#include "CustomCommands.hpp" #include "db/Database.hpp" #include "Player.hpp" #include "PlayerManager.hpp" #include "Chat.hpp" #include "TableData.hpp" #include "NPCManager.hpp" #include "MobAI.hpp" #include "Missions.hpp" #include "Eggs.hpp" #include "Items.hpp" #include "Abilities.hpp" #include #include typedef void (*CommandHandler)(std::string fullString, std::vector& args, CNSocket* sock); struct ChatCommand { int requiredAccLevel; std::string help; CommandHandler handlr; ChatCommand(int r, CommandHandler h): requiredAccLevel(r), handlr(h) {} ChatCommand(int r, CommandHandler h, std::string str): requiredAccLevel(r), help(str), handlr(h) {} ChatCommand(): ChatCommand(0, nullptr) {} }; static std::map commands; static std::vector parseArgs(std::string full) { std::stringstream ss(full); std::istream_iterator begin(ss); std::istream_iterator end; return std::vector(begin, end); } bool CustomCommands::runCmd(std::string full, CNSocket* sock) { std::vector args = parseArgs(full); std::string cmd = args[0].substr(1, args[0].size() - 1); // check if the command exists if (commands.find(cmd) != commands.end()) { Player* plr = PlayerManager::getPlayer(sock); ChatCommand command = commands[cmd]; // sanity check + does the player have the required account level to use the command? if (plr != nullptr && plr->accountLevel <= command.requiredAccLevel) { command.handlr(full, args, sock); return true; } else { Chat::sendServerMessage(sock, "You don't have access to that command!"); return false; } } Chat::sendServerMessage(sock, "Unknown command!"); return false; } // static void updatePathMarkers(CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) { for (BaseNPC* marker : TableData::RunningNPCPaths[plr->iID].second) marker->enterIntoViewOf(sock); } } // static void helpCommand(std::string full, std::vector& args, CNSocket* sock) { Chat::sendServerMessage(sock, "Commands available to you:"); Player *plr = PlayerManager::getPlayer(sock); for (auto& cmd : commands) { if (cmd.second.requiredAccLevel >= plr->accountLevel) Chat::sendServerMessage(sock, "/" + cmd.first + (cmd.second.help.length() > 0 ? " - " + cmd.second.help : "")); } } static void accessCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { Chat::sendServerMessage(sock, "Usage: /access [new_level]"); Chat::sendServerMessage(sock, "Use . for id to select yourself"); return; } char *tmp; Player* self = PlayerManager::getPlayer(sock); int selfAccess = self->accountLevel; Player* player; if (args[1].compare(".") == 0) { player = self; } else { int id = std::strtol(args[1].c_str(), &tmp, 10); if (*tmp) { Chat::sendServerMessage(sock, "Invalid player ID " + args[1]); return; } player = PlayerManager::getPlayerFromID(id); if (player == nullptr) { Chat::sendServerMessage(sock, "Could not find player with ID " + std::to_string(id)); return; } // Messing with other players requires a baseline access of 30 if (player != self && selfAccess > 30) { Chat::sendServerMessage(sock, "Can't check or change other players access levels (insufficient privileges)"); return; } } std::string playerName = PlayerManager::getPlayerName(player); int currentAccess = player->accountLevel; if (args.size() < 3) { // just check Chat::sendServerMessage(sock, playerName + " has access level " + std::to_string(currentAccess)); return; } // Can't change the access level of someone with stronger privileges // N.B. lower value = stronger privileges if (currentAccess <= selfAccess) { Chat::sendServerMessage(sock, "Can't change this player's access level (insufficient privileges)"); return; } int newAccess = std::strtol(args[2].c_str(), &tmp, 10); if (*tmp) { Chat::sendServerMessage(sock, "Invalid access level " + args[2]); return; } // Can only assign an access level weaker than yours if (newAccess <= selfAccess) { Chat::sendServerMessage(sock, "Can only assign privileges weaker than your own"); return; } player->accountLevel = newAccess; // Save to database int accountId = Database::getAccountIdForPlayer(player->iID); Database::updateAccountLevel(accountId, newAccess); Chat::sendServerMessage(sock, "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess)); } static void populationCommand(std::string full, std::vector& args, CNSocket* sock) { Chat::sendServerMessage(sock, std::to_string(PlayerManager::players.size()) + " players online"); } static void levelCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { Chat::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(resp, P_FE2CL_REP_PC_CHANGE_LEVEL); PlayerManager::sendToViewable(sock, resp, P_FE2CL_REP_PC_CHANGE_LEVEL); } static void mssCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { Chat::sendServerMessage(sock, "[MSS] Too few arguments"); Chat::sendServerMessage(sock, "[MSS] Usage: /mss <>"); return; } // Validate route number char* routeNumC; int routeNum = std::strtol(args[1].c_str(), &routeNumC, 10); if (*routeNumC) { // not an integer Chat::sendServerMessage(sock, "[MSS] Invalid route number '" + args[1] + "'"); return; } if (args.size() < 3) { Chat::sendServerMessage(sock, "[MSS] Too few arguments"); Chat::sendServerMessage(sock, "[MSS] Usage: /mss <>"); return; } // get the route (if it doesn't exist yet, this will also make it) std::vector* route = &TableData::RunningSkywayRoutes[routeNum]; // mss add if (args[2] == "add") { // make sure height token exists if (args.size() < 4) { Chat::sendServerMessage(sock, "[MSS] Point height must be specified"); Chat::sendServerMessage(sock, "[MSS] Usage: /mss add "); return; } // validate height token char* heightC; int height = std::strtol(args[3].c_str(), &heightC, 10); if (*heightC) { Chat::sendServerMessage(sock, "[MSS] Invalid height " + args[3]); return; } Player* plr = PlayerManager::getPlayer(sock); route->push_back({ plr->x, plr->y, height }); // add point Chat::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 remove if (args[2] == "remove") { if (route->empty()) { Chat::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty"); return; } Vec3 pulled = route->back(); route->pop_back(); // remove point at top of stack Chat::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 goto if (args[2] == "goto") { if (route->empty()) { Chat::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty"); return; } Vec3 pulled = route->back(); PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z); return; } // mss clear if (args[2] == "clear") { route->clear(); Chat::sendServerMessage(sock, "[MSS] Cleared route " + std::to_string(routeNum)); return; } // mss test if (args[2] == "test") { if (route->empty()) { Chat::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty"); return; } Vec3 pulled = route->front(); PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z); Transport::testMssRoute(sock, route); return; } // for compatibility: mss export if (args[2] == "export") { Chat::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON); TableData::flush(); return; } // mss ???? Chat::sendServerMessage(sock, "[MSS] Unknown command '" + args[2] + "'"); } static void summonWCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { Chat::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) { Chat::sendServerMessage(sock, "Invalid NPC number: " + args[1]); return; } int limit = NPCManager::NPCData.back()["m_iNpcNumber"]; // permission & sanity check if (type > limit) return; BaseNPC *npc = NPCManager::summonNPC(plr->x, plr->y, plr->z, plr->instanceID, type, true); // update angle npc->angle = (plr->angle + 180) % 360; NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, plr->instanceID, npc->angle); // 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->angle = (plr->angle + 180) % 360; NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, npc->angle); } Chat::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) + ", id: " + std::to_string(npc->id)); TableData::RunningMobs[npc->id] = npc; // only record the one in the template } static void unsummonWCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z); if (npc == nullptr) { Chat::sendServerMessage(sock, "/unsummonW: No NPCs found nearby"); return; } if (TableData::RunningEggs.find(npc->id) != TableData::RunningEggs.end()) { Chat::sendServerMessage(sock, "/unsummonW: removed egg with type: " + std::to_string(npc->type) + ", id: " + std::to_string(npc->id)); TableData::RunningEggs.erase(npc->id); NPCManager::destroyNPC(npc->id); return; } if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end() && TableData::RunningGroups.find(npc->id) == TableData::RunningGroups.end()) { Chat::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob."); return; } if (NPCManager::NPCs.find(npc->id) != NPCManager::NPCs.end() && NPCManager::NPCs[npc->id]->kind == EntityKind::MOB) { int leadId = ((Mob*)npc)->groupLeader; if (leadId != 0) { if (NPCManager::NPCs.find(leadId) == NPCManager::NPCs.end() || NPCManager::NPCs[leadId]->kind != EntityKind::MOB) { std::cout << "[WARN] unsummonW: leader not found!" << std::endl; } Mob* leadNpc = (Mob*)NPCManager::NPCs[leadId]; for (int i = 0; i < 4; i++) { if (leadNpc->groupMember[i] == 0) break; if (NPCManager::NPCs.find(leadNpc->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadNpc->groupMember[i]]->kind != EntityKind::MOB) { std::cout << "[WARN] unsommonW: leader can't find a group member!" << std::endl; continue; } NPCManager::destroyNPC(leadNpc->groupMember[i]); } TableData::RunningGroups.erase(leadId); NPCManager::destroyNPC(leadId); Chat::sendServerMessage(sock, "/unsummonW: Mob group destroyed."); return; } } Chat::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->type) + ", id: " + std::to_string(npc->id)); TableData::RunningMobs.erase(npc->id); NPCManager::destroyNPC(npc->id); } static void toggleAiCommand(std::string full, std::vector& args, CNSocket* sock) { MobAI::simulateMobs = !MobAI::simulateMobs; if (MobAI::simulateMobs) return; // return all mobs to their spawn points for (auto& pair : NPCManager::NPCs) { if (pair.second->kind != EntityKind::MOB) continue; Mob* mob = (Mob*)pair.second; mob->state = AIState::RETREAT; mob->target = nullptr; mob->nextMovement = getTime(); // mobs with static paths can chill where they are if (mob->staticPath) { mob->roamX = mob->x; mob->roamY = mob->y; mob->roamZ = mob->z; } else { mob->roamX = mob->spawnX; mob->roamY = mob->spawnY; mob->roamZ = mob->spawnZ; } } } static void npcRotateCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z); if (npc == nullptr) { Chat::sendServerMessage(sock, "[NPCR] No NPCs found nearby"); return; } int angle = (plr->angle + 180) % 360; NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle); bool isGruntworkNpc = true; // add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()) { TableData::RunningNPCRotations[npc->id] = angle; isGruntworkNpc = false; } Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->id)); // update rotation clientside by refreshing the player's chunks (same as the /refresh command) PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID); } static void refreshCommand(std::string full, std::vector& args, CNSocket* sock) { Player *plr = PlayerManager::getPlayer(sock); PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID); } static void instanceCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); // no additional arguments: report current instance ID if (args.size() < 2) { Chat::sendServerMessage(sock, "[INST] Current instance ID: " + std::to_string(plr->instanceID)); Chat::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; uint64_t instance = std::strtoll(args[1].c_str(), &instanceS, 10); if (*instanceS) { Chat::sendServerMessage(sock, "[INST] Invalid instance ID: " + args[1]); return; } if (args.size() >= 3) { char* playeridS; uint64_t playerid = std::strtoll(args[2].c_str(), &playeridS, 10); if (playerid != 0) { instance |= playerid << 32ULL; Chunking::createInstance(instance); // a precaution plr->recallInstance = 0; } } PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z, instance); Chat::sendServerMessage(sock, "[INST] Switched to instance with ID " + std::to_string(instance)); } static void npcInstanceCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); if (args.size() < 2) { Chat::sendServerMessage(sock, "[NPCI] Instance ID must be specified"); Chat::sendServerMessage(sock, "[NPCI] Usage: /npci "); return; } BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z); if (npc == nullptr) { Chat::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) { Chat::sendServerMessage(sock, "[NPCI] Invalid instance ID: " + args[1]); return; } Chat::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->id) + " to instance " + std::to_string(instance)); TableData::RunningNPCMapNumbers[npc->id] = instance; NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, instance, npc->angle); } static void minfoCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); Chat::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 = *Missions::Tasks[plr->tasks[i]]; if ((int)(task["m_iHMissionID"]) == plr->CurrentMissionID) { Chat::sendServerMessage(sock, "[MINFO] Current task ID: " + std::to_string(plr->tasks[i])); Chat::sendServerMessage(sock, "[MINFO] Current task type: " + std::to_string((int)(task["m_iHTaskType"]))); Chat::sendServerMessage(sock, "[MINFO] Current waypoint NPC ID: " + std::to_string((int)(task["m_iSTGrantWayPoint"]))); Chat::sendServerMessage(sock, "[MINFO] Current terminator NPC ID: " + std::to_string((int)(task["m_iHTerminatorNPCID"]))); if ((int)(task["m_iSTGrantTimer"]) != 0) Chat::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) Chat::sendServerMessage(sock, "[MINFO] Current task mob #" + std::to_string(j+1) +": " + std::to_string((int)(task["m_iCSUEnemyID"][j]))); return; } } } } static void tasksCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) { if (plr->tasks[i] != 0) { TaskData& task = *Missions::Tasks[plr->tasks[i]]; Chat::sendServerMessage(sock, "[TASK-" + std::to_string(i) + "] mission ID: " + std::to_string((int)(task["m_iHMissionID"]))); Chat::sendServerMessage(sock, "[TASK-" + std::to_string(i) + "] task ID: " + std::to_string(plr->tasks[i])); } } } static void buffCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 3) { Chat::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 (Abilities::SkillTable.count(skillId) == 0) { Chat::sendServerMessage(sock, "/buff: unknown skill Id"); return; } Eggs::eggBuffPlayer(sock, skillId, 0, duration); } static void eggCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { Chat::sendServerMessage(sock, "/egg: no egg type specified"); return; } char* tmp; int eggType = std::strtol(args[1].c_str(), &tmp, 10); if (*tmp) return; if (Eggs::EggTypes.find(eggType) == Eggs::EggTypes.end()) { Chat::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->instanceID, eggType, id, false); // change last arg to true after gruntwork NPCManager::NPCs[id] = egg; NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID, plr->angle); // add to template TableData::RunningEggs[id] = egg; } static void notifyCommand(std::string full, std::vector& args, CNSocket* sock) { Player *plr = PlayerManager::getPlayer(sock); if (plr->notify) { plr->notify = false; Chat::sendServerMessage(sock, "[ADMIN] No longer receiving join notifications"); } else { plr->notify = true; Chat::sendServerMessage(sock, "[ADMIN] Receiving join notifications"); } } static void playersCommand(std::string full, std::vector& args, CNSocket* sock) { Chat::sendServerMessage(sock, "[ADMIN] Players on the server:"); for (auto pair : PlayerManager::players) Chat::sendServerMessage(sock, PlayerManager::getPlayerName(pair.second)); } static void summonGroupCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 4) { Chat::sendServerMessage(sock, "/summonGroup(W) [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) { Chat::sendServerMessage(sock, "Invalid NPC number: " + args[1]); return; } int limit = NPCManager::NPCData.back()["m_iNpcNumber"]; // permission & sanity check if (type > limit || type2 > limit || count > 5) { Chat::sendServerMessage(sock, "Invalid parameters; double check types and count"); return; } 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 && npc->kind == EntityKind::MOB) { leadNpc->groupMember[i-1] = npc->id; Mob* mob = (Mob*)NPCManager::NPCs[npc->id]; mob->groupLeader = leadNpc->id; mob->offsetX = x - plr->x; mob->offsetY = y - plr->y; } npc->angle = (plr->angle + 180) % 360; NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle); // 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 && npc->kind == EntityKind::MOB) { leadNpc->groupMember[i-1] = npc->id; Mob* mob = (Mob*)NPCManager::NPCs[npc->id]; mob->groupLeader = leadNpc->id; mob->offsetX = x - plr->x; mob->offsetY = y - plr->y; } npc->angle = (plr->angle + 180) % 360; NPCManager::updateNPCPosition(npc->id, x, y, z, plr->instanceID, npc->angle); } Chat::sendServerMessage(sock, "/summonGroup(W): placed mob with type: " + std::to_string(type) + ", id: " + std::to_string(npc->id)); if (i == 0 && team == 2 && npc->kind == EntityKind::MOB) { type = type2; leadNpc = (Mob*)NPCManager::NPCs[npc->id]; leadNpc->groupLeader = leadNpc->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->id] = leadNpc; // only record the leader } static void flushCommand(std::string full, std::vector& args, CNSocket* sock) { TableData::flush(); Chat::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON); } static void whoisCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z); if (npc == nullptr) { Chat::sendServerMessage(sock, "[WHOIS] No NPCs found nearby"); return; } Chat::sendServerMessage(sock, "[WHOIS] ID: " + std::to_string(npc->id)); Chat::sendServerMessage(sock, "[WHOIS] Type: " + std::to_string(npc->type)); Chat::sendServerMessage(sock, "[WHOIS] HP: " + std::to_string(npc->hp)); Chat::sendServerMessage(sock, "[WHOIS] EntityType: " + std::to_string((int)npc->kind)); Chat::sendServerMessage(sock, "[WHOIS] X: " + std::to_string(npc->x)); Chat::sendServerMessage(sock, "[WHOIS] Y: " + std::to_string(npc->y)); Chat::sendServerMessage(sock, "[WHOIS] Z: " + std::to_string(npc->z)); Chat::sendServerMessage(sock, "[WHOIS] Angle: " + std::to_string(npc->angle)); 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)); Chat::sendServerMessage(sock, "[WHOIS] Chunk: {" + chunkPosition + "}"); Chat::sendServerMessage(sock, "[WHOIS] MapNum: " + std::to_string(MAPNUM(npc->instanceID))); Chat::sendServerMessage(sock, "[WHOIS] Instance: " + std::to_string(PLAYERID(npc->instanceID))); } static void lairUnlockCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); int taskID = -1; int missionID = -1; int lastDist = INT_MAX; for (Chunk *chnk : Chunking::getViewableChunks(plr->chunkPos)) { for (const EntityRef& ref : chnk->entities) { if (ref.kind == EntityKind::PLAYER) continue; BaseNPC* npc = (BaseNPC*)ref.getEntity(); int distXY = std::hypot(plr->x - npc->x, plr->y - npc->y); int dist = std::hypot(distXY, plr->z - npc->z); if (dist >= lastDist) continue; for (auto it = NPCManager::Warps.begin(); it != NPCManager::Warps.end(); it++) { if (it->second.npcID == npc->type) { taskID = it->second.limitTaskID; missionID = Missions::Tasks[taskID]->task["m_iHMissionID"]; lastDist = dist; break; } } } } if (missionID == -1 || taskID == -1) { Chat::sendServerMessage(sock, "No nearby Lair portals found."); return; } INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, taskResp); Missions::startTask(plr, taskID); taskResp.iTaskNum = taskID; taskResp.iRemainTime = 0; sock->sendPacket(taskResp, P_FE2CL_REP_PC_TASK_START_SUCC); INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, missionResp); missionResp.iCurrentMissionID = missionID; plr->CurrentMissionID = missionID; sock->sendPacket(missionResp, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID); } static void hideCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); if (plr->hidden) { Chat::sendServerMessage(sock, "[HIDE] You're already hidden from the map."); return; } plr->hidden = true; Chat::sendServerMessage(sock, "[HIDE] Successfully hidden from the map."); } static void unhideCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); if (!plr->hidden) { Chat::sendServerMessage(sock, "[HIDE] You're already visible from the map."); return; } plr->hidden = false; Chat::sendServerMessage(sock, "[HIDE] Successfully un-hidden from the map."); } static void redeemCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { Chat::sendServerMessage(sock, "/redeem: No code specified"); return; } // convert string to all lowercase const char* codeRaw = args[1].c_str(); if (args[1].size() > 256) { // prevent overflow Chat::sendServerMessage(sock, "/redeem: Code too long"); return; } char buf[256]; for (int i = 0; i < args[1].size(); i++) buf[i] = std::tolower(codeRaw[i]); std::string code(buf, args[1].size()); if (Items::CodeItems.find(code) == Items::CodeItems.end()) { Chat::sendServerMessage(sock, "/redeem: Unknown code"); return; } Player* plr = PlayerManager::getPlayer(sock); if (Database::isCodeRedeemed(plr->iID, code)) { Chat::sendServerMessage(sock, "/redeem: You have already redeemed this code item"); return; } int itemCount = Items::CodeItems[code].size(); std::vector slots; for (int i = 0; i < itemCount; i++) { slots.push_back(Items::findFreeSlot(plr)); if (slots[i] == -1) { Chat::sendServerMessage(sock, "/redeem: Not enough space in inventory"); // delete any temp items we might have set for (int j = 0; j < i; j++) { plr->Inven[slots[j]] = { 0, 0, 0, 0 }; // empty } return; } plr->Inven[slots[i]] = { 999, 999, 999, 0 }; // temp item; overwritten later } Database::recordCodeRedemption(plr->iID, code); for (int i = 0; i < itemCount; i++) { std::pair item = Items::CodeItems[code][i]; INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp); resp.eIL = 1; resp.iSlotNum = slots[i]; resp.Item.iID = item.first; resp.Item.iType = item.second; // I think it is safe? :eyes resp.Item.iOpt = 1; // save serverside plr->Inven[resp.iSlotNum] = resp.Item; sock->sendPacket(resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC); } std::string msg = itemCount == 1 ? "You have redeemed a code item" : "You have redeemed code items"; Chat::sendServerMessage(sock, msg); } static void unwarpableCommand(std::string full, std::vector& args, CNSocket* sock) { Player *plr = PlayerManager::getPlayer(sock); plr->unwarpable = true; } static void warpableCommand(std::string full, std::vector& args, CNSocket* sock) { Player *plr = PlayerManager::getPlayer(sock); plr->unwarpable = false; } static void registerallCommand(std::string full, std::vector& args, CNSocket* sock) { Player *plr = PlayerManager::getPlayer(sock); plr->iWarpLocationFlag = UINT32_MAX; plr->aSkywayLocationFlag[0] = UINT64_MAX; plr->aSkywayLocationFlag[1] = UINT64_MAX; // update the client INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC, resp); resp.iWarpLocationFlag = plr->iWarpLocationFlag; resp.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0]; resp.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1]; sock->sendPacket(resp, P_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC); } static void unregisterallCommand(std::string full, std::vector& args, CNSocket* sock) { Player *plr = PlayerManager::getPlayer(sock); plr->iWarpLocationFlag = 0; plr->aSkywayLocationFlag[0] = 0; plr->aSkywayLocationFlag[1] = 0; // update the client INITSTRUCT(sP_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC, resp); resp.iWarpLocationFlag = plr->iWarpLocationFlag; resp.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0]; resp.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1]; sock->sendPacket(resp, P_FE2CL_REP_PC_REGIST_TRANSPORTATION_LOCATION_SUCC); } static void banCommand(std::string full, std::vector& args, CNSocket *sock) { Player* plr = PlayerManager::getPlayer(sock); if (args.size() < 2) { Chat::sendServerMessage(sock, "Usage: /ban PlayerID [reason...]"); return; } char *rest; int playerId = std::strtol(args[1].c_str(), &rest, 10); if (*rest) { Chat::sendServerMessage(sock, "Invalid PlayerID: " + args[1]); return; } std::string reason; if (args.size() == 2) { reason = "no reason given"; } else { reason = args[2]; for (int i = 3; i < args.size(); i++) reason += " " + args[i]; } // ban the account that player belongs to if (!Database::banPlayer(playerId, reason)) { // propagating a more descriptive error message from banPlayer() would be too much work Chat::sendServerMessage(sock, "Failed to ban target player. Check server logs."); return; } Chat::sendServerMessage(sock, "Banned target player."); std::cout << "[INFO] " << PlayerManager::getPlayerName(plr) << " banned player " << playerId << std::endl; // if the player is online, kick them CNSocket *otherSock = PlayerManager::getSockFromID(playerId); if (otherSock == nullptr) { Chat::sendServerMessage(sock, "Player wasn't online. Didn't need to kick."); return; } Player *otherPlr = PlayerManager::getPlayer(otherSock); INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, pkt); pkt.iID = otherPlr->iID; pkt.iExitCode = 3; // "a GM has terminated your connection" // send to target player otherSock->sendPacket(pkt, P_FE2CL_REP_PC_EXIT_SUCC); // ensure that the connection has terminated otherSock->kill(); Chat::sendServerMessage(sock, PlayerManager::getPlayerName(otherPlr) + " was online. Kicked."); } static void unbanCommand(std::string full, std::vector& args, CNSocket *sock) { Player* plr = PlayerManager::getPlayer(sock); if (args.size() < 2) { Chat::sendServerMessage(sock, "Usage: /unban PlayerID"); return; } char *rest; int playerId = std::strtol(args[1].c_str(), &rest, 10); if (*rest) { Chat::sendServerMessage(sock, "Invalid PlayerID: " + args[1]); return; } if (Database::unbanPlayer(playerId)) { Chat::sendServerMessage(sock, "Unbanned player."); std::cout << "[INFO] " << PlayerManager::getPlayerName(plr) << " unbanned player " << playerId << std::endl; } else { Chat::sendServerMessage(sock, "Failed to unban player. Check server logs."); } } static void pathCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); if (args.size() < 2) { Chat::sendServerMessage(sock, "[PATH] Too few arguments"); Chat::sendServerMessage(sock, "[PATH] Usage: /path "); updatePathMarkers(sock); return; } // /path start if (args[1] == "start") { // make sure the player doesn't have a follower if (TableData::RunningNPCPaths.find(plr->iID) != TableData::RunningNPCPaths.end()) { Chat::sendServerMessage(sock, "[PATH] An NPC is already following you"); Chat::sendServerMessage(sock, "[PATH] Run '/path end' first, if you're done"); updatePathMarkers(sock); return; } // find nearest NPC BaseNPC* npc = NPCManager::getNearestNPC(&plr->viewableChunks, plr->x, plr->y, plr->z); if (npc == nullptr) { Chat::sendServerMessage(sock, "[PATH] No NPCs found nearby"); return; } // add first point at NPC's current location std::vector pathPoints; BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--); // assign coords manually, since we aren't actually adding markers to the world marker->x = npc->x; marker->y = npc->y; marker->z = npc->z; pathPoints.push_back(marker); // map from player TableData::RunningNPCPaths[plr->iID] = std::make_pair(npc, pathPoints); Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is now following you"); updatePathMarkers(sock); return; } // make sure the player has a follower if (TableData::RunningNPCPaths.find(plr->iID) == TableData::RunningNPCPaths.end()) { Chat::sendServerMessage(sock, "[PATH] No NPC is currently following you"); Chat::sendServerMessage(sock, "[PATH] Run '/path start' near an NPC first"); return; } std::pair>* entry = &TableData::RunningNPCPaths[plr->iID]; BaseNPC* npc = entry->first; // /path kf if (args[1] == "kf") { BaseNPC* marker = new BaseNPC(0, plr->instanceID, 1386, NPCManager::nextId--); marker->x = npc->x; marker->y = npc->y; marker->z = npc->z; entry->second.push_back(marker); Chat::sendServerMessage(sock, "[PATH] Added keyframe"); updatePathMarkers(sock); return; } // /path here if (args[1] == "here") { // bring the NPC to where the player is standing Transport::NPCQueues.erase(npc->id); // delete transport queue NPCManager::updateNPCPosition(npc->id, plr->x, plr->y, plr->z, npc->instanceID, 0); npc->disappearFromViewOf(sock); npc->enterIntoViewOf(sock); Chat::sendServerMessage(sock, "[PATH] Come here"); return; } // /path undo if (args[1] == "undo") { if (entry->second.size() == 1) { Chat::sendServerMessage(sock, "[PATH] Nothing to undo"); return; } BaseNPC* marker = entry->second.back(); marker->disappearFromViewOf(sock); // vanish delete marker; // destroy entry->second.pop_back(); // remove from the vector Chat::sendServerMessage(sock, "[PATH] Undid last keyframe"); updatePathMarkers(sock); return; } // /path test if (args[1] == "test") { int speed = NPC_DEFAULT_SPEED; if (args.size() > 2) { // speed specified char* buf; int speedArg = std::strtol(args[2].c_str(), &buf, 10); if (*buf) { Chat::sendServerMessage(sock, "[PATH] Invalid speed " + args[2]); return; } speed = speedArg; } // return NPC to home Transport::NPCQueues.erase(npc->id); // delete transport queue BaseNPC* home = entry->second[0]; NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0); npc->disappearFromViewOf(sock); npc->enterIntoViewOf(sock); // do lerping magic entry->second.push_back(home); // temporary end point for loop completion std::queue keyframes; auto _point = entry->second.begin(); Vec3 from = { (*_point)->x, (*_point)->y, (*_point)->z }; // point A coords for (_point++; _point != entry->second.end(); _point++) { // loop through all point Bs Vec3 to = { (*_point)->x, (*_point)->y, (*_point)->z }; // point B coords // add point A to the queue keyframes.push(from); Transport::lerp(&keyframes, from, to, speed); // lerp from A to B from = to; // update point A } Transport::NPCQueues[npc->id] = keyframes; entry->second.pop_back(); // remove temp end point Chat::sendServerMessage(sock, "[PATH] Testing NPC path"); return; } // /path cancel if (args[1] == "cancel") { // return NPC to home Transport::NPCQueues.erase(npc->id); // delete transport queue BaseNPC* home = entry->second[0]; NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0); npc->disappearFromViewOf(sock); npc->enterIntoViewOf(sock); // deallocate markers for (BaseNPC* marker : entry->second) { marker->disappearFromViewOf(sock); // poof delete marker; // destroy } // unmap TableData::RunningNPCPaths.erase(plr->iID); Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you"); return; } // /path end if (args[1] == "end") { if (args.size() < 2) { Chat::sendServerMessage(sock, "[PATH] Too few arguments"); Chat::sendServerMessage(sock, "[PATH] Usage: /path end [speed] [a/r]"); return; } int speed = NPC_DEFAULT_SPEED; bool relative = false; if (args.size() > 2) { // speed specified char* buf; int speedArg = std::strtol(args[2].c_str(), &buf, 10); if (*buf) { Chat::sendServerMessage(sock, "[PATH] Invalid speed " + args[2]); return; } speed = speedArg; } if (args.size() > 3 && args[3] == "r") { // relativity specified relative = true; } // return NPC to home and set path to repeat Transport::NPCQueues.erase(npc->id); // delete transport queue BaseNPC* home = entry->second[0]; NPCManager::updateNPCPosition(npc->id, home->x, home->y, home->z, npc->instanceID, 0); npc->disappearFromViewOf(sock); npc->enterIntoViewOf(sock); npc->loopingPath = true; // do lerping magic entry->second.push_back(home); // temporary end point for loop completion std::queue keyframes; auto _point = entry->second.begin(); Vec3 from = { (*_point)->x, (*_point)->y, (*_point)->z }; // point A coords for (_point++; _point != entry->second.end(); _point++) { // loop through all point Bs Vec3 to = { (*_point)->x, (*_point)->y, (*_point)->z }; // point B coords // add point A to the queue keyframes.push(from); Transport::lerp(&keyframes, from, to, speed); // lerp from A to B from = to; // update point A } Transport::NPCQueues[npc->id] = keyframes; entry->second.pop_back(); // remove temp end point // save to gruntwork std::vector finalPoints; for (BaseNPC* marker : entry->second) { Vec3 coords = { marker->x, marker->y, marker->z }; if (relative) { coords.x -= home->x; coords.y -= home->y; coords.z -= home->z; } finalPoints.push_back(coords); } // end point to complete the circuit if (relative) finalPoints.push_back({ 0, 0, 0 }); else finalPoints.push_back({ home->x, home->y, home->z }); NPCPath finishedPath; finishedPath.escortTaskID = -1; finishedPath.isRelative = relative; finishedPath.isLoop = true; finishedPath.speed = speed; finishedPath.points = finalPoints; finishedPath.targetIDs.push_back(npc->id); TableData::FinishedNPCPaths.push_back(finishedPath); // deallocate markers for (BaseNPC* marker : entry->second) { marker->disappearFromViewOf(sock); // poof delete marker; // destroy } // unmap TableData::RunningNPCPaths.erase(plr->iID); Chat::sendServerMessage(sock, "[PATH] NPC " + std::to_string(npc->id) + " is no longer following you"); TableData::flush(); Chat::sendServerMessage(sock, "[PATH] Path saved to gruntwork"); return; } // /path ??? Chat::sendServerMessage(sock, "[PATH] Unknown argument '" + args[1] + "'"); } static void registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) { commands[cmd] = ChatCommand(requiredLevel, handlr, help); } void CustomCommands::init() { registerCommand("help", 100, helpCommand, "list all unlocked server-side commands"); registerCommand("access", 100, accessCommand, "check or change access levels"); 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("levelx", 50, levelCommand, "change your character's level"); // for Academy 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"); registerCommand("ban", 30, banCommand, "ban the account the given PlayerID belongs to"); registerCommand("unban", 30, unbanCommand, "unban the account the given PlayerID belongs to"); registerCommand("whois", 50, whoisCommand, "describe nearest NPC"); 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"); registerCommand("unwarpable", 100, unwarpableCommand, "prevent buddies from warping to you"); registerCommand("warpable", 100, warpableCommand, "re-allow buddies to warp to you"); registerCommand("registerall", 50, registerallCommand, "register all SCAMPER and MSS destinations"); registerCommand("unregisterall", 50, unregisterallCommand, "clear all SCAMPER and MSS destinations"); registerCommand("redeem", 100, redeemCommand, "redeem a code item"); registerCommand("path", 30, pathCommand, "edit NPC paths"); }