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
This commit is contained in:
dongresource 2020-10-18 22:43:22 +02:00
parent f7e7f99017
commit 4a5857a126
7 changed files with 28 additions and 33 deletions

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@ -28,6 +28,10 @@
#define INITSTRUCT(T, x) T x; \
memset(&x, 0, sizeof(T));
// macros to extract fields from instanceIDs
#define MAPNUM(x) ((x) & 0xffffffff)
#define PLAYERID(x) ((x) >> 32)
// TODO: rewrite U16toU8 & U8toU16 to not use codecvt
std::string U16toU8(char16_t* src);

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@ -43,7 +43,7 @@ bool runCmd(std::string full, CNSocket* sock) {
}
void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
ChatManager::sendServerMessage(sock, "Commands available to you");
ChatManager::sendServerMessage(sock, "Commands available to you:");
Player *plr = PlayerManager::getPlayer(sock);
for (auto& cmd : ChatManager::commands) {
@ -52,14 +52,6 @@ void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* soc
}
}
void testCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
ChatManager::sendServerMessage(sock, "Test command is working! Here are your passed args:");
for (std::string arg : args) {
ChatManager::sendServerMessage(sock, arg);
}
}
void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
ChatManager::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
}
@ -241,8 +233,8 @@ void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket*
NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
// if we're in a lair, we need to spawn the mob in both the private instance and the template
if ((plr->instanceID >> 32) != 0) {
npc = new Mob(plr->x, plr->y, plr->z + 200, plr->instanceID & 0xffffffff, type, NPCManager::NPCData[type], NPCManager::nextId++);
if (PLAYERID(plr->instanceID) != 0) {
npc = new Mob(plr->x, plr->y, plr->z + 200, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], NPCManager::nextId++);
npc->appearanceData.iAngle = (plr->angle + 180) % 360;
NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
@ -342,7 +334,7 @@ void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket*
// 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(plr->instanceID & 0xffffffff) + ", instance " + std::to_string(plr->instanceID >> 32) + ")");
ChatManager::sendServerMessage(sock, "[INST] (Map " + std::to_string(MAPNUM(plr->instanceID)) + ", instance " + std::to_string(PLAYERID(plr->instanceID)) + ")");
return;
}
@ -399,20 +391,19 @@ void ChatManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT, emoteHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_MENUCHAT_MESSAGE, menuChatHandler);
registerCommand("help", 100, helpCommand, "lists all unlocked commands");
registerCommand("test", 1, testCommand);
registerCommand("access", 100, accessCommand);
registerCommand("instance", 30, instanceCommand);
registerCommand("mss", 30, mssCommand);
registerCommand("npcr", 30, npcRotateCommand);
registerCommand("npci", 30, npcInstanceCommand);
registerCommand("summonW", 30, summonWCommand);
registerCommand("unsummonW", 30, unsummonWCommand);
registerCommand("toggleai", 30, toggleAiCommand);
registerCommand("flush", 30, flushCommand);
registerCommand("level", 50, levelCommand);
registerCommand("population", 100, populationCommand);
registerCommand("refresh", 100, refreshCommand);
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");
}
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) {
void ChunkManager::createInstance(uint64_t instanceID) {
std::vector<std::tuple<int, int, uint64_t>> templateChunks = ChunkManager::getChunksInMap(instanceID & 0xffffffff); // base instance chunks
std::vector<std::tuple<int, int, uint64_t>> templateChunks = ChunkManager::getChunksInMap(MAPNUM(instanceID)); // base instance chunks
if (ChunkManager::getChunksInMap(instanceID).size() == 0) { // only instantiate if the instance doesn't exist already
std::cout << "Creating instance " << instanceID << std::endl;
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) {
}
// post-warp: check if the source instance has no more players in it and delete it if so
if ((fromInstance >> 32) == 0)
if (PLAYERID(fromInstance) == 0)
return; // don't clean up overworld/IZ chunks
std::vector<std::tuple<int, int, uint64_t>> sourceChunkCoords = ChunkManager::getChunksInMap(fromInstance);

View File

@ -233,8 +233,8 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z, uint64_t I
plr->instanceID = I;
if (I != INSTANCE_OVERWORLD) {
INITSTRUCT(sP_FE2CL_INSTANCE_MAP_INFO, pkt);
pkt.iEP_ID = (I >> 32) == 0; // iEP_ID has to be positive for the map to be enabled
pkt.iInstanceMapNum = (int32_t)(I & 0xffffffff); // lower 32 bits are mapnum
pkt.iEP_ID = PLAYERID(I) == 0; // iEP_ID has to be positive for the map to be enabled
pkt.iInstanceMapNum = (int32_t)MAPNUM(I); // lower 32 bits are mapnum
sock->sendPacket((void*)&pkt, P_FE2CL_INSTANCE_MAP_INFO, sizeof(sP_FE2CL_INSTANCE_MAP_INFO));
sendPlayerTo(sock, X, Y, Z);
} else {
@ -939,7 +939,7 @@ WarpLocation PlayerManager::getRespawnPoint(Player *plr) {
for (auto targ : NPCManager::RespawnPoints) {
curDist = sqrt(pow(plr->x - targ.x, 2) + pow(plr->y - targ.y, 2));
if (curDist < bestDist && targ.instanceID == (plr->instanceID & 0xffffffff)) { // only mapNum needs to match
if (curDist < bestDist && targ.instanceID == MAPNUM(plr->instanceID)) { // only mapNum needs to match
best = targ;
bestDist = curDist;
}

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@ -629,7 +629,7 @@ void TableData::flush() {
mob["iX"] = m->spawnX;
mob["iY"] = m->spawnY;
mob["iZ"] = m->spawnZ;
mob["iMapNum"] = m->instanceID & 0xffffffff;
mob["iMapNum"] = MAPNUM(m->instanceID);
// this is a bit imperfect, since this is a live angle, not a spawn angle so it'll change often, but eh
mob["iAngle"] = m->appearanceData.iAngle;

2
tdata

@ -1 +1 @@
Subproject commit 57323d64af19d36d5855454bfec5fdc0a54be3dc
Subproject commit b4a2ffd37e8c966744be6730cb3507619f412718