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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
QoL improvements.
* Use macros for extracting map numbers and player IDs from instance IDs * Add docstrings to all commands * Remove /test command * Sync with tdata
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@ -28,6 +28,10 @@
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#define INITSTRUCT(T, x) T x; \
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memset(&x, 0, sizeof(T));
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// macros to extract fields from instanceIDs
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#define MAPNUM(x) ((x) & 0xffffffff)
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#define PLAYERID(x) ((x) >> 32)
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// TODO: rewrite U16toU8 & U8toU16 to not use codecvt
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std::string U16toU8(char16_t* src);
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@ -43,7 +43,7 @@ bool runCmd(std::string full, CNSocket* sock) {
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}
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void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Commands available to you");
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ChatManager::sendServerMessage(sock, "Commands available to you:");
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Player *plr = PlayerManager::getPlayer(sock);
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for (auto& cmd : ChatManager::commands) {
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@ -52,14 +52,6 @@ void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* soc
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}
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}
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void testCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Test command is working! Here are your passed args:");
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for (std::string arg : args) {
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ChatManager::sendServerMessage(sock, arg);
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}
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}
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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));
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}
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@ -241,8 +233,8 @@ void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket*
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
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// if we're in a lair, we need to spawn the mob in both the private instance and the template
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if ((plr->instanceID >> 32) != 0) {
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npc = new Mob(plr->x, plr->y, plr->z + 200, plr->instanceID & 0xffffffff, type, NPCManager::NPCData[type], NPCManager::nextId++);
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if (PLAYERID(plr->instanceID) != 0) {
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npc = new Mob(plr->x, plr->y, plr->z + 200, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], NPCManager::nextId++);
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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@ -342,7 +334,7 @@ void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket*
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// no additional arguments: report current instance ID
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "[INST] Current instance ID: " + std::to_string(plr->instanceID));
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ChatManager::sendServerMessage(sock, "[INST] (Map " + std::to_string(plr->instanceID & 0xffffffff) + ", instance " + std::to_string(plr->instanceID >> 32) + ")");
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ChatManager::sendServerMessage(sock, "[INST] (Map " + std::to_string(MAPNUM(plr->instanceID)) + ", instance " + std::to_string(PLAYERID(plr->instanceID)) + ")");
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return;
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}
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@ -399,20 +391,19 @@ void ChatManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT, emoteHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_MENUCHAT_MESSAGE, menuChatHandler);
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registerCommand("help", 100, helpCommand, "lists all unlocked commands");
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registerCommand("test", 1, testCommand);
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registerCommand("access", 100, accessCommand);
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registerCommand("instance", 30, instanceCommand);
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registerCommand("mss", 30, mssCommand);
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registerCommand("npcr", 30, npcRotateCommand);
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registerCommand("npci", 30, npcInstanceCommand);
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registerCommand("summonW", 30, summonWCommand);
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registerCommand("unsummonW", 30, unsummonWCommand);
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registerCommand("toggleai", 30, toggleAiCommand);
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registerCommand("flush", 30, flushCommand);
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registerCommand("level", 50, levelCommand);
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registerCommand("population", 100, populationCommand);
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registerCommand("refresh", 100, refreshCommand);
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registerCommand("help", 100, helpCommand, "list all unlocked server-side commands");
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registerCommand("access", 100, accessCommand, "print your access level");
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registerCommand("instance", 30, instanceCommand, "print or change your current instance");
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registerCommand("mss", 30, mssCommand, "edit Monkey Skyway routes");
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registerCommand("npcr", 30, npcRotateCommand, "rotate NPCs");
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registerCommand("npci", 30, npcInstanceCommand, "move NPCs across instances");
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registerCommand("summonW", 30, summonWCommand, "permanently summon NPCs");
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registerCommand("unsummonW", 30, unsummonWCommand, "delete permanently summoned NPCs");
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registerCommand("toggleai", 30, toggleAiCommand, "enable/disable mob AI");
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registerCommand("flush", 30, flushCommand, "save gruntwork to file");
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registerCommand("level", 50, levelCommand, "change your character's level");
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registerCommand("population", 100, populationCommand, "check how many players are online");
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registerCommand("refresh", 100, refreshCommand, "teleport yourself to your current location");
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}
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void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {
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@ -202,7 +202,7 @@ bool ChunkManager::inPopulatedChunks(int posX, int posY, uint64_t instanceID) {
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void ChunkManager::createInstance(uint64_t instanceID) {
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std::vector<std::tuple<int, int, uint64_t>> templateChunks = ChunkManager::getChunksInMap(instanceID & 0xffffffff); // base instance chunks
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std::vector<std::tuple<int, int, uint64_t>> templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks
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if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
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std::cout << "Creating instance " << instanceID << std::endl;
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for (std::tuple<int, int, uint64_t> &coords : templateChunks) {
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@ -628,7 +628,7 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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}
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// post-warp: check if the source instance has no more players in it and delete it if so
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if ((fromInstance >> 32) == 0)
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if (PLAYERID(fromInstance) == 0)
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return; // don't clean up overworld/IZ chunks
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std::vector<std::tuple<int, int, uint64_t>> sourceChunkCoords = ChunkManager::getChunksInMap(fromInstance);
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@ -233,8 +233,8 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
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plr->instanceID = I;
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if (I != INSTANCE_OVERWORLD) {
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INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
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pkt.iEP_ID = (I >> 32) == 0; // iEP_ID has to be positive for the map to be enabled
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pkt.iInstanceMapNum = (int32_t)(I & 0xffffffff); // lower 32 bits are mapnum
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pkt.iEP_ID = PLAYERID(I) == 0; // iEP_ID has to be positive for the map to be enabled
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pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
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sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
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sendPlayerTo(sock, X, Y, Z);
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} else {
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@ -939,7 +939,7 @@ WarpLocation PlayerManager::getRespawnPoint(Player *plr) {
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for (auto targ : NPCManager::RespawnPoints) {
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curDist = sqrt(pow(plr->x - targ.x, 2) + pow(plr->y - targ.y, 2));
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if (curDist < bestDist && targ.instanceID == (plr->instanceID & 0xffffffff)) { // only mapNum needs to match
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if (curDist < bestDist && targ.instanceID == MAPNUM(plr->instanceID)) { // only mapNum needs to match
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best = targ;
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bestDist = curDist;
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}
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@ -629,7 +629,7 @@ void TableData::flush() {
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mob["iX"] = m->spawnX;
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mob["iY"] = m->spawnY;
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mob["iZ"] = m->spawnZ;
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mob["iMapNum"] = m->instanceID & 0xffffffff;
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mob["iMapNum"] = MAPNUM(m->instanceID);
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// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
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mob["iAngle"] = m->appearanceData.iAngle;
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2
tdata
2
tdata
@ -1 +1 @@
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Subproject commit 57323d64af19d36d5855454bfec5fdc0a54be3dc
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Subproject commit b4a2ffd37e8c966744be6730cb3507619f412718
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