/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana Server. If not, see .
*/
#include
#include "game-server/accountconnection.h"
#include "game-server/character.h"
#include "game-server/gamehandler.h"
#include "game-server/inventory.h"
#include "game-server/item.h"
#include "game-server/itemmanager.h"
#include "game-server/mapmanager.h"
#include "game-server/monster.h"
#include "game-server/monstermanager.h"
#include "game-server/state.h"
template< typename T >
static T proxy_cast(intptr_t v)
{ return (T)v; }
template<>
const std::string &proxy_cast(intptr_t v)
{ return *(const std::string *)v; }
template< typename T1 >
static void proxy(void (*f)(), Character *from, intptr_t const args[1])
{
((void (*)(Character *, T1))f)
(from, proxy_cast(args[0]));
}
template< typename T1, typename T2 >
static void proxy(void (*f)(), Character *from, intptr_t const args[2])
{
((void (*)(Character *, T1, T2))f)
(from, proxy_cast(args[0]), proxy_cast(args[1]));
}
template< typename T1, typename T2, typename T3 >
static void proxy(void (*f)(), Character *from, intptr_t const args[3])
{
((void (*)(Character *, T1, T2, T3))f)
(from, proxy_cast(args[0]), proxy_cast(args[1]),
proxy_cast(args[2]));
}
template< typename T1, typename T2, typename T3, typename T4 >
static void proxy(void (*f)(), Character *from, intptr_t const args[4])
{
((void (*)(Character *, T1, T2, T3, T4))f)
(from, proxy_cast(args[0]), proxy_cast(args[1]),
proxy_cast(args[2]), proxy_cast(args[3]));
}
/**
* An argument type that a command can use.
*/
template< typename T > struct Argument;
template<> struct Argument< int >
{ static char const type = 'n'; };
template<> struct Argument< const std::string & >
{ static char const type = 's'; };
template<> struct Argument< Character * >
{ static char const type = 'c'; };
template<> struct Argument< MapComposite * >
{ static char const type = 'm'; };
template<> struct Argument< ItemClass * >
{ static char const type = 'i'; };
template<> struct Argument< MonsterClass * >
{ static char const type = 'o'; };
/**
* A command that a user can run remotely with sufficient rights.
*/
struct Command
{
const char *name;
void (*handler)(void (*f)(), Character *, intptr_t const[]);
void (*target)();
char type[4];
unsigned char level;
};
/**
* Creates a command with a 1-parameter handler.
*/
template< typename T1 >
static Command handle(const char *name, int level,
void (*f)(Character *, T1))
{
Command c;
c.name = name;
c.level = level;
c.handler = &proxy< T1 >;
c.target = (void (*)())f;
c.type[0] = Argument::type;
c.type[1] = 0;
return c;
}
/**
* Creates a command with a 2-parameter handler.
*/
template< typename T1, typename T2 >
static Command handle(const char *name, int level,
void (*f)(Character *, T1, T2))
{
Command c;
c.name = name;
c.level = level;
c.handler = &proxy< T1, T2 >;
c.target = (void (*)())f;
c.type[0] = Argument::type;
c.type[1] = Argument::type;
c.type[2] = 0;
return c;
}
/**
* Creates a command with a 3-parameter handler.
*/
template< typename T1, typename T2, typename T3 >
static Command handle(const char *name, int level,
void (*f)(Character *, T1, T2, T3))
{
Command c;
c.name = name;
c.level = level;
c.handler = &proxy< T1, T2, T3 >;
c.target = (void (*)())f;
c.type[0] = Argument::type;
c.type[1] = Argument::type;
c.type[2] = Argument::type;
c.type[3] = 0;
return c;
}
/**
* Creates a command with a 4-parameter handler.
*/
template< typename T1, typename T2, typename T3, typename T4 >
static Command handle(const char *name, int level,
void (*f)(Character *, T1, T2, T3, T4))
{
Command c;
c.name = name;
c.level = level;
c.handler = &proxy< T1, T2, T3, T4 >;
c.target = (void (*)())f;
c.type[0] = Argument::type;
c.type[1] = Argument::type;
c.type[2] = Argument::type;
c.type[3] = Argument::type;
return c;
}
static void warp(Character *, Character *q, MapComposite *m, int x, int y)
{
GameState::warp(q, m, x, y);
}
static void item(Character *, Character *q, ItemClass *it, int nb)
{
Inventory(q).insert(it->getDatabaseID(), nb);
}
// This no longer works as money is now an attribute.
/*
static void money(Character *, Character *q, int nb)
{
Inventory(q).changeMoney(nb);
}
*/
static void drop(Character *from, ItemClass *it, int nb)
{
Item *item = new Item(it, nb);
item->setMap(from->getMap());
item->setPosition(from->getPosition());
GameState::insertOrDelete(item);
}
static void spawn(Character *from, MonsterClass *specy, int nb)
{
MapComposite *map = from->getMap();
const Point &pos = from->getPosition();
for (int i = 0; i < nb; ++i)
{
Being *monster = new Monster(specy);
monster->setMap(map);
monster->setPosition(pos);
monster->clearDestination();
if (!GameState::insertOrDelete(monster))
{
// The map is full. Break out.
break;
}
}
}
static void goto_(Character *from, Character *ch)
{
MapComposite *m = ch->getMap();
const Point &pos = ch->getPosition();
GameState::warp(from, m, pos.x, pos.y);
}
static void recall(Character *from, Character *ch)
{
MapComposite *m = from->getMap();
const Point &pos = from->getPosition();
GameState::warp(ch, m, pos.x, pos.y);
}
static void reload(Character *, const std::string &db)
{
if (db == "items")
{
itemManager->reload();
}
else if (db == "monsters")
{
monsterManager->reload();
}
}
static void ban(Character *from, Character *ch, const std::string &duration)
{
if (from->getAccountLevel() <= ch->getAccountLevel())
{
// Special case: Only ban strictly less priviledged accounts.
return;
}
int d = atoi(duration.c_str());
switch (duration[duration.length() - 1])
{
case 'd': d = d * 24; // nobreak
case 'h': d = d * 60;
}
accountHandler->banCharacter(ch, d);
}
static void attribute(Character*, Character *ch, int attr, int value)
{
ch->setAttribute(attr, value);
}
/**
* List of remote commands.
*/
static Command const commands[] =
{
handle("warp", AL_GM, warp),
handle("item", AL_GM, item),
handle("drop", AL_GM, drop),
// handle("money", AL_GM, money),
handle("spawn", AL_GM, spawn),
handle("goto", AL_GM, goto_),
handle("recall", AL_GM, recall),
handle("reload", AL_ADMIN, reload),
handle("ban", AL_GM, ban),
handle("attribute", AL_GM, attribute),
};
/**
* Send a message to the given character from the server.
*/
static void say(Character * ch, const std::string &message)
{
GameState::sayTo(ch, NULL, message);
}
/**
* Parses a command and executes its associated handler.
*/
void runCommand(Character *ch, const std::string &text)
{
const Command *c = NULL;
std::string::size_type npos = std::string::npos;
std::string::size_type pos = text.find(' ');
// remove the first letter which signifies it was a command
std::string s(text, 1, pos == npos ? npos : pos - 1);
// check for valid command
for (int i = 0; i < (int)(sizeof(commands) / sizeof(commands[0])); ++i)
{
if (s == commands[i].name)
{
c = &commands[i];
break;
}
}
if (!c)
{
say(ch, "The command " + s + " was not found");
return;
}
if (c->level > ch->getAccountLevel())
{
say(ch, "You have insufficient rights to perform the " + s + " command");
return;
}
intptr_t args[4];
for (int i = 0; i < 4 && c->type[i]; ++i)
{
if (pos == npos || pos + 1 >= text.length())
{
// Not enough parameters.
say(ch, "Not enough parameters for the " + s +
" command. See the command documentation for details");
return;
}
std::string::size_type pos2 = text.find(' ', pos + 1);
std::string arg(text, pos + 1, pos2 == npos ? npos : pos2 - pos - 1);
if (arg.empty())
{
// Empty parameter.
say(ch, "One of your parameters was empty");
return;
}
switch (c->type[i])
{
case 'c':
if (arg == "#")
{
// Character itself.
args[i] = (intptr_t)ch;
}
else
{
Character *c = gameHandler->getCharacterByNameSlow(arg);
if (!c)
{
/* TODO: forward command to other game servers through
account server, in case the player is elsewhere. */
say(ch, "Player " + arg + " was not found");
return;
}
args[i] = (intptr_t)c;
}
break;
case 'i':
if (ItemClass *ic = itemManager->getItem(atoi(arg.c_str())))
{
args[i] = (intptr_t)ic;
}
else
{
// No such item.
say(ch, "No item was found with id " + arg);
return;
}
break;
case 'm':
if (arg == "#")
{
// Map the character is on.
args[i] = (intptr_t)ch->getMap();
}
else if (MapComposite *m = MapManager::getMap(atoi(arg.c_str())))
{
args[i] = (intptr_t)m;
}
else
{
// No such map.
say(ch, "Map " + arg + " was not found");
return;
}
break;
case 'n':
args[i] = atoi(arg.c_str());
break;
case 'o':
if (MonsterClass *mc = monsterManager->getMonster(atoi(arg.c_str())))
{
args[i] = (intptr_t)mc;
}
else
{
// No such item.
say(ch, "No monster with id " + arg + " was found");
return;
}
break;
case 's':
args[i] = (intptr_t)new std::string(arg);
break;
}
pos = pos2;
}
// Call the command handler.
c->handler(c->target, ch, args);
// Delete dynamic arguments.
for (int i = 0; i < 4 && c->type[i]; ++i)
{
if (c->type[i] == 's')
{
delete (std::string *)args[i];
}
}
}