[refactor] Continue work on switching over to new sendPacket() wrapper

I also moved the give nano GM command to BuiltinCommands, and added a perms check

Haven't checked the following files yet:
Eggs
Groups
Missions
MobAI
This commit is contained in:
CakeLancelot
2021-03-20 18:50:57 -05:00
committed by dongresource
parent 4a22449f5e
commit b428eb08e9
6 changed files with 91 additions and 88 deletions

View File

@@ -110,7 +110,7 @@ static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
resp.iNPC_ID = req->iNPC_ID;
resp.iMissionStringID = barks[rand() % barks.size()];
sock->sendPacket((void*)&resp, P_FE2CL_REP_BARKER, sizeof(sP_FE2CL_REP_BARKER));
sock->sendPacket(resp, P_FE2CL_REP_BARKER);
}
static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
@@ -148,7 +148,7 @@ BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type,
}
static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
auto req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
int limit = NPCData.back()["m_iNpcNumber"];
@@ -175,13 +175,13 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
// send to self
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
sock->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
sock->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC);
// send to others
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
chg.iPC_ID = plr->iID;
chg.iState = plr->iPCState;
PlayerManager::sendToViewable(sock, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
PlayerManager::sendToViewable(sock, chg, P_FE2CL_PC_STATE_CHANGE);
}
// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
@@ -225,13 +225,13 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
// send to self
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
sockTo->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
sockTo->sendPacket(off, P_FE2CL_PC_VEHICLE_OFF_SUCC);
// send to others
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
chg.iPC_ID = otherPlr->iID;
chg.iState = otherPlr->iPCState;
PlayerManager::sendToViewable(sockTo, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
PlayerManager::sendToViewable(sockTo, chg, P_FE2CL_PC_STATE_CHANGE);
}
PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
@@ -249,7 +249,7 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
plr->instanceID = INSTANCE_OVERWORLD;
Missions::failInstancedMissions(sock); // fail any instanced missions
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
sock->sendPacket(resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC);
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
@@ -264,7 +264,7 @@ static void handleWarp(CNSocket* sock, int32_t warpId) {
}
static void npcWarpHandler(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
auto warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
handleWarp(sock, warpNpc->iWarpID);
}