#include "CNShardServer.hpp" #include "CNStructs.hpp" #include "ChatManager.hpp" #include "PlayerManager.hpp" #include "TransportManager.hpp" #include "TableData.hpp" #include "NPCManager.hpp" #include "MobManager.hpp" #include "MissionManager.hpp" #include "ChunkManager.hpp" #include #include std::map ChatManager::commands; 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 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 (ChatManager::commands.find(cmd) != ChatManager::commands.end()) { Player* plr = PlayerManager::getPlayer(sock); ChatCommand command = ChatManager::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 { ChatManager::sendServerMessage(sock, "You don't have access to that command!"); return false; } } ChatManager::sendServerMessage(sock, "Unknown command!"); return false; } void helpCommand(std::string full, std::vector& args, CNSocket* sock) { ChatManager::sendServerMessage(sock, "Commands available to you:"); Player *plr = PlayerManager::getPlayer(sock); for (auto& cmd : ChatManager::commands) { if (cmd.second.requiredAccLevel >= plr->accountLevel) ChatManager::sendServerMessage(sock, "/" + cmd.first + (cmd.second.help.length() > 0 ? " - " + cmd.second.help : "")); } } void accessCommand(std::string full, std::vector& args, CNSocket* sock) { ChatManager::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel)); } void populationCommand(std::string full, std::vector& args, CNSocket* sock) { ChatManager::sendServerMessage(sock, std::to_string(PlayerManager::players.size()) + " players online"); } void levelCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { ChatManager::sendServerMessage(sock, "/level: no level specified"); return; } Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; 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)); } void mssCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 2) { ChatManager::sendServerMessage(sock, "[MSS] Too few arguments"); ChatManager::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 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 <>"); 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) { ChatManager::sendServerMessage(sock, "[MSS] Point height must be specified"); ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss add "); 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 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 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 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 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); return; } // mss clear if (args[2] == "clear") { route->clear(); ChatManager::sendServerMessage(sock, "[MSS] Cleared route " + std::to_string(routeNum)); return; } // mss 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); return; } // for compatibility: mss export if (args[2] == "export") { ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON); TableData::flush(); return; } // mss ???? ChatManager::sendServerMessage(sock, "[MSS] Unknown command '" + args[2] + "'"); } void summonWCommand(std::string full, std::vector& 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 (plr == nullptr || type >= 3314) return; int team = NPCManager::NPCData[type]["m_iTeam"]; assert(NPCManager::nextId < INT32_MAX); #define EXTRA_HEIGHT 200 BaseNPC *npc = nullptr; int id = NPCManager::nextId++; if (team == 2) { npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id); MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc; // re-enable respawning ((Mob*)npc)->summoned = false; } else { npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, plr->instanceID, type, id); } npc->appearanceData.iAngle = (plr->angle + 180) % 360; NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc; 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) { id = NPCManager::nextId++; if (team == 2) { npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id); MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc; ((Mob*)npc)->summoned = false; } else { npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id); } npc->appearanceData.iAngle = (plr->angle + 180) % 360; NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc; 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 } 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) { ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby"); return; } 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; } 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; } 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; } 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& 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& 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, "[NPCR] No NPCs found nearby"); return; } int angle = (plr->angle + 180) % 360; 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()) { 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)); } // 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)); } void refreshCommand(std::string full, std::vector& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); ChunkPos currentChunk = plr->chunkPos; ChunkPos nullChunk = std::make_tuple(0, 0, 0); ChunkManager::updatePlayerChunk(sock, currentChunk, nullChunk); ChunkManager::updatePlayerChunk(sock, nullChunk, currentChunk); } 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) { 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& args, CNSocket* sock) { Player* plr = PlayerManager::getPlayer(sock); if (args.size() < 2) { ChatManager::sendServerMessage(sock, "[NPCI] Instance ID must be specified"); ChatManager::sendServerMessage(sock, "[NPCI] Usage: /npci "); return; } 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; 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& 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"]))); 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& 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& 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& 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); if (plr == nullptr) return; // 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; 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& 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& args, CNSocket* sock) { ChatManager::sendServerMessage(sock, "[ADMIN] Players on the server:"); for (auto pair : PlayerManager::players) ChatManager::sendServerMessage(sock, PlayerManager::getPlayerName(pair.second)); } void summonGroupCommand(std::string full, std::vector& args, CNSocket* sock) { if (args.size() < 4) { ChatManager::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) { ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]); return; } // permission & sanity check if (type >= 3314 || type2 >= 3314 || count > 5) { ChatManager::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"]; assert(NPCManager::nextId < INT32_MAX); #define EXTRA_HEIGHT 200 BaseNPC *npc = nullptr; int id = NPCManager::nextId++; 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; } if (team == 2) { npc = new Mob(x, y, z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id); MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc; if (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; } // re-enable respawning if (wCommand) ((Mob*)npc)->summoned = false; } else { npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, plr->instanceID, type, id); } npc->appearanceData.iAngle = (plr->angle + 180) % 360; NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc; 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) { id = NPCManager::nextId++; if (team == 2) { npc = new Mob(x, y, z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id); MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc; if (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; } if (wCommand) ((Mob*)npc)->summoned = false; } else { npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id); } npc->appearanceData.iAngle = (plr->angle + 180) % 360; NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc; 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& args, CNSocket* sock) { TableData::flush(); ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON); } 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) { 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))); } 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); REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_ANNOUNCE, announcementHandler); 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"); registerCommand("whois", 50, whoisCommand, "describe nearest NPC"); } void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) { commands[cmd] = ChatCommand(requiredLevel, handlr, help); } void ChatManager::chatHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE)) return; // malformed packet sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE* chat = (sP_CL2FE_REQ_SEND_FREECHAT_MESSAGE*)data->buf; Player* plr = PlayerManager::getPlayer(sock); std::string fullChat = sanitizeText(U16toU8(chat->szFreeChat)); std::cout << "[FreeChat] " << PlayerManager::getPlayerName(plr, false) << ": " << fullChat << std::endl; if (fullChat.length() > 1 && fullChat[0] == CMD_PREFIX) { // PREFIX runCmd(fullChat, sock); return; } // send to client INITSTRUCT(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, resp); U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat)); resp.iPC_ID = plr->iID; resp.iEmoteCode = chat->iEmoteCode; sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC)); // send to visible players PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC)); } 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; // send to client INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp); U8toU16(fullChat, (char16_t*)&resp.szFreeChat, sizeof(resp.szFreeChat)); resp.iPC_ID = PlayerManager::getPlayer(sock)->iID; resp.iEmoteCode = chat->iEmoteCode; sock->sendPacket((void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC)); // send to visible players PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, sizeof(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC)); } void ChatManager::emoteHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT)) return; // ignore the malformed packet // you can dance with friends!!!!!!!! sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT* emote = (sP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT*)data->buf; Player* plr = PlayerManager::getPlayer(sock); // send to client INITSTRUCT(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, resp); resp.iEmoteCode = emote->iEmoteCode; resp.iID_From = plr->iID; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT)); // send to visible players (players within render distance) PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT)); } void ChatManager::sendServerMessage(CNSocket* sock, std::string msg) { INITSTRUCT(sP_FE2CL_PC_MOTD_LOGIN, motd); motd.iType = 1; // convert string to u16 and write it to the buffer U8toU16(msg, (char16_t*)motd.szSystemMsg, sizeof(motd.szSystemMsg)); // send the packet :) sock->sendPacket((void*)&motd, P_FE2CL_PC_MOTD_LOGIN, sizeof(sP_FE2CL_PC_MOTD_LOGIN)); } void ChatManager::announcementHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_GM_REQ_PC_ANNOUNCE)) return; // ignore malformed packet Player* plr = PlayerManager::getPlayer(sock); if (plr->accountLevel > 30) 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)); std::map::iterator it; switch (announcement->iAreaType) { case 0: // area (all players in viewable chunks) PlayerManager::sendToViewable(sock, (void*)&msg, P_FE2CL_GM_REP_PC_ANNOUNCE, sizeof(sP_FE2CL_GM_REP_PC_ANNOUNCE)); break; case 1: // shard break; //stubbed for now case 2: // world break; // stubbed for now case 3: // global (all players) 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; } } // we only allow plain ascii, at least for now std::string ChatManager::sanitizeText(std::string text, bool allowNewlines) { int i; char buf[128]; i = 0; for (char c : text) { if (i >= 127) break; if (!allowNewlines && c == '\n') continue; if (c >= ' ' && c <= '~') buf[i++] = c; } buf[i] = 0; return std::string(buf); }