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[GM Commands] Split GM Commands Into Separate Files (#1766)
* Split GM commands into their own files * Code cleanup
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Executable
+157
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#include "../client.h"
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void command_showzonepoints(Client *c, const Seperator *sep)
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{
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auto &mob_list = entity_list.GetMobList();
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for (auto itr : mob_list) {
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Mob *mob = itr.second;
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if (mob->IsNPC() && mob->GetRace() == 2254) {
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mob->Depop();
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}
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}
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int found_zone_points = 0;
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c->Message(Chat::White, "Listing zone points...");
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c->SendChatLineBreak();
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for (auto &virtual_zone_point : zone->virtual_zone_point_list) {
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std::string zone_long_name = zone_store.GetZoneLongName(virtual_zone_point.target_zone_id);
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c->Message(
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Chat::White,
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fmt::format(
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"Virtual Zone Point x [{}] y [{}] z [{}] h [{}] width [{}] height [{}] | To [{}] ({}) x [{}] y [{}] z [{}] h [{}]",
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virtual_zone_point.x,
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virtual_zone_point.y,
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virtual_zone_point.z,
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virtual_zone_point.heading,
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virtual_zone_point.width,
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virtual_zone_point.height,
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zone_long_name.c_str(),
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virtual_zone_point.target_zone_id,
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virtual_zone_point.target_x,
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virtual_zone_point.target_y,
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virtual_zone_point.target_z,
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virtual_zone_point.target_heading
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).c_str()
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);
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std::string node_name = fmt::format("ZonePoint To [{}]", zone_long_name);
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float half_width = ((float) virtual_zone_point.width / 2);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x + half_width,
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(float) virtual_zone_point.y + half_width,
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virtual_zone_point.z,
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virtual_zone_point.heading
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));
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x + half_width,
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(float) virtual_zone_point.y - half_width,
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virtual_zone_point.z,
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virtual_zone_point.heading
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));
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x - half_width,
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(float) virtual_zone_point.y - half_width,
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virtual_zone_point.z,
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virtual_zone_point.heading
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));
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x - half_width,
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(float) virtual_zone_point.y + half_width,
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virtual_zone_point.z,
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virtual_zone_point.heading
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));
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x + half_width,
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(float) virtual_zone_point.y + half_width,
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(float) virtual_zone_point.z + (float) virtual_zone_point.height,
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virtual_zone_point.heading
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));
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x + half_width,
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(float) virtual_zone_point.y - half_width,
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(float) virtual_zone_point.z + (float) virtual_zone_point.height,
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virtual_zone_point.heading
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));
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x - half_width,
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(float) virtual_zone_point.y - half_width,
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(float) virtual_zone_point.z + (float) virtual_zone_point.height,
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virtual_zone_point.heading
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));
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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(float) virtual_zone_point.x - half_width,
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(float) virtual_zone_point.y + half_width,
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(float) virtual_zone_point.z + (float) virtual_zone_point.height,
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virtual_zone_point.heading
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));
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found_zone_points++;
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}
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LinkedListIterator<ZonePoint *> iterator(zone->zone_point_list);
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iterator.Reset();
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while (iterator.MoreElements()) {
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ZonePoint *zone_point = iterator.GetData();
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std::string zone_long_name = zone_store.GetZoneLongName(zone_point->target_zone_id);
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std::string node_name = fmt::format("ZonePoint To [{}]", zone_long_name);
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NPC::SpawnZonePointNodeNPC(
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node_name, glm::vec4(
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zone_point->x,
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zone_point->y,
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zone_point->z,
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zone_point->heading
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)
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);
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c->Message(
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Chat::White,
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fmt::format(
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"Client Side Zone Point x [{}] y [{}] z [{}] h [{}] number [{}] | To [{}] ({}) x [{}] y [{}] z [{}] h [{}]",
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zone_point->x,
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zone_point->y,
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zone_point->z,
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zone_point->heading,
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zone_point->number,
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zone_long_name.c_str(),
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zone_point->target_zone_id,
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zone_point->target_x,
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zone_point->target_y,
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zone_point->target_z,
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zone_point->target_heading
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).c_str()
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);
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iterator.Advance();
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found_zone_points++;
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}
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if (found_zone_points == 0) {
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c->Message(Chat::White, "There were no zone points found...");
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}
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c->SendChatLineBreak();
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}
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