
m_features.reset();
m_clientVersion = version;
g_lua.callGlobalField("g_game", "onClientVersionChange", version);
}
void Game::setAttackingCreature(const CreaturePtr& creature)
{
if (creature == m_attackingCreature)
return;
const CreaturePtr oldCreature = m_attackingCreature;
m_attackingCreature = creature;
g_lua.callGlobalField("g_game", "onAttackingCreatureChange", creature, oldCreature);
}
void Game::setFollowingCreature(const CreaturePtr& creature)
{
if (creature == m_followingCreature)
return;
const CreaturePtr oldCreature = m_followingCreature;
m_followingCreature = creature;
g_lua.callGlobalField("g_game", "onFollowingCreatureChange", creature, oldCreature);
}
std::string Game::formatCreatureName(const std::string_view name)
{
std::string formatedName{ name };
if (getFeature(Otc::GameFormatCreatureName) && name.length() > 0) {
bool upnext = true;
for (char& i : formatedName) {
const char ch = i;
if (upnext) {
i = std::toupper(ch);
upnext = false;
}
if (ch == ' ')
upnext = true;
}
}
return formatedName;
}
int Game::findEmptyContainerId()
{
int id = -1;
while (m_containers[++id] != nullptr);
return id;
}
Otc::OperatingSystem_t Game::getOs()
{
if (m_clientCustomOs > Otc::CLIENTOS_NONE)
return m_clientCustomOs;
if (g_app.getOs() == "windows")
return Otc::CLIENTOS_OTCLIENT_WINDOWS;
if (g_app.getOs() == "mac")
return Otc::CLIENTOS_OTCLIENT_MAC;
return Otc::CLIENTOS_OTCLIENT_LINUX;
}
void Game::leaveMarket()
{
enableBotCall();
m_protocolGame->sendMarketLeave();
disableBotCall();
g_lua.callGlobalField("g_game", "onMarketLeave");
}
void Game::browseMarket(uint8_t browseId, uint16_t browseType)
{
m_protocolGame->sendMarketBrowse(browseId, browseType);
}
void Game::createMarketOffer(uint8_t type, uint16_t itemId, uint8_t itemTier, uint16_t amount, uint64_t price, uint8_t anonymous)
{
m_protocolGame->sendMarketCreateOffer(type, itemId, itemTier, amount, price, anonymous);
}
void Game::cancelMarketOffer(uint32_t timestamp, uint16_t counter)
{
m_protocolGame->sendMarketCancelOffer(timestamp, counter);
}
void Game::acceptMarketOffer(uint32_t timestamp, uint16_t counter, uint16_t amount)
{
m_protocolGame->sendMarketAcceptOffer(timestamp, counter, amount);
}
void Game::preyAction(uint8_t slot, uint8_t actionType, uint16_t index)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendPreyAction(slot, actionType, index);
}
void Game::preyRequest()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendPreyRequest();
}
void Game::applyImbuement(uint8_t slot, uint32_t imbuementId, bool protectionCharm)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendApplyImbuement(slot, imbuementId, protectionCharm);
}
void Game::clearImbuement(uint8_t slot)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendClearImbuement(slot);
}
void Game::closeImbuingWindow()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendCloseImbuingWindow();
}
void Game::stashWithdraw(uint16_t itemId, uint32_t count, uint8_t stackpos)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendStashWithdraw(itemId, count, stackpos);
}
void Game::requestHighscore(uint8_t action, uint8_t category, uint32_t vocation, const std::string& world, uint8_t worldType, uint8_t battlEye, uint16_t page, uint8_t totalPages)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendHighscoreInfo(action, category, vocation, world, worldType, battlEye, page, totalPages);
}
void Game::processHighscore(const std::string& serverName, const std::string& world, uint8_t worldType, uint8_t battlEye,
const std::vector<std::tuple<uint32_t, std::string>>& vocations,
const std::vector<std::tuple<uint8_t, std::string>>& categories,
uint16_t page, uint16_t totalPages,
const std::vector<std::tuple<uint32_t, std::string, std::string, uint8_t, std::string, uint16_t, uint8_t, uint64_t>>& highscores, uint32_t entriesTs)
{
g_lua.callGlobalField("g_game", "onProcessHighscores", serverName, world, worldType, battlEye, vocations, categories, page, totalPages, highscores, entriesTs);
}
void Game::imbuementDurations(bool isOpen)
{
if (!canPerformGameAction())
return;
m_protocolGame->sendImbuementDurations(isOpen);
}
void Game::requestBless()
{
if (!canPerformGameAction())
return;
m_protocolGame->sendRequestBless();
}
void Game::requestQuickLootBlackWhiteList(uint8_t filter, uint16_t size, const std::vector<uint16_t>& listedItems)
{
m_denyBotCall = false;
m_protocolGame->requestQuickLootBlackWhiteList(filter, size, listedItems);
m_denyBotCall = true;
}
void Game::openContainerQuickLoot(uint8_t action, uint8_t category, const Position& pos, uint16_t itemId, uint8_t stackpos, bool useMainAsFallback)
{
m_denyBotCall = false;
m_protocolGame->openContainerQuickLoot(action, category, pos, itemId, stackpos, useMainAsFallback);
m_denyBotCall = true;
}