void CUser::GetUserInfo(Packet & pkt) { CKnights *pKnights = NULL; pkt.SByte(); pkt << GetName() << uint16(GetNation()) << GetClanID() << getFame(); pKnights = g_pMain->GetClanPtr(GetClanID()); if (pKnights == NULL) { pkt << uint32(0) << uint16(0) << uint8(0) << uint16(-1) << uint32(0) << uint8(0); } else { pkt << uint16(pKnights->m_sAlliance) << pKnights->m_strName << pKnights->m_byGrade << pKnights->m_byRanking << uint16(pKnights->m_sMarkVersion) // symbol/mark version << uint16(pKnights->m_sCape) // cape ID << pKnights->m_bCapeR << pKnights->m_bCapeG << pKnights->m_bCapeB << uint8(0) // this is stored in 4 bytes after all. // not sure what this is, but it (just?) enables the clan symbol on the cape // value in dump was 9, but everything tested seems to behave as equally well... // we'll probably have to implement logic to respect requirements. << uint8(1); } pkt << GetLevel() << m_bRace << m_sClass << GetSPosX() << GetSPosZ() << GetSPosY() << m_bFace << m_nHair << m_bResHpType << uint32(m_bAbnormalType) << m_bNeedParty << m_bAuthority << m_bPartyLeader // is party leader (bool) << m_bInvisibilityType // visibility state << uint8(0) // team colour (i.e. in soccer, 0=none, 1=blue, 2=red) << m_bIsHidingHelmet // either this is correct and items are super buggy, or it causes baldness. You choose. << m_sDirection // direction << m_bIsChicken // chicken/beginner flag << m_bRank // king flag << m_bPersonalRank << m_bKnightsRank // NP ranks (total, monthly) << m_sItemArray[BREAST].nNum << m_sItemArray[BREAST].sDuration << uint8(0) << m_sItemArray[LEG].nNum << m_sItemArray[LEG].sDuration << uint8(0) << m_sItemArray[HEAD].nNum << m_sItemArray[HEAD].sDuration << uint8(0) << m_sItemArray[GLOVE].nNum << m_sItemArray[GLOVE].sDuration << uint8(0) << m_sItemArray[FOOT].nNum << m_sItemArray[FOOT].sDuration << uint8(0) << m_sItemArray[SHOULDER].nNum << m_sItemArray[SHOULDER].sDuration << uint8(0) << m_sItemArray[RIGHTHAND].nNum << m_sItemArray[RIGHTHAND].sDuration << uint8(0) << m_sItemArray[LEFTHAND].nNum << m_sItemArray[LEFTHAND].sDuration << uint8(0) << m_sItemArray[CWING].nNum << m_sItemArray[CWING].sDuration << uint8(0) << m_sItemArray[CTOP].nNum << m_sItemArray[CTOP].sDuration << uint8(0) << m_sItemArray[CHELMET].nNum << m_sItemArray[CHELMET].sDuration << uint8(0) << m_sItemArray[CRIGHT].nNum << m_sItemArray[CRIGHT].sDuration << uint8(0) << m_sItemArray[CLEFT].nNum << m_sItemArray[CLEFT].sDuration << uint8(0) << GetZoneID() << uint8(-1) << uint8(-1) << uint16(0) << uint16(0) << uint16(0); }
void CObjUSER::Set_JOB (int iValue) { SetCur_JOB (iValue); if( GetClanID() ) g_pNet->Send_cli_CLAN_MEMBER_JOBnLEV( Get_LEVEL(), iValue ) ; //20050823 If you change jobs in order to cheat MAX HP now display changes. UpdateAbility(); //DlgSkill Tab change. CTCmdSetSkillDlg Cmd( iValue ); Cmd.Exec(NULL); }
void CUser::SelectCharacter(Packet & pkt) { Packet result(WIZ_SEL_CHAR); uint8 bResult, bInit; if (isBanned()) { Disconnect(); return; } pkt >> bResult >> bInit; result << bResult; if (bResult == 0 || !GetZoneID()) goto fail_return; m_pMap = g_pMain->GetZoneByID(GetZoneID()); if (GetMap() == nullptr) goto fail_return; if (g_pMain->m_nServerNo != GetMap()->m_nServerNo) { _ZONE_SERVERINFO *pInfo = g_pMain->m_ServerArray.GetData(GetMap()->m_nServerNo); if (pInfo == nullptr) goto fail_return; SendServerChange(pInfo->strServerIP, bInit); return; } if (!g_pMain->isWarOpen() && GetFame() == COMMAND_CAPTAIN) m_bFame = CHIEF; // Disallow players from relogging in the opposite nation's home zone when an invasion's not running. if (((GetZoneID() != GetNation() && GetZoneID() <= ZONE_ELMORAD && !g_pMain->m_byBattleOpen) // also disallow players from logging back into war zones that aren't currently active... || (GetMap()->isWarZone() && !g_pMain->m_byBattleOpen) // Chaos, bdw and juraid montuain || isInTempleEventZone() // Ronark Land, Ardream, RLB, Bifrost, Krowaz Dominion. || (g_pMain->m_byBattleOpen && (GetZoneID() == ZONE_RONARK_LAND || GetZoneID() == ZONE_ARDREAM || GetZoneID() == ZONE_RONARK_LAND_BASE || GetZoneID() == ZONE_BIFROST || GetZoneID() == ZONE_KROWAZ_DOMINION))) && !isGM()) { NativeZoneReturn(); Disconnect(); return; } SetLogInInfoToDB(bInit); result << GetZoneID() << GetSPosX() << GetSPosZ() << GetSPosY() << g_pMain->m_byOldVictory; m_bSelectedCharacter = true; Send(&result); SetUserAbility(false); if (GetLevel() > MAX_LEVEL) { Disconnect(); return; } m_iMaxExp = g_pMain->GetExpByLevel(GetLevel()); SetRegion(GetNewRegionX(), GetNewRegionZ()); if (GetClanID() == -1) { SetClanID(0); m_bFame = 0; return; } else if (GetClanID() != 0 && GetZoneID() > 2) { result.Initialize(WIZ_KNIGHTS_PROCESS); result << uint8(KNIGHTS_LIST_REQ) << GetClanID(); g_pMain->AddDatabaseRequest(result, this); } return; fail_return: Send(&result); }
void CUser::GetUserInfo(Packet & pkt) { pkt.SByte(); pkt << GetName() << uint16(GetNation()) << GetClanID() << GetFame(); CKnights * pKnights = g_pMain->GetClanPtr(GetClanID()); if (pKnights == nullptr) { pkt << uint32(0) << uint16(0) << uint8(0) << uint16(-1) << uint32(0) << uint8(0); } else { pkt << pKnights->GetAllianceID() << pKnights->m_strName << pKnights->m_byGrade << pKnights->m_byRanking << uint16(pKnights->m_sMarkVersion) // symbol/mark version << uint16(pKnights->m_sCape) // cape ID << pKnights->m_bCapeR << pKnights->m_bCapeG << pKnights->m_bCapeB << uint8(0) // this is stored in 4 bytes after all. // not sure what this is, but it (just?) enables the clan symbol on the cape // value in dump was 9, but everything tested seems to behave as equally well... // we'll probably have to implement logic to respect requirements. << uint8(1); } // There are two event-driven invisibility states; dispel on attack, and dispel on move. // These are handled primarily server-side; from memory the client only cares about value 1 (which we class as 'dispel on move'). // As this is the only place where this flag is actually sent to the client, we'll just convert 'dispel on attack' // back to 'dispel on move' as the client expects. uint8 bInvisibilityType = m_bInvisibilityType; if (bInvisibilityType == INVIS_DISPEL_ON_ATTACK) bInvisibilityType = INVIS_DISPEL_ON_MOVE; pkt << GetLevel() << m_bRace << m_sClass << GetSPosX() << GetSPosZ() << GetSPosY() << m_bFace << m_nHair << m_bResHpType << uint32(m_bAbnormalType) << m_bNeedParty << m_bAuthority << m_bPartyLeader // is party leader (bool) << bInvisibilityType // visibility state << uint8(0) // team colour (i.e. in soccer, 0=none, 1=blue, 2=red) << m_bIsHidingHelmet // either this is correct and items are super buggy, or it causes baldness. You choose. << m_sDirection // direction << m_bIsChicken // chicken/beginner flag << m_bRank // king flag << m_bPersonalRank << m_bKnightsRank // NP ranks (total, monthly) << m_sItemArray[BREAST].nNum << m_sItemArray[BREAST].sDuration << uint8(0) << m_sItemArray[LEG].nNum << m_sItemArray[LEG].sDuration << uint8(0) << m_sItemArray[HEAD].nNum << m_sItemArray[HEAD].sDuration << uint8(0) << m_sItemArray[GLOVE].nNum << m_sItemArray[GLOVE].sDuration << uint8(0) << m_sItemArray[FOOT].nNum << m_sItemArray[FOOT].sDuration << uint8(0) << m_sItemArray[SHOULDER].nNum << m_sItemArray[SHOULDER].sDuration << uint8(0) << m_sItemArray[RIGHTHAND].nNum << m_sItemArray[RIGHTHAND].sDuration << uint8(0) << m_sItemArray[LEFTHAND].nNum << m_sItemArray[LEFTHAND].sDuration << uint8(0) << m_sItemArray[CWING].nNum << m_sItemArray[CWING].sDuration << uint8(0) << m_sItemArray[CTOP].nNum << m_sItemArray[CTOP].sDuration << uint8(0) << m_sItemArray[CHELMET].nNum << m_sItemArray[CHELMET].sDuration << uint8(0) << m_sItemArray[CRIGHT].nNum << m_sItemArray[CRIGHT].sDuration << uint8(0) << m_sItemArray[CLEFT].nNum << m_sItemArray[CLEFT].sDuration << uint8(0) << GetZoneID() << uint8(-1) << uint8(-1) << uint16(0) << uint16(0) << uint16(0); }
void CUser::ZoneChange(int zone, float x, float z) { m_bZoneChangeFlag = true; C3DMap* pMap = nullptr; _ZONE_SERVERINFO *pInfo = nullptr; pMap = g_pMain->GetZoneByID(zone); if (!pMap) return; if( pMap->m_bType == 2 ) { // If Target zone is frontier zone. if( GetLevel() < 20 && g_pMain->m_byBattleOpen != SNOW_BATTLE) return; } if( g_pMain->m_byBattleOpen == NATION_BATTLE ) { // Battle zone open if( m_bZone == BATTLE_ZONE ) { if( pMap->m_bType == 1 && m_bNation != zone && (zone < 10 || zone > 21)) { // ???? ?????? ???? ????.. if( m_bNation == KARUS && !g_pMain->m_byElmoradOpenFlag ) { TRACE("#### ZoneChange Fail ,,, id=%s, nation=%d, flag=%d\n", GetName().c_str(), m_bNation, g_pMain->m_byElmoradOpenFlag); return; } else if( m_bNation == ELMORAD && !g_pMain->m_byKarusOpenFlag ) { TRACE("#### ZoneChange Fail ,,, id=%s, nation=%d, flag=%d\n", GetName().c_str(), m_bNation, g_pMain->m_byKarusOpenFlag); return; } } } else if( pMap->m_bType == 1 && m_bNation != zone && (zone < 10 || zone > 21)) { // ???? ?????? ???? ????.. return; } // else if( pMap->m_bType == 2 && zone == ZONE_RONARK_LAND ) { // You can't go to frontier zone when Battlezone is open. Packet result(WIZ_WARP_LIST, uint8(2)); result << uint8(0); Send(&result); return; } // } else if( g_pMain->m_byBattleOpen == SNOW_BATTLE ) { // Snow Battle zone open if( pMap->m_bType == 1 && m_bNation != zone ) { // ???? ?????? ???? ????.. return; } else if( pMap->m_bType == 2 && (zone == ZONE_RONARK_LAND || zone == ZONE_BATTLE ) ) { // You can't go to frontier zone when Battlezone is open. return; } } else { // Battle zone close if( pMap->m_bType == 1 && m_bNation != zone && (zone < 10 || zone > 21)) return; } m_bWarp = 0x01; UserInOut(INOUT_OUT); if( m_bZone == ZONE_SNOW_BATTLE ) { //TRACE("ZoneChange - name=%s\n", m_id); SetMaxHp( 1 ); } bool bSameZone = (GetZoneID() == zone); m_bZone = zone; m_curx = x; m_curz = z; if (!bSameZone) { SetZoneAbilityChange(); // Reset the user's anger gauge when leaving the zone // Unknown if this is official behaviour, but it's logical. if (GetAngerGauge() > 0) UpdateAngerGauge(0); /* Here we also send a clan packet with subopcode 0x16 (with a byte flag of 2) if war zone/Moradon or subopcode 0x17 (with nWarEnemyID) for all else */ #if 0 if (isInClan()) { CKnights * pKnights = g_pMain->GetClanPtr(GetClanID()); if (pKnights != nullptr && pKnights->bKnightsWarStarted) { Packet clanPacket(WIZ_KNIGHTS_PROCESS); if ((GetZoneID() / 100) == 1 || GetZoneID() == 21) clanPacket << uint8(0x17) << uint8(2); else clanPacket << uint16(0x16) << uint16(0 /*nWarEnemyID*/); Send(&clanPacket); } } #endif if (GetZoneID() == ZONE_SNOW_BATTLE) { SetMaxHp(); } if (isInParty()) PartyRemove(GetSocketID()); ResetWindows(); } m_pMap = pMap; if( g_pMain->m_nServerNo != pMap->m_nServerNo ) { pInfo = g_pMain->m_ServerArray.GetData( pMap->m_nServerNo ); if( !pInfo ) return; UserDataSaveToAgent(); m_bLogout = 2; // server change flag SendServerChange(pInfo->strServerIP, 2); return; } SetRegion(GetNewRegionX(), GetNewRegionZ()); Packet result(WIZ_ZONE_CHANGE, uint8(3)); // magic numbers, sigh. result << uint16(GetZoneID()) << GetSPosX() << GetSPosZ() << GetSPosY() << g_pMain->m_byOldVictory; Send(&result); if (!m_bZoneChangeSameZone) { m_sWhoKilledMe = -1; m_iLostExp = 0; m_bRegeneType = 0; m_tLastRegeneTime = 0; m_sBind = -1; InitType3(); InitType4(); CMagicProcess::CheckExpiredType9Skills(this, true); SetUserAbility(); } result.Initialize(AG_ZONE_CHANGE); result << GetSocketID() << GetZoneID(); Send_AIServer(&result); m_bZoneChangeSameZone = false; m_bZoneChangeFlag = false; }
void CUser::Chat(Packet & pkt) { Packet result; uint16 sessID; uint8 type = pkt.read<uint8>(), bNation; string chatstr, finalstr, strSender, * strMessage; bool isAnnouncement = false; if (isMuted()) return; pkt >> chatstr; if (chatstr.empty() || chatstr.size() > 128) return; // Process GM commands if (isGM() && ProcessChatCommand(chatstr)) return; #if 0 // Removed this - all it seems to do is cause chat to break for GMs (is it 19xx+ only?) if( isGM() && type == GENERAL_CHAT) type = 0x14; #endif // Handle GM notice & announcement commands if (type == PUBLIC_CHAT || type == ANNOUNCEMENT_CHAT) { // Trying to use a GM command without authorisation? Bad player! if (!isGM()) return; if (type == ANNOUNCEMENT_CHAT) type = WAR_SYSTEM_CHAT; // This is horrible, but we'll live with it for now. // Pull the notice string (#### NOTICE : %s ####) from the database. // Format the chat string around it, so our chat data is within the notice g_pMain->GetServerResource(IDP_ANNOUNCEMENT, &finalstr, chatstr.c_str()); isAnnouncement = true; } if (isAnnouncement) { // GM notice/announcements show no name, so don't bother setting it. strMessage = &finalstr; // use the formatted message from the user bNation = KARUS; // arbitrary nation sessID = -1; } else { strMessage = &chatstr; // use the raw message from the user strSender = GetName(); // everything else uses a name, so set it bNation = GetNation(); sessID = GetSocketID(); } ChatPacket::Construct(&result, type, strMessage, &strSender, bNation, sessID); switch (type) { case GENERAL_CHAT: g_pMain->Send_NearRegion(&result, GetMap(), GetRegionX(), GetRegionZ(), GetX(), GetZ()); break; case PRIVATE_CHAT: { CUser *pUser = g_pMain->GetUserPtr(m_sPrivateChatUser); if (pUser != nullptr) pUser->Send(&result); } break; case PARTY_CHAT: if (isInParty()) g_pMain->Send_PartyMember(m_sPartyIndex, &result); break; case SHOUT_CHAT: if (m_sMp < (m_iMaxMp / 5)) break; // Characters under level 35 require 3,000 coins to shout. if (!isGM() && GetLevel() < 35 && !GoldLose(SHOUT_COIN_REQUIREMENT)) break; MSpChange(-(m_iMaxMp / 5)); SendToRegion(&result); break; case KNIGHTS_CHAT: if (isInClan()) g_pMain->Send_KnightsMember(GetClanID(), &result); break; case PUBLIC_CHAT: case ANNOUNCEMENT_CHAT: if (isGM()) g_pMain->Send_All(&result); break; case COMMAND_CHAT: if (GetFame() == COMMAND_CAPTAIN) g_pMain->Send_CommandChat(&result, m_bNation, this); break; case MERCHANT_CHAT: if (isMerchanting()) SendToRegion(&result); break; case ALLIANCE_CHAT: if (isInClan()) { CKnights *pKnights = g_pMain->GetClanPtr(GetClanID()); if (pKnights != nullptr && pKnights->isInAlliance()) g_pMain->Send_KnightsAlliance(pKnights->GetAllianceID(), &result); } break; case WAR_SYSTEM_CHAT: if (isGM()) g_pMain->Send_All(&result); break; } }
void CUser::SelectCharacter(Packet & pkt) { Packet result(WIZ_SEL_CHAR); uint8 bResult, bInit; if (isBanned()) { Disconnect(); return; } pkt >> bResult >> bInit; result << bResult; if (bResult == 0 || !GetZoneID()) goto fail_return; m_pMap = g_pMain->GetZoneByID(GetZoneID()); if (GetMap() == NULL) goto fail_return; // Temporarily convert the old quest storage format to the new one. // This won't be necessary when Aujard's out of the picture. m_questMap.clear(); for (int i = 0, index = 0; i < m_pUserData->m_sQuestCount; i++) { uint16 sQuestID = GetShort(m_pUserData->m_bstrQuest, index); uint8 bQuestState = GetByte(m_pUserData->m_bstrQuest, index); m_questMap.insert(std::make_pair(sQuestID, bQuestState)); } if (g_pMain->m_nServerNo != GetMap()->m_nServerNo) { _ZONE_SERVERINFO *pInfo = g_pMain->m_ServerArray.GetData(GetMap()->m_nServerNo); if (pInfo == NULL) goto fail_return; SendServerChange(pInfo->strServerIP, bInit); return; } if (g_pMain->m_byBattleOpen == NO_BATTLE && getFame() == COMMAND_CAPTAIN) m_pUserData->m_bFame = CHIEF; if ((GetZoneID() != GetNation() && GetZoneID() < 3 && !g_pMain->m_byBattleOpen) || (GetZoneID() == ZONE_BATTLE && (g_pMain->m_byBattleOpen != NATION_BATTLE)) || (GetZoneID() == ZONE_SNOW_BATTLE && (g_pMain->m_byBattleOpen != SNOW_BATTLE)) || (GetZoneID() == ZONE_FRONTIER && g_pMain->m_byBattleOpen)) { NativeZoneReturn(); Disconnect(); return; } SetLogInInfoToDB(bInit); result << GetZoneID() << GetSPosX() << GetSPosZ() << GetSPosY() << g_pMain->m_byOldVictory; m_bSelectedCharacter = true; Send(&result); SetSlotItemValue(); SetUserAbility(false); if (GetLevel() > MAX_LEVEL) { Disconnect(); return; } m_iMaxExp = g_pMain->GetExpByLevel(GetLevel()); SetRegion(GetNewRegionX(), GetNewRegionZ()); if (GetClanID() == -1) { SetClanID(0); m_pUserData->m_bFame = 0; return; } else if (GetClanID() != 0) { CKnights* pKnights = g_pMain->GetClanPtr( GetClanID() ); if (pKnights != NULL) { g_pMain->m_KnightsManager.SetKnightsUser( GetClanID(), m_pUserData->m_id ); } else if (GetZoneID() > 2) { result.Initialize(WIZ_KNIGHTS_PROCESS); result << uint8(KNIGHTS_LIST_REQ) << GetClanID(); g_pMain->m_LoggerSendQueue.PutData(&result, GetSocketID()); } } return; fail_return: Send(&result); }
void CUser::GetUserInfo(Packet & pkt) { pkt.SByte(); pkt << GetName() << GetNation() << GetClanID() << GetFame(); CKnights * pKnights = g_pMain->GetClanPtr(GetClanID()); if (pKnights == nullptr) { //pkt /*<< uint8(0)*/ << uint16(0) << uint8(0) << uint8(0); pkt << uint32(0) << uint16(0) << uint8(0) << uint16(-1); } else { pkt << pKnights->GetAllianceID() << pKnights->m_strName << pKnights->m_byGrade << pKnights->m_byRanking << uint16(pKnights->m_sMarkVersion) // symbol/mark version << pKnights->GetCapeID(pKnights); // cape ID } // There are two event-driven invisibility states; dispel on attack, and dispel on move. // These are handled primarily server-side; from memory the client only cares about value 1 (which we class as 'dispel on move'). // As this is the only place where this flag is actually sent to the client, we'll just convert 'dispel on attack' // back to 'dispel on move' as the client expects. uint8 bInvisibilityType = m_bInvisibilityType; if (bInvisibilityType != INVIS_NONE) bInvisibilityType = INVIS_DISPEL_ON_MOVE; pkt << GetLevel() << m_bRace << m_sClass << GetSPosX() << GetSPosZ() << GetSPosY() << m_bFace << m_nHair << m_bResHpType << uint32(m_bAbnormalType)//uint8(m_bAbnormalType) << m_bNeedParty << m_bAuthority << m_bPartyLeader // is party leader (bool) << bInvisibilityType // visibility state //<< uint8(m_teamColour) // team colour (i.e. in soccer, 0=none, 1=blue, 2=red) //<< m_bIsHidingHelmet // either this is correct and items are super buggy, or it causes baldness. You choose. << m_sDirection // direction << m_bIsChicken // chicken/beginner flag << m_bRank // king flag << m_bKnightsRank << m_bPersonalRank; // NP ranks (total, monthly) uint8 equippedItems[] = { BREAST, LEG, HEAD, GLOVE, FOOT, SHOULDER, RIGHTHAND, LEFTHAND, CTOP, CHELMET }; foreach_array(i, equippedItems) { _ITEM_DATA * pItem = GetItem(equippedItems[i]); if (pItem == nullptr) continue; pkt << pItem->nNum << pItem->sDuration << pItem->bFlag; }
void CUser::SelectCharacter(Packet & pkt) { Packet result(WIZ_SEL_CHAR); uint8 bResult, bInit; if (isBanned()) { Disconnect(); return; } pkt >> bResult >> bInit; result << bResult; if (bResult == 0 || !GetZoneID()) goto fail_return; m_pMap = g_pMain->GetZoneByID(GetZoneID()); if (GetMap() == nullptr) goto fail_return; if (g_pMain->m_nServerNo != GetMap()->m_nServerNo) { _ZONE_SERVERINFO *pInfo = g_pMain->m_ServerArray.GetData(GetMap()->m_nServerNo); if (pInfo == nullptr) goto fail_return; SendServerChange(pInfo->strServerIP, bInit); return; } if (g_pMain->m_byBattleOpen == NO_BATTLE && GetFame() == COMMAND_CAPTAIN) m_bFame = CHIEF; if ((GetZoneID() != GetNation() && GetZoneID() < 3 && !g_pMain->m_byBattleOpen) || (GetZoneID() == ZONE_BATTLE && (g_pMain->m_byBattleOpen != NATION_BATTLE)) || (GetZoneID() == ZONE_SNOW_BATTLE && (g_pMain->m_byBattleOpen != SNOW_BATTLE)) || (GetZoneID() == ZONE_RONARK_LAND && g_pMain->m_byBattleOpen)) { NativeZoneReturn(); Disconnect(); return; } SetLogInInfoToDB(bInit); result << GetZoneID() << GetSPosX() << GetSPosZ() << GetSPosY() << g_pMain->m_byOldVictory; m_bSelectedCharacter = true; Send(&result); SetSlotItemValue(); SetUserAbility(false); if (GetLevel() > MAX_LEVEL) { Disconnect(); return; } m_iMaxExp = g_pMain->GetExpByLevel(GetLevel()); SetRegion(GetNewRegionX(), GetNewRegionZ()); if (GetClanID() == -1) { SetClanID(0); m_bFame = 0; return; } else if (GetClanID() != 0 && GetZoneID() > 2) { result.Initialize(WIZ_KNIGHTS_PROCESS); result << uint8(KNIGHTS_LIST_REQ) << GetClanID(); g_pMain->AddDatabaseRequest(result, this); } return; fail_return: Send(&result); }
void CUser::Chat(Packet & pkt) { Packet result(WIZ_CHAT); uint8 type = pkt.read<uint8>(); char finalstr[1024] = ""; std::string buff, chatstr; bool isAnnouncement = false; if (isMuted()) return; pkt >> chatstr; if (chatstr.empty() || chatstr.size() > 128) return; // Process GM commands if (isGM() && ProcessChatCommand(chatstr)) return; #if 0 // Removed this - all it seems to do is cause chat to break for GMs (is it 19xx+ only?) if( isGM() && type == GENERAL_CHAT) type = 0x14; #endif uint8 bNation = GetNation(); uint16 sessID = GetSocketID(); // Handle GM notice & announcement commands if (type == PUBLIC_CHAT || type == ANNOUNCEMENT_CHAT) { // Trying to use a GM command without authorisation? Bad player! if (!isGM()) return; if (type == ANNOUNCEMENT_CHAT) type = WAR_SYSTEM_CHAT; // This is horrible, but we'll live with it for now. // Pull the notice string (#### NOTICE : %s ####) from the database. CString noticeText = g_pMain->GetServerResource(IDP_ANNOUNCEMENT); // Format the chat string around it, so our chat data is within the notice sprintf_s(finalstr, sizeof(finalstr), noticeText, chatstr.c_str()); bNation = KARUS; // arbitrary nation sessID = -1; isAnnouncement = true; } result.SByte(); result << type << bNation << sessID; if (isAnnouncement) { result << uint8(0); // GM notice/announcements show no name (so specify length of 0) result.DByte(); result << finalstr; // now tack on the formatted message from the user } else { result << m_pUserData.m_id; // everything else provides a name result.DByte(); result << chatstr; // now tack on the chat message from the user } switch (type) { case GENERAL_CHAT: g_pMain->Send_NearRegion(&result, GetMap(), GetRegionX(), GetRegionZ(), GetX(), GetZ()); break; case PRIVATE_CHAT: { if (m_sPrivateChatUser == GetSocketID()) break; CUser *pUser = g_pMain->GetUserPtr(m_sPrivateChatUser); if (pUser != NULL) pUser->Send(&result); } break; case PARTY_CHAT: if (isInParty()) g_pMain->Send_PartyMember(m_sPartyIndex, &result); break; case SHOUT_CHAT: if (m_pUserData.m_sMp < (m_iMaxMp / 5)) break; // Characters under level 35 require 3,000 coins to shout. if (!isGM() && GetLevel() < 35 && !GoldLose(SHOUT_COIN_REQUIREMENT)) break; MSpChange(-(m_iMaxMp / 5)); SendToRegion(&result); break; case KNIGHTS_CHAT: if (isInClan()) g_pMain->Send_KnightsMember(GetClanID(), &result); break; case PUBLIC_CHAT: case ANNOUNCEMENT_CHAT: if (isGM()) g_pMain->Send_All(&result); break; case COMMAND_CHAT: if (getFame() == COMMAND_CAPTAIN) g_pMain->Send_CommandChat(&result, m_pUserData.m_bNation, this); break; case MERCHANT_CHAT: if (isMerchanting()) SendToRegion(&result); break; case WAR_SYSTEM_CHAT: if (isGM()) g_pMain->Send_All(&result); break; } }
void CUser::ZoneChange(uint16 sNewZone, float x, float z) { C3DMap * pMap = g_pMain->GetZoneByID(sNewZone); if (pMap == nullptr) return; ZoneChangeError errorReason; if (!CanChangeZone(pMap, errorReason)) { Packet result; switch (errorReason) { case ZoneChangeErrorWrongLevel: /* this will depend on the zone */ break; case ZoneChangeErrorWarActive: result.Initialize(WIZ_WARP_LIST); result << uint8(2) << uint8(4); Send(&result); break; case ZoneChangeErrorNeedLoyalty: /* does this have an error? */ break; } return; } m_bWarp = true; m_bZoneChangeFlag = true; UserInOut(INOUT_OUT); if (sNewZone == ZONE_SNOW_BATTLE) SetMaxHp(1); if (GetZoneID() != sNewZone) { SetZoneAbilityChange(); // Reset the user's anger gauge when leaving the zone // Unknown if this is official behaviour, but it's logical. if (GetAngerGauge() > 0) UpdateAngerGauge(0); /* Here we also send a clan packet with subopcode 0x16 (with a byte flag of 2) if war zone/Moradon or subopcode 0x17 (with nWarEnemyID) for all else */ #if 0 if (isInClan()) { CKnights * pKnights = g_pMain->GetClanPtr(GetClanID()); if (pKnights != nullptr && pKnights->bKnightsWarStarted) { Packet clanPacket(WIZ_KNIGHTS_PROCESS); if (pMap->isWarZone() || byNewZone == ZONE_MORADON) clanPacket << uint8(0x17) << uint8(2); else clanPacket << uint16(0x16) << uint16(0 /*nWarEnemyID*/); Send(&clanPacket); } } #endif if (sNewZone == ZONE_SNOW_BATTLE) SetMaxHp(); if (isInParty()) PartyRemove(GetSocketID()); ResetWindows(); } m_bZone = (uint8) sNewZone; // this is 2 bytes to support the warp data loaded from SMDs. It should not go above a byte, however. SetPosition(x, 0.0f, z); m_pMap = pMap; if (g_pMain->m_nServerNo != pMap->m_nServerNo) { _ZONE_SERVERINFO *pInfo = g_pMain->m_ServerArray.GetData(pMap->m_nServerNo); if (pInfo == nullptr) return; UserDataSaveToAgent(); m_bLogout = 2; // server change flag SendServerChange(pInfo->strServerIP, 2); return; } SetRegion(GetNewRegionX(), GetNewRegionZ()); Packet result(WIZ_ZONE_CHANGE, uint8(ZoneChangeTeleport)); result << uint16(GetZoneID()) << GetSPosX() << GetSPosZ() << GetSPosY() << g_pMain->m_byOldVictory; Send(&result); if (!m_bZoneChangeSameZone) { m_sWhoKilledMe = -1; m_iLostExp = 0; m_bRegeneType = 0; m_tLastRegeneTime = 0; m_sBind = -1; InitType3(); InitType4(); CMagicProcess::CheckExpiredType9Skills(this, true); SetUserAbility(); } result.Initialize(AG_ZONE_CHANGE); result << GetSocketID() << GetZoneID(); Send_AIServer(&result); m_bZoneChangeSameZone = false; m_bZoneChangeFlag = false; }