OpenFusion/src/ChatManager.cpp

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#include "CNShardServer.hpp"
#include "CNStructs.hpp"
#include "ChatManager.hpp"
#include "PlayerManager.hpp"
#include "TransportManager.hpp"
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#include "TableData.hpp"
#include "NPCManager.hpp"
#include "MobManager.hpp"
#include "MissionManager.hpp"
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#include <sstream>
#include <iterator>
std::map<std::string, ChatCommand> ChatManager::commands;
std::vector<std::string> parseArgs(std::string full) {
std::stringstream ss(full);
std::istream_iterator<std::string> begin(ss);
std::istream_iterator<std::string> end;
return std::vector<std::string>(begin, end);
}
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bool runCmd(std::string full, CNSocket* sock) {
std::vector<std::string> args = parseArgs(full);
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std::string cmd = args[0].substr(1, args[0].size() - 1);
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// check if the command exists
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if (ChatManager::commands.find(cmd) != ChatManager::commands.end()) {
Player* plr = PlayerManager::getPlayer(sock);
ChatCommand command = ChatManager::commands[cmd];
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// sanity check + does the player have the required account level to use the command?
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if (plr != nullptr && plr->accountLevel <= command.requiredAccLevel) {
command.handlr(full, args, sock);
return true;
} else {
ChatManager::sendServerMessage(sock, "You don't have access to that command!");
return false;
}
}
ChatManager::sendServerMessage(sock, "Unknown command!");
return false;
}
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void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
ChatManager::sendServerMessage(sock, "Commands available to you:");
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Player *plr = PlayerManager::getPlayer(sock);
for (auto& cmd : ChatManager::commands) {
if (cmd.second.requiredAccLevel >= plr->accountId)
ChatManager::sendServerMessage(sock, "/" + cmd.first + (cmd.second.help.length() > 0 ? " - " + cmd.second.help : ""));
}
}
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void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
}
void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
ChatManager::sendServerMessage(sock, std::to_string(PlayerManager::players.size()) + " players online");
}
void levelCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "/level: no level specified");
return;
}
Player *plr = PlayerManager::getPlayer(sock);
if (plr == nullptr)
return;
char *tmp;
int level = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp)
return;
if ((level < 1 || level > 36) && plr->accountLevel > 30)
return;
if (!(level < 1 || level > 36))
plr->level = level;
INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp);
resp.iPC_ID = plr->iID;
resp.iPC_Level = level;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
}
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void mssCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "[MSS] Too few arguments");
ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test/export> <<height>>");
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return;
}
// Validate route number
char* routeNumC;
int routeNum = std::strtol(args[1].c_str(), &routeNumC, 10);
if (*routeNumC) {
// not an integer
ChatManager::sendServerMessage(sock, "[MSS] Invalid route number '" + args[1] + "'");
return;
}
if (args.size() < 3) {
ChatManager::sendServerMessage(sock, "[MSS] Too few arguments");
ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test> <<height>>");
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return;
}
// get the route (if it doesn't exist yet, this will also make it)
std::vector<WarpLocation>* route = &TableData::RunningSkywayRoutes[routeNum];
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// mss <route> add <height>
if (args[2] == "add") {
// make sure height token exists
if (args.size() < 4) {
ChatManager::sendServerMessage(sock, "[MSS] Point height must be specified");
ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> add <height>");
return;
}
// validate height token
char* heightC;
int height = std::strtol(args[3].c_str(), &heightC, 10);
if (*heightC) {
ChatManager::sendServerMessage(sock, "[MSS] Invalid height " + args[3]);
return;
}
Player* plr = PlayerManager::getPlayer(sock);
route->push_back({ plr->x, plr->y, height }); // add point
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ChatManager::sendServerMessage(sock, "[MSS] Added point (" + std::to_string(plr->x) + ", " + std::to_string(plr->y) + ", " + std::to_string(height) + ") to route " + std::to_string(routeNum));
return;
}
// mss <route> remove
if (args[2] == "remove") {
if (route->empty()) {
ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
return;
}
WarpLocation pulled = route->back();
route->pop_back(); // remove point at top of stack
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ChatManager::sendServerMessage(sock, "[MSS] Removed point (" + std::to_string(pulled.x) + ", " + std::to_string(pulled.y) + ", " + std::to_string(pulled.z) + ") from route " + std::to_string(routeNum));
return;
}
// mss <route> goto
if (args[2] == "goto") {
if (route->empty()) {
ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
return;
}
WarpLocation pulled = route->back();
PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
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return;
}
// mss <route> clear
if (args[2] == "clear") {
route->clear();
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ChatManager::sendServerMessage(sock, "[MSS] Cleared route " + std::to_string(routeNum));
return;
}
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// mss <route> test
if (args[2] == "test") {
if (route->empty()) {
ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
return;
}
WarpLocation pulled = route->front();
PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
TransportManager::testMssRoute(sock, route);
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return;
}
// for compatibility: mss <route> export
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if (args[2] == "export") {
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ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
TableData::flush();
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return;
}
// mss ????
ChatManager::sendServerMessage(sock, "[MSS] Unknown command '" + args[2] + "'");
}
void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "/summonW: no mob type specified");
return;
}
Player* plr = PlayerManager::getPlayer(sock);
char *rest;
int type = std::strtol(args[1].c_str(), &rest, 10);
if (*rest) {
ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
return;
}
// permission & sanity check
if (plr == nullptr || type >= 3314)
return;
int team = NPCManager::NPCData[type]["m_iTeam"];
assert(NPCManager::nextId < INT32_MAX);
#define EXTRA_HEIGHT 200
BaseNPC *npc = nullptr;
int id = NPCManager::nextId++;
if (team == 2) {
npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id);
MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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// re-enable respawning
((Mob*)npc)->summoned = false;
} else {
npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, plr->instanceID, type, id);
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
// if we're in a lair, we need to spawn the NPC in both the private instance and the template
if (PLAYERID(plr->instanceID) != 0) {
id = NPCManager::nextId++;
if (team == 2) {
npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id);
MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
((Mob*)npc)->summoned = false;
} else {
npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id);
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
}
ChatManager::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
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}
void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
PlayerView& plrv = PlayerManager::players[sock];
Player* plr = plrv.plr;
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BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
return;
}
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()) {
ChatManager::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
return;
}
ChatManager::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->appearanceData.iNPCType) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningMobs.erase(npc->appearanceData.iNPC_ID);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
}
void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
MobManager::simulateMobs = !MobManager::simulateMobs;
if (MobManager::simulateMobs)
return;
// return all mobs to their spawn points
for (auto& pair : MobManager::Mobs) {
pair.second->state = MobState::RETREAT;
pair.second->target = nullptr;
pair.second->nextMovement = getTime();
// mobs with static paths can chill where they are
if (pair.second->staticPath) {
pair.second->roamX = pair.second->appearanceData.iX;
pair.second->roamY = pair.second->appearanceData.iY;
pair.second->roamZ = pair.second->appearanceData.iZ;
} else {
pair.second->roamX = pair.second->spawnX;
pair.second->roamY = pair.second->spawnY;
pair.second->roamZ = pair.second->spawnZ;
}
}
}
void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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PlayerView& plrv = PlayerManager::players[sock];
Player* plr = plrv.plr;
BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
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if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "[NPCR] No NPCs found nearby");
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return;
}
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int angle = (plr->angle + 180) % 360;
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
// if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
} else {
TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
+ std::to_string(npc->appearanceData.iNPC_ID));
}
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// update rotation clientside
INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
pkt.NPCAppearanceData = npc->appearanceData;
sock->sendPacket((void*)&pkt, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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}
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void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z);
}
void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
// no additional arguments: report current instance ID
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "[INST] Current instance ID: " + std::to_string(plr->instanceID));
ChatManager::sendServerMessage(sock, "[INST] (Map " + std::to_string(MAPNUM(plr->instanceID)) + ", instance " + std::to_string(PLAYERID(plr->instanceID)) + ")");
return;
}
// move player to specified instance
// validate instance ID
char* instanceS;
int instance = std::strtol(args[1].c_str(), &instanceS, 10);
if (*instanceS) {
ChatManager::sendServerMessage(sock, "[INST] Invalid instance ID: " + args[1]);
return;
}
PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z, instance);
ChatManager::sendServerMessage(sock, "[INST] Switched to instance with ID " + std::to_string(instance));
}
void npcInstanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
PlayerView& plrv = PlayerManager::players[sock];
Player* plr = plrv.plr;
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "[NPCI] Instance ID must be specified");
ChatManager::sendServerMessage(sock, "[NPCI] Usage: /npci <instance ID>");
return;
}
BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "[NPCI] No NPCs found nearby");
return;
}
// validate instance ID
char* instanceS;
int instance = std::strtol(args[1].c_str(), &instanceS, 10);
if (*instanceS) {
ChatManager::sendServerMessage(sock, "[NPCI] Invalid instance ID: " + args[1]);
return;
}
ChatManager::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance));
TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance;
NPCManager::updateNPCInstance(npc->appearanceData.iNPC_ID, instance);
}
void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
ChatManager::sendServerMessage(sock, "[MINFO] Current mission ID: " + std::to_string(plr->CurrentMissionID));
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] != 0) {
TaskData& task = *MissionManager::Tasks[plr->tasks[i]];
if ((int)(task["m_iHMissionID"]) == plr->CurrentMissionID) {
ChatManager::sendServerMessage(sock, "[MINFO] Current task ID: " + std::to_string(plr->tasks[i]));
ChatManager::sendServerMessage(sock, "[MINFO] Current task type: " + std::to_string((int)(task["m_iHTaskType"])));
ChatManager::sendServerMessage(sock, "[MINFO] Current waypoint NPC ID: " + std::to_string((int)(task["m_iSTGrantWayPoint"])));
ChatManager::sendServerMessage(sock, "[MINFO] Current terminator NPC ID: " + std::to_string((int)(task["m_iHTerminatorNPCID"])));
for (int j = 0; j < 3; j++)
if ((int)(task["m_iCSUEnemyID"][j]) != 0)
ChatManager::sendServerMessage(sock, "[MINFO] Current task mob #" + std::to_string(j+1) +": " + std::to_string((int)(task["m_iCSUEnemyID"][j])));
return;
}
}
}
}
void tasksCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
if (plr->tasks[i] != 0) {
TaskData& task = *MissionManager::Tasks[plr->tasks[i]];
ChatManager::sendServerMessage(sock, "[TASK-" + std::to_string(i) + "] mission ID: " + std::to_string((int)(task["m_iHMissionID"])));
ChatManager::sendServerMessage(sock, "[TASK-" + std::to_string(i) + "] task ID: " + std::to_string(plr->tasks[i]));
}
}
}
void flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
TableData::flush();
ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
}
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void ChatManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_FREECHAT_MESSAGE, chatHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT, emoteHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_MENUCHAT_MESSAGE, menuChatHandler);
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registerCommand("help", 100, helpCommand, "list all unlocked server-side commands");
registerCommand("access", 100, accessCommand, "print your access level");
registerCommand("instance", 30, instanceCommand, "print or change your current instance");
registerCommand("mss", 30, mssCommand, "edit Monkey Skyway routes");
registerCommand("npcr", 30, npcRotateCommand, "rotate NPCs");
registerCommand("npci", 30, npcInstanceCommand, "move NPCs across instances");
registerCommand("summonW", 30, summonWCommand, "permanently summon NPCs");
registerCommand("unsummonW", 30, unsummonWCommand, "delete permanently summoned NPCs");
registerCommand("toggleai", 30, toggleAiCommand, "enable/disable mob AI");
registerCommand("flush", 30, flushCommand, "save gruntwork to file");
registerCommand("level", 50, levelCommand, "change your character's level");
registerCommand("population", 100, populationCommand, "check how many players are online");
registerCommand("refresh", 100, refreshCommand, "teleport yourself to your current location");
registerCommand("minfo", 30, minfoCommand, "show details of the current mission and task.");
registerCommand("tasks", 30, tasksCommand, "list all active missions and their respective task ids.");
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}
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void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
commands[cmd] = ChatCommand(requiredLevel, handlr, help);
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}
void ChatManager::chatHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE))
return; // malformed packet
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sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
std::string fullChat = U16toU8(chat->szFreeChat);
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if (fullChat.length() > 1 && fullChat[0] == CMD_PREFIX) { // PREFIX
runCmd(fullChat, sock);
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return;
}
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// send to client
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INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp);
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memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
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resp.iPC_ID = plr->iID;
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resp.iEmoteCode = chat->iEmoteCode;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC));
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// send to visible players
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC));
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}
void ChatManager::menuChatHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_SEND_MENUCHAT_MESSAGE))
return; // malformed packet
sP_CL2FE_REQ_SEND_MENUCHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_MENUCHAT_MESSAGE*)data->buf;
// send to client
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INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
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memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
resp.iPC_ID = PlayerManager::players[sock].plr->iID;
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resp.iEmoteCode = chat->iEmoteCode;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC));
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// send to visible players
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC));
}
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void ChatManager::emoteHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT))
return; // ignore the malformed packet
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// you can dance with friends!!!!!!!!
sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT* emote = (sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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// send to client
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INITSTRUCT(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, resp);
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resp.iEmoteCode = emote->iEmoteCode;
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resp.iID_From = plr->iID;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
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// send to visible players (players within render distance)
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT));
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}
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void ChatManager::sendServerMessage(CNSocket* sock, std::string msg) {
INITSTRUCT(sP_FE2CL_PC_MOTD_LOGIN, motd);
motd.iType = 1;
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// convert string to u16 and write it to the buffer
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U8toU16(msg, (char16_t*)motd.szSystemMsg, sizeof(motd.szSystemMsg));
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// send the packet :)
sock->sendPacket((void*)&motd, P_FE2CL_PC_MOTD_LOGIN, sizeof(sP_FE2CL_PC_MOTD_LOGIN));
}