#include "BuiltinCommands.hpp" #include "servers/CNShardServer.hpp" #include "Player.hpp" #include "PlayerManager.hpp" #include "Items.hpp" #include "Missions.hpp" #include "Chat.hpp" #include "Nanos.hpp" // helper function, not a packet handler void BuiltinCommands::setSpecialState(CNSocket* sock, CNPacketData* data) { auto setData = (sP_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH*)data->buf; Player *plr = PlayerManager::getPlayer(sock); // HACK: work around the invisible weapon bug if (setData->iSpecialStateFlag == CN_SPECIAL_STATE_FLAG__FULL_UI) Items::updateEquips(sock, plr); INITSTRUCT(sP_FE2CL_PC_SPECIAL_STATE_CHANGE, response); plr->iSpecialState ^= setData->iSpecialStateFlag; response.iPC_ID = setData->iPC_ID; response.iReqSpecialStateFlag = setData->iSpecialStateFlag; response.iSpecialState = plr->iSpecialState; sock->sendPacket(response, P_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC); PlayerManager::sendToViewable(sock, response, P_FE2CL_PC_SPECIAL_STATE_CHANGE); } static void setGMSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) { if (PlayerManager::getPlayer(sock)->accountLevel > 30) return; BuiltinCommands::setSpecialState(sock, data); } static void gotoPlayer(CNSocket* sock, CNPacketData* data) { Player *plr = PlayerManager::getPlayer(sock); if (plr->accountLevel > 50) return; auto gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf; DEBUGLOG( std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl; std::cout << "\tX: " << gotoData->iToX << std::endl; std::cout << "\tY: " << gotoData->iToY << std::endl; std::cout << "\tZ: " << gotoData->iToZ << std::endl; ) PlayerManager::sendPlayerTo(sock, gotoData->iToX, gotoData->iToY, gotoData->iToZ, INSTANCE_OVERWORLD); } static void setValuePlayer(CNSocket* sock, CNPacketData* data) { Player *plr = PlayerManager::getPlayer(sock); if (plr->accountLevel > 50) return; auto setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)data->buf; INITSTRUCT(sP_FE2CL_GM_REP_PC_SET_VALUE, response); DEBUGLOG( std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl; std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl; std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl; std::cout << "\tSetValue: " << setData->iSetValue << std::endl; ) // Handle serverside value-changes switch (setData->iSetValueType) { case 1: plr->HP = setData->iSetValue; break; case 2: plr->batteryW = setData->iSetValue; // caps if (plr->batteryW > 9999) plr->batteryW = 9999; break; case 3: plr->batteryN = setData->iSetValue; // caps if (plr->batteryN > 9999) plr->batteryN = 9999; break; case 4: Missions::updateFusionMatter(sock, setData->iSetValue - plr->fusionmatter); break; case 5: plr->money = setData->iSetValue; break; } response.iPC_ID = setData->iPC_ID; response.iSetValue = setData->iSetValue; response.iSetValueType = setData->iSetValueType; sock->sendPacket(response, P_FE2CL_GM_REP_PC_SET_VALUE); // if one lowers their own health to 0, make sure others can see it if (plr->HP <= 0) { INITSTRUCT(sP_FE2CL_PC_SUDDEN_DEAD, dead); dead.iPC_ID = plr->iID; dead.iDamage = plr->HP; dead.iHP = plr->HP = 0; PlayerManager::sendToViewable(sock, dead, P_FE2CL_PC_SUDDEN_DEAD); } } static void setGMSpecialOnOff(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); // access check if (plr->accountLevel > 30) return; auto req = (sP_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF*)data->buf; CNSocket *otherSock = PlayerManager::getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID, AUTOU16TOU8(req->szTargetPC_FirstName), AUTOU16TOU8(req->szTargetPC_LastName)); if (otherSock == nullptr) { Chat::sendServerMessage(sock, "player not found"); return; } Player *otherPlr = PlayerManager::getPlayer(otherSock); if (req->iONOFF) otherPlr->iSpecialState |= req->iSpecialStateFlag; else otherPlr->iSpecialState &= ~req->iSpecialStateFlag; // this is only used for muting players, so no need to update the client since that logic is server-side } static void locatePlayer(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); // access check if (plr->accountLevel > 30) return; auto req = (sP_CL2FE_GM_REQ_PC_LOCATION*)data->buf; CNSocket *otherSock = PlayerManager::getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID, AUTOU16TOU8(req->szTargetPC_FirstName), AUTOU16TOU8(req->szTargetPC_LastName)); if (otherSock == nullptr) { Chat::sendServerMessage(sock, "player not found"); return; } INITSTRUCT(sP_FE2CL_GM_REP_PC_LOCATION, resp); Player *otherPlr = PlayerManager::getPlayer(otherSock); resp.iTargetPC_UID = otherPlr->accountId; resp.iTargetPC_ID = otherPlr->iID; resp.iShardID = 0; // sharding is unsupported resp.iMapType = !!PLAYERID(otherPlr->instanceID); // private instance or not resp.iMapID = PLAYERID(otherPlr->instanceID); resp.iMapNum = MAPNUM(otherPlr->instanceID); resp.iX = otherPlr->x; resp.iY = otherPlr->y; resp.iZ = otherPlr->z; memcpy(resp.szTargetPC_FirstName, otherPlr->PCStyle.szFirstName, sizeof(resp.szTargetPC_FirstName)); memcpy(resp.szTargetPC_LastName, otherPlr->PCStyle.szLastName, sizeof(resp.szTargetPC_LastName)); sock->sendPacket(resp, P_FE2CL_GM_REP_PC_LOCATION); } static void kickPlayer(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); // access check if (plr->accountLevel > 30) return; auto req = (sP_CL2FE_GM_REQ_KICK_PLAYER*)data->buf; CNSocket *otherSock = PlayerManager::getSockFromAny(req->eTargetSearchBy, req->iTargetPC_ID, req->iTargetPC_UID, AUTOU16TOU8(req->szTargetPC_FirstName), AUTOU16TOU8(req->szTargetPC_LastName)); if (otherSock == nullptr) { Chat::sendServerMessage(sock, "player not found"); return; } Player *otherPlr = PlayerManager::getPlayer(otherSock); if (plr->accountLevel > otherPlr->accountLevel) { Chat::sendServerMessage(sock, "player has higher access level"); return; } INITSTRUCT(sP_FE2CL_REP_PC_EXIT_SUCC, response); response.iID = otherPlr->iID; response.iExitCode = 3; // "a GM has terminated your connection" // send to target player otherSock->sendPacket(response, P_FE2CL_REP_PC_EXIT_SUCC); // ensure that the connection has terminated otherSock->kill(); } static void warpToPlayer(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); // access check if (plr->accountLevel > 30) return; auto req = (sP_CL2FE_REQ_PC_WARP_TO_PC*)data->buf; Player *otherPlr = PlayerManager::getPlayerFromID(req->iPC_ID); if (otherPlr == nullptr) { Chat::sendServerMessage(sock, "player not found"); return; } PlayerManager::sendPlayerTo(sock, otherPlr->x, otherPlr->y, otherPlr->z, otherPlr->instanceID); } // GM teleport command static void teleportPlayer(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); // access check if (plr->accountLevel > 30) return; auto req = (sP_CL2FE_GM_REQ_TARGET_PC_TELEPORT*)data->buf; // player to teleport CNSocket *targetSock = PlayerManager::getSockFromAny(req->eTargetPCSearchBy, req->iTargetPC_ID, req->iTargetPC_UID, AUTOU16TOU8(req->szTargetPC_FirstName), AUTOU16TOU8(req->szTargetPC_LastName)); if (targetSock == nullptr) { Chat::sendServerMessage(sock, "player to teleport not found"); return; } CNSocket *goalSock = nullptr; Player *goalPlr = nullptr; Player *targetPlr = nullptr; uint64_t instance = plr->instanceID; const int unstickRange = 400; switch ((eCN_GM_TeleportType)req->eTeleportType) { case eCN_GM_TeleportType::MyLocation: PlayerManager::sendPlayerTo(targetSock, plr->x, plr->y, plr->z, instance); break; case eCN_GM_TeleportType::MapXYZ: instance = req->iToMap; // fallthrough case eCN_GM_TeleportType::XYZ: PlayerManager::sendPlayerTo(targetSock, req->iToX, req->iToY, req->iToZ, instance); break; case eCN_GM_TeleportType::SomeoneLocation: // player to teleport to goalSock = PlayerManager::getSockFromAny(req->eGoalPCSearchBy, req->iGoalPC_ID, req->iGoalPC_UID, AUTOU16TOU8(req->szGoalPC_FirstName), AUTOU16TOU8(req->szGoalPC_LastName)); if (goalSock == nullptr) { Chat::sendServerMessage(sock, "teleportation target player not found"); return; } goalPlr = PlayerManager::getPlayer(goalSock); PlayerManager::sendPlayerTo(targetSock, goalPlr->x, goalPlr->y, goalPlr->z, goalPlr->instanceID); break; case eCN_GM_TeleportType::Unstick: targetPlr = PlayerManager::getPlayer(targetSock); PlayerManager::sendPlayerTo(targetSock, targetPlr->x - unstickRange/2 + Rand::rand(unstickRange), targetPlr->y - unstickRange/2 + Rand::rand(unstickRange), targetPlr->z + 80); break; } } static void itemGMGiveHandler(CNSocket* sock, CNPacketData* data) { auto itemreq = (sP_CL2FE_REQ_PC_GIVE_ITEM*)data->buf; Player* plr = PlayerManager::getPlayer(sock); if (plr->accountLevel > 50) { // TODO: send fail packet return; } INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp); if (itemreq->eIL == 1) { if (Items::ItemData.find(std::pair(itemreq->Item.iID, itemreq->Item.iType)) == Items::ItemData.end() || itemreq->Item.iType < 0 || itemreq->Item.iType > 10) { // invalid item std::cout << "[WARN] Item id " << itemreq->Item.iID << " with type " << itemreq->Item.iType << " is invalid (give item)" << std::endl; return; } if (itemreq->Item.iType == 10) { // item is vehicle, set expiration date // set time limit: current time + 7days itemreq->Item.iTimeLimit = getTimestamp() + 604800; } plr->Inven[itemreq->iSlotNum] = itemreq->Item; } else if (itemreq->eIL == 2) { int id = itemreq->Item.iID; int slot = Missions::findQSlot(plr, id); if (slot == -1) { std::cout << "[WARN] Player has no room for quest items" << std::endl; return; } if (id != 0) std::cout << "new qitem in slot " << slot << std::endl; // update player if (id != 0) { plr->QInven[slot].iType = 8; plr->QInven[slot].iID = id; plr->QInven[slot].iOpt += itemreq->Item.iOpt; // destroy the item if its 0 if (plr->QInven[slot].iOpt == 0) memset(&plr->QInven[slot], 0, sizeof(sItemBase)); } std::cout << "Item id " << id << " is in slot " << slot << " of count " << plr->QInven[slot].iOpt << std::endl; } resp.eIL = itemreq->eIL; resp.iSlotNum = itemreq->iSlotNum; resp.Item = itemreq->Item; sock->sendPacket(resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC); } static void nanoGMGiveHandler(CNSocket* sock, CNPacketData* data) { auto nano = (sP_CL2FE_REQ_PC_GIVE_NANO*)data->buf; Player *plr = PlayerManager::getPlayer(sock); if (plr->accountLevel > 50) return; // Add nano to player Nanos::addNano(sock, nano->iNanoID, 0); DEBUGLOG( std::cout << PlayerManager::getPlayerName(plr) << " requested to add nano id: " << nano->iNanoID << std::endl; ) } void BuiltinCommands::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, gotoPlayer); REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, setValuePlayer); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_ITEM, itemGMGiveHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_NANO, nanoGMGiveHandler); REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH, setGMSpecialSwitchPlayer); REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_TARGET_PC_SPECIAL_STATE_ONOFF, setGMSpecialOnOff); REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_LOCATION, locatePlayer); REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_KICK_PLAYER, kickPlayer); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_TO_PC, warpToPlayer); REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_TARGET_PC_TELEPORT, teleportPlayer); }