mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 06:50:04 +00:00
Jade
c8497a4856
* Weapons will consume your batteries fully. * Nerfed enemy damage at lower levels. * Further reworked drain, uses a static variable as a timer (lastDrainTime) * resendMobHP has been repurposed to drainMobHP. * Players heal faster after a sizable cooldown. * Nano type advantage is more noticeable during combat. Implemented two more mission types + Tweaks * Item delivery quests now work. * Timed missions now work. * All escort missions (type 6) are skipped. * /minfo now also prints the terminator npc. * Weapon battery consumption tweaked * Fixed indentations. * Heal nanos have better output (25% -> 35%) * Damage formula had a slight tweak. * Bugfixed weapon equipping. * Other tweaks
540 lines
22 KiB
C++
540 lines
22 KiB
C++
#include "CNShardServer.hpp"
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#include "CNStructs.hpp"
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#include "ChatManager.hpp"
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#include "PlayerManager.hpp"
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#include "TransportManager.hpp"
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#include "TableData.hpp"
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#include "NPCManager.hpp"
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#include "MobManager.hpp"
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#include "MissionManager.hpp"
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#include <sstream>
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#include <iterator>
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std::map<std::string, ChatCommand> ChatManager::commands;
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std::vector<std::string> parseArgs(std::string full) {
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std::stringstream ss(full);
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std::istream_iterator<std::string> begin(ss);
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std::istream_iterator<std::string> end;
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return std::vector<std::string>(begin, end);
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}
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bool runCmd(std::string full, CNSocket* sock) {
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std::vector<std::string> args = parseArgs(full);
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std::string cmd = args[0].substr(1, args[0].size() - 1);
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// check if the command exists
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if (ChatManager::commands.find(cmd) != ChatManager::commands.end()) {
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Player* plr = PlayerManager::getPlayer(sock);
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ChatCommand command = ChatManager::commands[cmd];
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// sanity check + does the player have the required account level to use the command?
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if (plr != nullptr && plr->accountLevel <= command.requiredAccLevel) {
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command.handlr(full, args, sock);
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return true;
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} else {
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ChatManager::sendServerMessage(sock, "You don't have access to that command!");
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return false;
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}
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}
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ChatManager::sendServerMessage(sock, "Unknown command!");
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return false;
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}
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void helpCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Commands available to you:");
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Player *plr = PlayerManager::getPlayer(sock);
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for (auto& cmd : ChatManager::commands) {
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if (cmd.second.requiredAccLevel >= plr->accountId)
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ChatManager::sendServerMessage(sock, "/" + cmd.first + (cmd.second.help.length() > 0 ? " - " + cmd.second.help : ""));
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}
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}
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void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
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}
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void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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ChatManager::sendServerMessage(sock, std::to_string(PlayerManager::players.size()) + " players online");
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}
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void levelCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "/level: no level specified");
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return;
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}
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Player *plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
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return;
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char *tmp;
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int level = std::strtol(args[1].c_str(), &tmp, 10);
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if (*tmp)
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return;
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if ((level < 1 || level > 36) && plr->accountLevel > 30)
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return;
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if (!(level < 1 || level > 36))
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plr->level = level;
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INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp);
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resp.iPC_ID = plr->iID;
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resp.iPC_Level = level;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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}
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void mssCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "[MSS] Too few arguments");
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ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test/export> <<height>>");
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return;
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}
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// Validate route number
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char* routeNumC;
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int routeNum = std::strtol(args[1].c_str(), &routeNumC, 10);
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if (*routeNumC) {
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// not an integer
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ChatManager::sendServerMessage(sock, "[MSS] Invalid route number '" + args[1] + "'");
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return;
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}
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if (args.size() < 3) {
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ChatManager::sendServerMessage(sock, "[MSS] Too few arguments");
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ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> <add/remove/goto/clear/test> <<height>>");
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return;
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}
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// get the route (if it doesn't exist yet, this will also make it)
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std::vector<WarpLocation>* route = &TableData::RunningSkywayRoutes[routeNum];
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// mss <route> add <height>
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if (args[2] == "add") {
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// make sure height token exists
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if (args.size() < 4) {
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ChatManager::sendServerMessage(sock, "[MSS] Point height must be specified");
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ChatManager::sendServerMessage(sock, "[MSS] Usage: /mss <route> add <height>");
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return;
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}
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// validate height token
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char* heightC;
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int height = std::strtol(args[3].c_str(), &heightC, 10);
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if (*heightC) {
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ChatManager::sendServerMessage(sock, "[MSS] Invalid height " + args[3]);
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return;
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}
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Player* plr = PlayerManager::getPlayer(sock);
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route->push_back({ plr->x, plr->y, height }); // add point
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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));
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return;
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}
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// mss <route> remove
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if (args[2] == "remove") {
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if (route->empty()) {
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ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
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return;
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}
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WarpLocation pulled = route->back();
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route->pop_back(); // remove point at top of stack
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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));
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return;
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}
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// mss <route> goto
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if (args[2] == "goto") {
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if (route->empty()) {
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ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
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return;
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}
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WarpLocation pulled = route->back();
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PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
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return;
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}
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// mss <route> clear
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if (args[2] == "clear") {
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route->clear();
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ChatManager::sendServerMessage(sock, "[MSS] Cleared route " + std::to_string(routeNum));
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return;
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}
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// mss <route> test
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if (args[2] == "test") {
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if (route->empty()) {
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ChatManager::sendServerMessage(sock, "[MSS] Route " + std::to_string(routeNum) + " is empty");
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return;
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}
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WarpLocation pulled = route->front();
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PlayerManager::sendPlayerTo(sock, pulled.x, pulled.y, pulled.z);
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TransportManager::testMssRoute(sock, route);
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return;
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}
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// for compatibility: mss <route> export
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if (args[2] == "export") {
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ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
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TableData::flush();
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return;
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}
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// mss ????
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ChatManager::sendServerMessage(sock, "[MSS] Unknown command '" + args[2] + "'");
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}
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void summonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "/summonW: no mob type specified");
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return;
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}
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Player* plr = PlayerManager::getPlayer(sock);
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char *rest;
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int type = std::strtol(args[1].c_str(), &rest, 10);
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if (*rest) {
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ChatManager::sendServerMessage(sock, "Invalid NPC number: " + args[1]);
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return;
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}
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// permission & sanity check
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if (plr == nullptr || type >= 3314)
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return;
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int team = NPCManager::NPCData[type]["m_iTeam"];
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assert(NPCManager::nextId < INT32_MAX);
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#define EXTRA_HEIGHT 200
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BaseNPC *npc = nullptr;
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int id = NPCManager::nextId++;
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if (team == 2) {
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npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, plr->instanceID, type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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// re-enable respawning
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, plr->instanceID, type, id);
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}
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
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// if we're in a lair, we need to spawn the NPC in both the private instance and the template
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if (PLAYERID(plr->instanceID) != 0) {
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id = NPCManager::nextId++;
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if (team == 2) {
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npc = new Mob(plr->x, plr->y, plr->z + EXTRA_HEIGHT, MAPNUM(plr->instanceID), type, NPCManager::NPCData[type], id);
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MobManager::Mobs[npc->appearanceData.iNPC_ID] = (Mob*)npc;
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((Mob*)npc)->summoned = false;
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} else {
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npc = new BaseNPC(plr->x, plr->y, plr->z + EXTRA_HEIGHT, 0, MAPNUM(plr->instanceID), type, id);
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}
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npc->appearanceData.iAngle = (plr->angle + 180) % 360;
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NPCManager::NPCs[npc->appearanceData.iNPC_ID] = npc;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z);
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}
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ChatManager::sendServerMessage(sock, "/summonW: placed mob with type: " + std::to_string(type) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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TableData::RunningMobs[npc->appearanceData.iNPC_ID] = npc; // only record the one in the template
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}
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void unsummonWCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
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if (npc == nullptr) {
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ChatManager::sendServerMessage(sock, "/unsummonW: No NPCs found nearby");
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return;
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}
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if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) == TableData::RunningMobs.end()) {
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ChatManager::sendServerMessage(sock, "/unsummonW: Closest NPC is not a gruntwork mob.");
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return;
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}
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ChatManager::sendServerMessage(sock, "/unsummonW: removed mob with type: " + std::to_string(npc->appearanceData.iNPCType) +
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", id: " + std::to_string(npc->appearanceData.iNPC_ID));
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TableData::RunningMobs.erase(npc->appearanceData.iNPC_ID);
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NPCManager::destroyNPC(npc->appearanceData.iNPC_ID);
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}
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void toggleAiCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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MobManager::simulateMobs = !MobManager::simulateMobs;
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if (MobManager::simulateMobs)
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return;
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// return all mobs to their spawn points
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for (auto& pair : MobManager::Mobs) {
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pair.second->state = MobState::RETREAT;
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pair.second->target = nullptr;
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pair.second->nextMovement = getTime();
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// mobs with static paths can chill where they are
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if (pair.second->staticPath) {
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pair.second->roamX = pair.second->appearanceData.iX;
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pair.second->roamY = pair.second->appearanceData.iY;
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pair.second->roamZ = pair.second->appearanceData.iZ;
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} else {
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pair.second->roamX = pair.second->spawnX;
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pair.second->roamY = pair.second->spawnY;
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pair.second->roamZ = pair.second->spawnZ;
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}
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}
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}
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void npcRotateCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
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if (npc == nullptr) {
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ChatManager::sendServerMessage(sock, "[NPCR] No NPCs found nearby");
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return;
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}
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int angle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
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// if it's a gruntwork NPC, rotate in-place
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if (TableData::RunningMobs.find(npc->appearanceData.iNPC_ID) != TableData::RunningMobs.end()) {
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NPCManager::updateNPCPosition(npc->appearanceData.iNPC_ID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ, angle);
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ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
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+ std::to_string(npc->appearanceData.iNPC_ID));
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} else {
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TableData::RunningNPCRotations[npc->appearanceData.iNPC_ID] = angle;
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ChatManager::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
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+ std::to_string(npc->appearanceData.iNPC_ID));
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}
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// update rotation clientside
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INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
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pkt.NPCAppearanceData = npc->appearanceData;
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sock->sendPacket((void*)&pkt, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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}
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void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z);
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}
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void instanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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// no additional arguments: report current instance ID
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "[INST] Current instance ID: " + std::to_string(plr->instanceID));
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ChatManager::sendServerMessage(sock, "[INST] (Map " + std::to_string(MAPNUM(plr->instanceID)) + ", instance " + std::to_string(PLAYERID(plr->instanceID)) + ")");
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return;
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}
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// move player to specified instance
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// validate instance ID
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char* instanceS;
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int instance = std::strtol(args[1].c_str(), &instanceS, 10);
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if (*instanceS) {
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ChatManager::sendServerMessage(sock, "[INST] Invalid instance ID: " + args[1]);
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return;
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}
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PlayerManager::sendPlayerTo(sock, plr->x, plr->y, plr->z, instance);
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ChatManager::sendServerMessage(sock, "[INST] Switched to instance with ID " + std::to_string(instance));
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}
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void npcInstanceCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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PlayerView& plrv = PlayerManager::players[sock];
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Player* plr = plrv.plr;
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if (args.size() < 2) {
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ChatManager::sendServerMessage(sock, "[NPCI] Instance ID must be specified");
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ChatManager::sendServerMessage(sock, "[NPCI] Usage: /npci <instance ID>");
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return;
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}
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BaseNPC* npc = NPCManager::getNearestNPC(plrv.currentChunks, plr->x, plr->y, plr->z);
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if (npc == nullptr) {
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ChatManager::sendServerMessage(sock, "[NPCI] No NPCs found nearby");
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return;
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}
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// validate instance ID
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char* instanceS;
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int instance = std::strtol(args[1].c_str(), &instanceS, 10);
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if (*instanceS) {
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ChatManager::sendServerMessage(sock, "[NPCI] Invalid instance ID: " + args[1]);
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return;
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}
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ChatManager::sendServerMessage(sock, "[NPCI] Moving NPC with ID " + std::to_string(npc->appearanceData.iNPC_ID) + " to instance " + std::to_string(instance));
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TableData::RunningNPCMapNumbers[npc->appearanceData.iNPC_ID] = instance;
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NPCManager::updateNPCInstance(npc->appearanceData.iNPC_ID, instance);
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}
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void minfoCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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ChatManager::sendServerMessage(sock, "[MINFO] Current mission ID: " + std::to_string(plr->CurrentMissionID));
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (plr->tasks[i] != 0) {
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TaskData& task = *MissionManager::Tasks[plr->tasks[i]];
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if ((int)(task["m_iHMissionID"]) == plr->CurrentMissionID) {
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ChatManager::sendServerMessage(sock, "[MINFO] Current task ID: " + std::to_string(plr->tasks[i]));
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ChatManager::sendServerMessage(sock, "[MINFO] Current task type: " + std::to_string((int)(task["m_iHTaskType"])));
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ChatManager::sendServerMessage(sock, "[MINFO] Current waypoint NPC ID: " + std::to_string((int)(task["m_iSTGrantWayPoint"])));
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ChatManager::sendServerMessage(sock, "[MINFO] Current terminator NPC ID: " + std::to_string((int)(task["m_iHTerminatorNPCID"])));
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for (int j = 0; j < 3; j++)
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if ((int)(task["m_iCSUEnemyID"][j]) != 0)
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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<std::string>& 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 flushCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
|
|
TableData::flush();
|
|
ChatManager::sendServerMessage(sock, "Wrote gruntwork to " + settings::GRUNTWORKJSON);
|
|
}
|
|
|
|
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);
|
|
|
|
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("tasks", 30, tasksCommand, "list all active missions and their respective task ids.");
|
|
}
|
|
|
|
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 = U16toU8(chat->szFreeChat);
|
|
|
|
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);
|
|
memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->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;
|
|
|
|
// send to client
|
|
INITSTRUCT(sP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, resp);
|
|
memcpy(resp.szFreeChat, chat->szFreeChat, sizeof(chat->szFreeChat));
|
|
resp.iPC_ID = PlayerManager::players[sock].plr->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));
|
|
}
|