gameworld

package
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Published: Nov 11, 2024 License: GPL-2.0 Imports: 21 Imported by: 0

Documentation

Overview

Package gameworld provides a gameworld protocol server.

Index

Constants

View Source
const (
	// The ID of this creature determines it to be a player.
	//
	// Same in OT and TFS: https://github.com/otland/forgottenserver/blob/973855c3e0a60461117b55f248ad14bab6630780/src/player.cpp#L40
	CreatureTypePlayer = CreatureType(0x10000000)

	// The ID of this creature determines it to be an NPC.
	//
	// Not in OT, value 0x20000000 in TFS: https://github.com/otland/forgottenserver/blob/973855c3e0a60461117b55f248ad14bab6630780/src/npc.cpp#L15
	//
	// TFS v1.2 from 2016 used 0x80000000: https://github.com/otland/forgottenserver/blob/afeea42cee45a176aeccb330733a606e3bdcb64a/src/npc.cpp#L29C27-L29C37
	CreatureTypeNPC = CreatureType(0x20000000)

	// The ID of this creature determines it to be a monster.
	//
	// Not using TFS value 0x21000000 in monster.cpp, choosing value in OT
	// and in TFS v1.2: https://github.com/opentibia/server/blob/33a81ef95a9b407533e0a7ce48aff12204b4f3b1/src/actor.h#L68
	CreatureTypeMonster = CreatureType(0x40000000)
)

Note: wrong constants may affect client behavior (right click options etc). The behavior with various values should be validated against various clients.

View Source
const (
	//nightAmbient = color.RGBA{0, 0, 20, 240}
	//nightAmbient = color.RGBA{20, 20, 40, 240}
	NightAmbient      = dat.DatasetColor(0xD7)
	NightAmbientLevel = uint8(40)
	DayAmbient        = dat.DatasetColor(0xD7)
	DayAmbientLevel   = uint8(250)
)

Variables

View Source
var (
	ItemNotFound     error // In case an item is not found, this error is returned.
	CreatureNotFound error // In case a creature is not found, this error is returned.
)

Functions

This section is empty.

Types

type ChaseMode

type ChaseMode uint8

ChaseMode encapsulates the player's requested behavior when it comes to chasing the targeted creature.

const (
	ChaseModeStand ChaseMode = iota
	ChaseModeChase
)

func (ChaseMode) String

func (m ChaseMode) String() string

type Creature

type Creature = gwmap.Creature

func BakeTestOnlyCreature added in v0.0.10

func BakeTestOnlyCreature(id CreatureID, pos tnet.Position, dir things.CreatureDirection, look uint16, col [4]things.OutfitColor) Creature

type CreatureID

type CreatureID = gwmap.CreatureID

func NewCreatureID

func NewCreatureID(kind CreatureType) CreatureID

NewCreatureID creates a new creature ID, unique across all data sources, and determinable to be a player, NPC, or monster.

BUG(ivucica): Move this to map data source

type CreatureType added in v0.0.3

type CreatureType uint32

Creature types are bits that determine what is the type of a particular creature. These flags need to be consistent between all data sources. Currently they are flags, but they might need to be ranges in the future.

They are used in creature IDs and *affect client behavior*.

Creature IDs within a range might be used for routing RPCs in the future.

BUG(ivucica): The creature type "NPC" has a different value between OT and TFS.

BUG(ivucica): The Forgotten Client has ranges < 0x400000000 for players, < 0x80000000 for monsters and everything else for NPCs. It also says that for >= 9.10 a creature will get a server-assigned type: 0 for players, 1 for monsters, 2 for NPCs and 3 for summoned creatures (3 is presumed and needs to be checked in servers); and on >= 11.21 a summoned creature will have the owner's ID determined and will client-side get the assigned type of 4. https://github.com/opentibiabr/The-Forgotten-Client/blob/8b7979619ea76bc29581122440d09f241afc175d/src/protocolgame.cpp#L8492-L8509

func (CreatureType) String added in v0.0.9

func (ct CreatureType) String() string

String implements the stringer type, returning all types that this creature satisfies. Usually this should be just one type.

type FightMode

type FightMode uint8

FightMode encapsulates an individual player's intended requested fight stance.

const (
	FightModeUnknown FightMode = iota
	FightModeOffensive
	FightModeBalanced
	FightModeDefensive
)

func (FightMode) String

func (m FightMode) String() string

String implements the stringer method. It's just encoding the enum type.

type GameworldConnection

type GameworldConnection struct {
	// contains filtered or unexported fields
}

GameworldConnection encapsulates a single active connection (not necessarily a session, if we introduce such a concept).

func (*GameworldConnection) PlayerID

func (c *GameworldConnection) PlayerID() (CreatureID, error)

PlayerID returns the player ID for this connection.

Currently it is the same as the creature ID of the player.

func (*GameworldConnection) TestOnly_InitialAppearMap added in v0.0.10

func (c *GameworldConnection) TestOnly_InitialAppearMap(outMap *tnet.Message) error

func (*GameworldConnection) TestOnly_PlayerMoveNorthImpl added in v0.0.10

func (c *GameworldConnection) TestOnly_PlayerMoveNorthImpl(outMove *tnet.Message) error

TestOnly_PlayerMoveNorthImpl is a test-only function that allows testing the playerMoveNorthImpl function. It is not meant to be exported, and is only used for testing.

func (*GameworldConnection) TestOnly_Setter added in v0.0.10

func (c *GameworldConnection) TestOnly_Setter(clientVersion uint16, gws *GameworldServer, id GameworldConnectionID)

type GameworldConnectionID

type GameworldConnectionID CreatureID

GameworldConnectionID is the ID of this connection, and at this time will match the player ID. This can change in the future.

type GameworldServer

type GameworldServer struct {
	LameDuckText string // error to serve during lame duck mode
	// contains filtered or unexported fields
}

GameworldServer encapsulates a single gameworld server with all of the active connections. This particular implementation does not enable scaling the frontends, since all the connections are stored in a single local non-distributed map. This implementation also allows only a single map data source.

The actual gameworld protocol implementation is currently in this type, not in individual connections; the connections just store the metadata for a particular network connection from a player.

func NewServer

func NewServer(pk *rsa.PrivateKey) (*GameworldServer, error)

NewServer creates a new GameworldServer which decodes the initial login message using the passed private key.

func (*GameworldServer) Serve

func (c *GameworldServer) Serve(conn net.Conn, initialMessage *tnet.Message) error

Serve begins serving the gameworld protocol on the accepted network connection.

User of this method needs to bring their own listening schema and accept the connection, then pass on the control to this method.

User also needs to transmit the initial gameworld message which the server sends.

func (*GameworldServer) SetMapDataSource

func (c *GameworldServer) SetMapDataSource(ds MapDataSource) error

SetMapDataSource sets the data source for map information such as tiles, items on tiles, creatures present, etc.

func (*GameworldServer) SetThings

func (c *GameworldServer) SetThings(t *things.Things) error

SetThings sets the thing registry to the passed value. It's used to refer to a combination of items.otb, Tibia.dat and Tibia.spr from the gameworld.

It's not constructed by GameworldServer as the same registry may be used for other servers (such as a web server).

type InventorySlot

type InventorySlot byte

InventorySlot is an enum type describing one of the slots where a player can directly insert an item onto the character.

const (
	InventorySlotUnknown  InventorySlot = iota // 0
	InventorySlotHead                          // 1
	InventorySlotNecklace                      // 2
	InventorySlotBackpack                      // 3
	InventorySlotArmor                         // 4
	InventorySlotRight                         // 5
	InventorySlotLeft                          // 6
	InventorySlotLegs                          // 7
	InventorySlotFeet                          // 8
	InventorySlotRing                          // 9
	InventorySlotAmmo                          // A

	InventorySlotFirst = InventorySlotHead
	InventorySlotLast  = InventorySlotAmmo
)

type MapDataSource

type MapDataSource = gwmap.MapDataSource

Ideally this block would be empty.

Ideally in Go, we would define types as locally as possible, but this is in a separate package to allow sharing with OTBM loader and its tests.

func NewMapDataSource

func NewMapDataSource() MapDataSource

NewMapDataSource returns a new procedural map data source, good for testing.

type MapItem

type MapItem = gwmap.MapItem

Ideally this block would be empty.

Ideally in Go, we would define types as locally as possible, but this is in a separate package to allow sharing with OTBM loader and its tests.

type MapTile

type MapTile = gwmap.MapTile

Ideally this block would be empty.

Ideally in Go, we would define types as locally as possible, but this is in a separate package to allow sharing with OTBM loader and its tests.

type MapTileEventSubscriber

type MapTileEventSubscriber = gwmap.MapTileEventSubscriber

Ideally this block would be empty.

Ideally in Go, we would define types as locally as possible, but this is in a separate package to allow sharing with OTBM loader and its tests.

type Skill

type Skill byte

Skill describes an individual trainable skill that the character can level over time.

const (
	SkillFist Skill = iota // 0
	SkillClub
	SkillSword
	SkillAxe
	SkillDistance
	SkillShield
	SkillFishing

	SkillFirst = SkillFist
	SkillLast  = SkillFishing
)

Notes

Bugs

  • The creature type "NPC" has a different value between OT and TFS.

  • The Forgotten Client has ranges < 0x400000000 for players, < 0x80000000 for monsters and everything else for NPCs. It also says that for >= 9.10 a creature will get a server-assigned type: 0 for players, 1 for monsters, 2 for NPCs and 3 for summoned creatures (3 is presumed and needs to be checked in servers); and on >= 11.21 a summoned creature will have the owner's ID determined and will client-side get the assigned type of 4. https://github.com/opentibiabr/The-Forgotten-Client/blob/8b7979619ea76bc29581122440d09f241afc175d/src/protocolgame.cpp#L8492-L8509

  • Move this to map data source

Directories

Path Synopsis

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