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https://github.com/ErikasKontenis/SabrehavenServer.git
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274 lines
9.9 KiB
C++
274 lines
9.9 KiB
C++
/**
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* Tibia GIMUD Server - a free and open-source MMORPG server emulator
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* Copyright (C) 2019 Sabrehaven and Mark Samman <mark.samman@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef FS_PROTOCOLGAME_H_FACA2A2D1A9348B78E8FD7E8003EBB87
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#define FS_PROTOCOLGAME_H_FACA2A2D1A9348B78E8FD7E8003EBB87
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#include "protocol.h"
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#include "chat.h"
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#include "creature.h"
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#include "tasks.h"
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class NetworkMessage;
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class Player;
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class Game;
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class House;
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class Container;
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class Tile;
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class Connection;
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class Quest;
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class ProtocolGame;
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typedef std::shared_ptr<ProtocolGame> ProtocolGame_ptr;
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extern Game g_game;
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struct TextMessage
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{
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MessageClasses type;
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std::string text;
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TextMessage() = default;
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TextMessage(MessageClasses type, std::string text) : type(type), text(std::move(text)) {}
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};
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class ProtocolGame final : public Protocol
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{
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public:
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// static protocol information
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enum { server_sends_first = true };
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enum { protocol_identifier = 0 }; // Not required as we send first
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static const char* protocol_name() {
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return "gameworld protocol";
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}
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explicit ProtocolGame(Connection_ptr connection) : Protocol(connection) {}
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void login(const std::string& name, uint32_t accnumber, OperatingSystem_t operatingSystem);
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void logout(bool displayEffect, bool forced);
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uint16_t getVersion() const {
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return version;
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}
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private:
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ProtocolGame_ptr getThis() {
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return std::static_pointer_cast<ProtocolGame>(shared_from_this());
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}
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void connect(uint32_t playerId, OperatingSystem_t operatingSystem);
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void disconnectClient(const std::string& message) const;
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void writeToOutputBuffer(const NetworkMessage& msg);
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void release() final;
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void checkCreatureAsKnown(uint32_t id, bool& known, uint32_t& removedKnown);
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bool canSee(int32_t x, int32_t y, int32_t z) const;
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bool canSee(const Creature*) const;
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bool canSee(const Position& pos) const;
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// we have all the parse methods
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void parsePacket(NetworkMessage& msg) final;
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void onRecvFirstMessage(NetworkMessage& msg) final;
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void onConnect() override;
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//Parse methods
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void parseAutoWalk(NetworkMessage& msg);
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void parseSetOutfit(NetworkMessage& msg);
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void parseSay(NetworkMessage& msg);
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void parseLookAt(NetworkMessage& msg);
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void parseLookInBattleList(NetworkMessage& msg);
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void parseFightModes(NetworkMessage& msg);
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void parseAttack(NetworkMessage& msg);
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void parseFollow(NetworkMessage& msg);
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void parseProcessRuleViolationReport(NetworkMessage& msg);
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void parseCloseRuleViolationReport(NetworkMessage& msg);
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void parseBugReport(NetworkMessage& msg);
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void parseDebugAssert(NetworkMessage& msg);
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void parseThrow(NetworkMessage& msg);
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void parseUseItemEx(NetworkMessage& msg);
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void parseUseWithCreature(NetworkMessage& msg);
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void parseUseItem(NetworkMessage& msg);
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void parseCloseContainer(NetworkMessage& msg);
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void parseUpArrowContainer(NetworkMessage& msg);
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void parseUpdateContainer(NetworkMessage& msg);
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void parseTextWindow(NetworkMessage& msg);
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void parseHouseWindow(NetworkMessage& msg);
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void parseInviteToParty(NetworkMessage& msg);
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void parseJoinParty(NetworkMessage& msg);
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void parseRevokePartyInvite(NetworkMessage& msg);
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void parsePassPartyLeadership(NetworkMessage& msg);
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void parseSeekInContainer(NetworkMessage& msg);
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//trade methods
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void parseRequestTrade(NetworkMessage& msg);
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void parseLookInTrade(NetworkMessage& msg);
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//VIP methods
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void parseAddVip(NetworkMessage& msg);
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void parseRemoveVip(NetworkMessage& msg);
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void parseRotateItem(NetworkMessage& msg);
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//Channel tabs
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void parseChannelInvite(NetworkMessage& msg);
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void parseChannelExclude(NetworkMessage& msg);
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void parseOpenChannel(NetworkMessage& msg);
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void parseOpenPrivateChannel(NetworkMessage& msg);
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void parseCloseChannel(NetworkMessage& msg);
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//Send functions
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void sendClosePrivate(uint16_t channelId);
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void sendCreatePrivateChannel(uint16_t channelId, const std::string& channelName);
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void sendChannelsDialog();
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void sendChannel(uint16_t channelId, const std::string& channelName);
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void sendOpenPrivateChannel(const std::string& receiver);
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void sendToChannel(const Creature* creature, SpeakClasses type, const std::string& text, uint16_t channelId);
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void sendPrivateMessage(const Player* speaker, SpeakClasses type, const std::string& text);
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void sendIcons(uint16_t icons);
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void sendDistanceShoot(const Position& from, const Position& to, uint8_t type);
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void sendMagicEffect(const Position& pos, uint8_t type);
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void sendCreatureHealth(const Creature* creature);
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void sendSkills();
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void sendPing();
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void sendPingBack();
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void sendCreatureTurn(const Creature* creature, uint32_t stackpos);
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void sendCreatureSay(const Creature* creature, SpeakClasses type, const std::string& text, const Position* pos = nullptr);
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void sendCancelWalk();
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void sendChangeSpeed(const Creature* creature, uint32_t speed);
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void sendCancelTarget();
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void sendCreatureOutfit(const Creature* creature, const Outfit_t& outfit);
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void sendStats();
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void sendTextMessage(const TextMessage& message);
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void sendAnimatedText(const Position& pos, uint8_t color, const std::string& text);
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void sendCreatureShield(const Creature* creature);
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void sendCreatureSkull(const Creature* creature);
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void sendTradeItemRequest(const std::string& traderName, const Item* item, bool ack);
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void sendCloseTrade();
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void sendTextWindow(uint32_t windowTextId, Item* item, uint16_t maxlen, bool canWrite);
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void sendTextWindow(uint32_t windowTextId, uint32_t itemId, const std::string& text);
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void sendHouseWindow(uint32_t windowTextId, const std::string& text);
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void sendOutfitWindow();
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void sendUpdatedVIPStatus(uint32_t guid, VipStatus_t newStatus);
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void sendVIP(uint32_t guid, const std::string& name, VipStatus_t status);
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void sendVIPEntries();
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void sendFightModes();
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void sendCreatureLight(const Creature* creature);
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void sendWorldLight(const LightInfo& lightInfo);
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void sendCreatureSquare(const Creature* creature, SquareColor_t color);
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//rule violations
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void sendRemoveRuleViolationReport(const std::string& name);
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void sendLockRuleViolation();
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void sendRuleViolationCancel(const std::string& name);
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void sendRuleViolationsChannel(uint16_t channelId);
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//tiles
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void sendMapDescription(const Position& pos);
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void sendAddTileItem(const Position& pos, const Item* item, uint32_t stackpos);
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void sendUpdateTileItem(const Position& pos, uint32_t stackpos, const Item* item);
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void sendRemoveTileThing(const Position& pos, uint32_t stackpos);
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void sendUpdateTile(const Tile* tile, const Position& pos);
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void sendAddCreature(const Creature* creature, const Position& pos, int32_t stackpos, bool isLogin);
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void sendMoveCreature(const Creature* creature, const Position& newPos, int32_t newStackPos,
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const Position& oldPos, int32_t oldStackPos, bool teleport);
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//containers
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void sendAddContainerItem(uint8_t cid, const Item* item);
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void sendUpdateContainerItem(uint8_t cid, uint16_t slot, const Item* item);
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void sendRemoveContainerItem(uint8_t cid, uint16_t slot);
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void sendContainer(uint8_t cid, const Container* container, bool hasParent, uint16_t firstIndex);
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void sendCloseContainer(uint8_t cid);
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//inventory
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void sendInventoryItem(slots_t slot, const Item* item);
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//Help functions
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// translate a tile to clientreadable format
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void GetTileDescription(const Tile* tile, NetworkMessage& msg);
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// translate a floor to clientreadable format
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void GetFloorDescription(NetworkMessage& msg, int32_t x, int32_t y, int32_t z,
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int32_t width, int32_t height, int32_t offset, int32_t& skip);
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// translate a map area to clientreadable format
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void GetMapDescription(int32_t x, int32_t y, int32_t z,
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int32_t width, int32_t height, NetworkMessage& msg);
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void AddCreature(NetworkMessage& msg, const Creature* creature, bool known, uint32_t remove);
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void AddPlayerStats(NetworkMessage& msg);
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void AddOutfit(NetworkMessage& msg, const Outfit_t& outfit);
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void AddPlayerSkills(NetworkMessage& msg);
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void AddWorldLight(NetworkMessage& msg, const LightInfo& lightInfo);
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void AddCreatureLight(NetworkMessage& msg, const Creature* creature);
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//tiles
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static void RemoveTileThing(NetworkMessage& msg, const Position& pos, uint32_t stackpos);
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void MoveUpCreature(NetworkMessage& msg, const Creature* creature, const Position& newPos, const Position& oldPos);
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void MoveDownCreature(NetworkMessage& msg, const Creature* creature, const Position& newPos, const Position& oldPos);
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//otclient
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void parseExtendedOpcode(NetworkMessage& msg);
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friend class Player;
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// Helpers so we don't need to bind every time
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template <typename Callable, typename... Args>
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void addGameTask(Callable function, Args&&... args) {
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g_dispatcher.addTask(createTask(std::bind(function, &g_game, std::forward<Args>(args)...)));
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}
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template <typename Callable, typename... Args>
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void addGameTaskTimed(uint32_t delay, Callable function, Args&&... args) {
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g_dispatcher.addTask(createTask(delay, std::bind(function, &g_game, std::forward<Args>(args)...)));
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}
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std::unordered_set<uint32_t> knownCreatureSet;
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Player* player = nullptr;
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uint32_t eventConnect = 0;
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uint32_t challengeTimestamp = 0;
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uint16_t version = CLIENT_VERSION_MIN;
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uint8_t challengeRandom = 0;
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bool debugAssertSent = false;
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bool acceptPackets = false;
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};
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#endif
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