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 "ChunkManager.hpp"
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#include <sstream>
#include <iterator>
#include <math.h>
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std::map<std::string, ChatCommand> ChatManager::commands;
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std::vector<std::string> ChatManager::dump;
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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->accountLevel)
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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);
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 (type >= 3314)
return;
BaseNPC *npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true);
// update angle
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, npc->appearanceData.iAngle);
// 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) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true, true);
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, npc->instanceID, npc->appearanceData.iAngle);
}
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) {
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Player* plr = PlayerManager::getPlayer(sock);
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BaseNPC* npc = NPCManager::getNearestNPC(plr->viewableChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
return;
}
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if (TableData::RunningEggs.find(npc->appearanceData.iNPC_ID) != TableData::RunningEggs.end()) {
ChatManager::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->appearanceData.iNPCType) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
TableData::RunningEggs.erase(npc->appearanceData.iNPC_ID);
NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
return;
}
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()
&& TableData::RunningGroups.find(npc->appearanceData.iNPC_ID) == TableData::RunningGroups.end()) {
ChatManager::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
return;
}
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if (MobManager::Mobs.find(npc->appearanceData.iNPC_ID) != MobManager::Mobs.end()) {
int leadId = ((Mob*)npc)->groupLeader;
if (leadId != 0) {
if (MobManager::Mobs.find(leadId) == MobManager::Mobs.end()) {
std::cout << "[WARN] unsummonW: leader not found!" << std::endl;
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}
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Mob* leadNpc = MobManager::Mobs[leadId];
for (int i = 0; i < 4; i++) {
if (leadNpc->groupMember[i] == 0)
break;
if (MobManager::Mobs.find(leadNpc->groupMember[i]) == MobManager::Mobs.end()) {
std::cout << "[WARN] unsommonW: leader can't find a group member!" << std::endl;
continue;
}
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NPCManager::destroyNPC(leadNpc->groupMember[i]);
}
TableData::RunningGroups.erase(leadId);
NPCManager::destroyNPC(leadId);
ChatManager::sendServerMessage(sock, "/unsummonW: Mob group destroyed.");
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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Player* plr = PlayerManager::getPlayer(sock);
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BaseNPC* npc = NPCManager::getNearestNPC(plr->viewableChunks, 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;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, angle);
// if it's a gruntwork NPC, rotate in-place
if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, npc->instanceID, 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);
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ChunkPos currentChunk = plr->chunkPos;
ChunkPos nullChunk = std::make_tuple(0, 0, 0);
ChunkManager::updatePlayerChunk(sock, currentChunk, nullChunk);
ChunkManager::updatePlayerChunk(sock, nullChunk, currentChunk);
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}
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) {
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Player* plr = PlayerManager::getPlayer(sock);
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "[NPCI] Instance ID must be specified");
ChatManager::sendServerMessage(sock, "[NPCI] Usage: /npci <instance ID>");
return;
}
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BaseNPC* npc = NPCManager::getNearestNPC(plr->viewableChunks, 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;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, instance, npc->appearanceData.iAngle);
}
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"])));
if ((int)(task["m_iSTGrantTimer"]) != 0)
ChatManager::sendServerMessage(sock, "[MINFO] Current task timer: " + std::to_string((int)(task["m_iSTGrantTimer"])));
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 buffCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 3) {
ChatManager::sendServerMessage(sock, "/buff: no skill Id and duration time specified");
return;
}
char* tmp;
int skillId = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp)
return;
int duration = std::strtol(args[2].c_str(), &tmp, 10);
if (*tmp)
return;
if (NPCManager::eggBuffPlayer(sock, skillId, duration)<0)
ChatManager::sendServerMessage(sock, "/buff: unknown skill Id");
}
void eggCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "/egg: no egg type specified");
return;
}
char* tmp;
int eggType = std::strtol(args[1].c_str(), &tmp, 10);
if (*tmp)
return;
if (NPCManager::EggTypes.find(eggType) == NPCManager::EggTypes.end()) {
ChatManager::sendServerMessage(sock, "/egg: Unknown egg type");
return;
}
assert(NPCManager::nextId < INT32_MAX);
int id = NPCManager::nextId++;
Player* plr = PlayerManager::getPlayer(sock);
// some math to place egg nicely in front of the player
// temporarly disabled for sake of gruntwork
int addX = 0; //-500.0f * sin(plr->angle / 180.0f * M_PI);
int addY = 0; //-500.0f * cos(plr->angle / 180.0f * M_PI);
Egg* egg = new Egg(plr->x + addX, plr->y + addY, plr->z, plr->instanceID, eggType, id, false); // change last arg to true after gruntwork
NPCManager::NPCs[id] = egg;
NPCManager::Eggs[id] = egg;
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NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle);
// add to template
TableData::RunningEggs[id] = egg;
}
void notifyCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player *plr = PlayerManager::getPlayer(sock);
if (plr->notify) {
plr->notify = false;
ChatManager::sendServerMessage(sock, "[ADMIN] No longer receiving join notifications");
} else {
plr->notify = true;
ChatManager::sendServerMessage(sock, "[ADMIN] Receiving join notifications");
}
}
void playersCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
ChatManager::sendServerMessage(sock, "[ADMIN] Players on the server:");
for (auto pair : PlayerManager::players)
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ChatManager::sendServerMessage(sock, PlayerManager::getPlayerName(pair.second));
}
void summonGroupCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 4) {
ChatManager::sendServerMessage(sock, "/summonGroup(W) <leadermob> <mob> <number> [distance]");
return;
}
Player* plr = PlayerManager::getPlayer(sock);
char *rest;
bool wCommand = (args[0] == "/summonGroupW");
int type = std::strtol(args[1].c_str(), &rest, 10);
int type2 = std::strtol(args[2].c_str(), &rest, 10);
int count = std::strtol(args[3].c_str(), &rest, 10);
int distance = 150;
if (args.size() > 4)
distance = std::strtol(args[4].c_str(), &rest, 10);
if (*rest) {
ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
return;
}
// permission & sanity check
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if (type >= 3314 || type2 >= 3314 || count > 5) {
ChatManager::sendServerMessage(sock, "Invalid parameters; double check types and count");
return;
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}
Mob* leadNpc = nullptr;
for (int i = 0; i < count; i++) {
int team = NPCManager::NPCData[type]["m_iTeam"];
int x = plr->x;
int y = plr->y;
int z = plr->z;
if (i > 0) {
int angle = 360.0f / (count-1) * (i-1);
if (count == 3)
angle = 90 + 60 * i;
angle += (plr->angle + 180) % 360;
x += -1.0f * sin(angle / 180.0f * M_PI) * distance;
y += -1.0f * cos(angle / 180.0f * M_PI) * distance;
z = plr->z;
}
BaseNPC *npc = NPCManager::summonNPC(x, y, z, plr->instanceID, type, wCommand);
if (team == 2 && i > 0) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
// 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) {
npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, wCommand, true);
if (team == 2 && i > 0) {
leadNpc->groupMember[i-1] = npc->appearanceData.iNPC_ID;
Mob* mob = MobManager::Mobs[npc->appearanceData.iNPC_ID];
mob->groupLeader = leadNpc->appearanceData.iNPC_ID;
mob->offsetX = x - plr->x;
mob->offsetY = y - plr->y;
}
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, x, y, z, plr->instanceID, npc->appearanceData.iAngle);
}
ChatManager::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) +
", id: " + std::to_string(npc->appearanceData.iNPC_ID));
if (i == 0 && team == 2) {
type = type2;
leadNpc = MobManager::Mobs[npc->appearanceData.iNPC_ID];
leadNpc->groupLeader = leadNpc->appearanceData.iNPC_ID;
}
}
if (!wCommand)
return; // not writing; don't add to running mobs
if (leadNpc == nullptr) {
std::cout << "/summonGroupW: can't find group leader! Won't be saved!\n";
return;
}
TableData::RunningGroups[leadNpc->appearanceData.iNPC_ID] = leadNpc; // only record the leader
}
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 whoisCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
BaseNPC* npc = NPCManager::getNearestNPC(plr->viewableChunks, plr->x, plr->y, plr->z);
if (npc == nullptr) {
ChatManager::sendServerMessage(sock, "[WHOIS] No NPCs found nearby");
return;
}
ChatManager::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->appearanceData.iNPC_ID));
ChatManager::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->appearanceData.iNPCType));
ChatManager::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->appearanceData.iHP));
ChatManager::sendServerMessage(sock, "[WHOIS] CBF: " + std::to_string(npc->appearanceData.iConditionBitFlag));
ChatManager::sendServerMessage(sock, "[WHOIS] Class: " + std::to_string(npc->npcClass));
ChatManager::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->appearanceData.iX));
ChatManager::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->appearanceData.iY));
ChatManager::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->appearanceData.iZ));
ChatManager::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->appearanceData.iAngle));
std::string chunkPosition = std::to_string(std::get<0>(npc->chunkPos)) + ", " + std::to_string(std::get<1>(npc->chunkPos)) + ", " + std::to_string(std::get<2>(npc->chunkPos));
ChatManager::sendServerMessage(sock, "[WHOIS] Chunk: {" + chunkPosition + "}");
ChatManager::sendServerMessage(sock, "[WHOIS] MapNum: " + std::to_string(MAPNUM(npc->instanceID)));
ChatManager::sendServerMessage(sock, "[WHOIS] Instance: " + std::to_string(PLAYERID(npc->instanceID)));
}
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void lairUnlockCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (!ChunkManager::chunkExists(plr->chunkPos))
return;
Chunk* chnk = ChunkManager::chunks[plr->chunkPos];
int taskID = -1;
int missionID = -1;
int found = 0;
for (int32_t id : chnk->NPCs) {
if (NPCManager::NPCs.find(id) == NPCManager::NPCs.end())
continue;
BaseNPC* npc = NPCManager::NPCs[id];
for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) {
if ((*it).second.npcID == npc->appearanceData.iNPCType) {
taskID = (*it).second.limitTaskID;
missionID = MissionManager::Tasks[taskID]->task["m_iHMissionID"];
found++;
break;
}
}
}
if (missionID == -1 || taskID == -1) {
ChatManager::sendServerMessage(sock, "You are NOT standing near a lair portal; move around and try again!");
return;
}
if (found > 1) {
ChatManager::sendServerMessage(sock, "More than one lair found; decrease chunk size and try again!");
return;
}
INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, taskResp);
MissionManager::startTask(plr, taskID, false);
taskResp.iTaskNum = taskID;
taskResp.iRemainTime = 0;
sock->sendPacket((void*)&taskResp, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, missionResp);
missionResp.iCurrentMissionID = missionID;
plr->CurrentMissionID = missionID;
sock->sendPacket((void*)&missionResp, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
}
void hideCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (plr->hidden) {
ChatManager::sendServerMessage(sock, "[HIDE] You're already hidden from the map.");
return;
}
plr->hidden = true;
ChatManager::sendServerMessage(sock, "[HIDE] Successfully hidden from the map.");
}
void unhideCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
Player* plr = PlayerManager::getPlayer(sock);
if (!plr->hidden) {
ChatManager::sendServerMessage(sock, "[HIDE] You're already visible from the map.");
return;
}
plr->hidden = false;
ChatManager::sendServerMessage(sock, "[HIDE] Successfully un-hidden from the map.");
}
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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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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_ANNOUNCE, announcementHandler);
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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("buff", 50, buffCommand, "give yourself a buff effect");
registerCommand("egg", 30, eggCommand, "summon a coco egg");
registerCommand("tasks", 30, tasksCommand, "list all active missions and their respective task ids.");
registerCommand("notify", 30, notifyCommand, "receive a message whenever a player joins the server");
registerCommand("players", 30, playersCommand, "print all players on the server");
registerCommand("summonGroup", 30, summonGroupCommand, "summon group NPCs");
registerCommand("summonGroupW", 30, summonGroupCommand, "permanently summon group NPCs");
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registerCommand("whois", 50, whoisCommand, "describe nearest NPC");
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registerCommand("lair", 50, lairUnlockCommand, "get the required mission for the nearest fusion lair");
registerCommand("hide", 100, hideCommand, "hide yourself from the global player map");
registerCommand("unhide", 100, unhideCommand, "un-hide yourself from the global player map");
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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 = sanitizeText(U16toU8(chat->szFreeChat));
std::cout << "[FreeChat] " << PlayerManager::getPlayerName(plr, false) << ": " << fullChat << std::endl;
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dump.push_back(PlayerManager::getPlayerName(plr, true) + ": " + fullChat);
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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);
U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat));
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resp.iPC_ID = plr->iID;
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resp.iEmoteCode = chat->iEmoteCode;
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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;
Player *plr = PlayerManager::getPlayer(sock);
std::string fullChat = sanitizeText(U16toU8(chat->szFreeChat));
std::cout << "[MenuChat] " << PlayerManager::getPlayerName(plr, false) << ": " << fullChat << std::endl;
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dump.push_back(PlayerManager::getPlayerName(plr, true) + ": " + fullChat);
// send to client
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INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat));
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resp.iPC_ID = PlayerManager::getPlayer(sock)->iID;
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resp.iEmoteCode = chat->iEmoteCode;
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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));
}
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void ChatManager::announcementHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_ANNOUNCE))
return; // ignore malformed packet
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Player* plr = PlayerManager::getPlayer(sock);
if (plr->accountLevel > 30)
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return; // only players with account level less than 30 (GM) are allowed to use this command
sP_CL2FE_GM_REQ_PC_ANNOUNCE* announcement = (sP_CL2FE_GM_REQ_PC_ANNOUNCE*)data->buf;
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
msg.iAnnounceType = announcement->iAnnounceType;
msg.iDuringTime = announcement->iDuringTime;
memcpy(msg.szAnnounceMsg, announcement->szAnnounceMsg, sizeof(msg.szAnnounceMsg));
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std::map<CNSocket*, Player*>::iterator it;
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switch (announcement->iAreaType) {
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case 0: // area (all players in viewable chunks)
sock->sendPacket((void*)&msg, P_FE2CL_GM_REP_PC_ANNOUNCE, sizeof(sP_FE2CL_GM_REP_PC_ANNOUNCE));
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PlayerManager::sendToViewable(sock, (void*)&msg, P_FE2CL_GM_REP_PC_ANNOUNCE, sizeof(sP_FE2CL_GM_REP_PC_ANNOUNCE));
break;
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case 1: // shard
case 2: // world
break; // not applicable to OpenFusion
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case 3: // global (all players)
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for (it = PlayerManager::players.begin(); it != PlayerManager::players.end(); it++) {
CNSocket* allSock = it->first;
allSock->sendPacket((void*)&msg, P_FE2CL_GM_REP_PC_ANNOUNCE, sizeof(sP_FE2CL_GM_REP_PC_ANNOUNCE));
}
default:
break;
}
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std::cout << "[Bcast " << announcement->iAreaType << "] " << PlayerManager::getPlayerName(plr, false) << ": " << U16toU8(msg.szAnnounceMsg) << std::endl;
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dump.push_back("**" + PlayerManager::getPlayerName(plr, true) + ": " + U16toU8(msg.szAnnounceMsg) + "**");
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}
// we only allow plain ascii, at least for now
std::string ChatManager::sanitizeText(std::string text, bool allowNewlines) {
int i;
const int BUFSIZE = 512;
char buf[BUFSIZE];
assert(text.size() < BUFSIZE);
i = 0;
for (char c : text) {
if (i >= BUFSIZE-1)
break;
if (!allowNewlines && c == '\n')
continue;
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if ((c >= ' ' && c <= '~') || c == '\n')
buf[i++] = c;
}
buf[i] = 0;
return std::string(buf);
}