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);
}
Example #2
0
void CUser::Attack(Packet & pkt)
{
	int16 sid = -1, tid = -1, damage, delaytime, distance;	
	uint8 bType, bResult = 0;	
	Unit * pTarget = nullptr;

	pkt >> bType >> bResult >> tid >> delaytime >> distance;

	//	delaytime = delaytime / 100.0f;
	//	distance = distance / 10.0f;

	if (isIncapacitated())
		return;

	if (isInSafetyArea())
		return;

	if (m_bInvisibilityType != INVIS_NONE)
	{
		CMagicProcess::RemoveStealth(this, INVIS_DISPEL_ON_MOVE);
		CMagicProcess::RemoveStealth(this, INVIS_DISPEL_ON_ATTACK);
	}

	// If you're holding a weapon, do a client-based (ugh, do not trust!) delay check.
	_ITEM_TABLE *pTable = GetItemPrototype(RIGHTHAND);
	if (pTable != nullptr) 
	{
		if (delaytime < (pTable->m_sDelay + 10) // client adds 0.1 onto the interval (0.1 of 100 is 10)
			|| distance > pTable->m_sRange)
			return;	
	}
	// Empty handed.
	else if (delaytime < 100)
		return;			

	pTarget = g_pMain->GetUnitPtr(tid);
	bResult = ATTACK_FAIL;

	if (pTarget != nullptr 
		&& isInAttackRange(pTarget)
		&& CanAttack(pTarget))
	{
		if (isAttackable(pTarget) && CanCastRHit(GetSocketID()))
		{
			if (isInTempleEventZone())
				if (GetUserGroup() != -1 && !isSameUserGroup(pTarget))
					return;

			CUser *pUser = g_pMain->GetUserPtr(GetSocketID());
			if (pUser != nullptr)
				pUser->m_RHitRepeatList.insert(std::make_pair(GetSocketID(), UNIXTIME));

			damage = GetDamage(pTarget);

			// Can't use R attacks in the Snow War.
			if (GetZoneID() == ZONE_SNOW_BATTLE 
				&& g_pMain->m_byBattleOpen == SNOW_BATTLE)
				damage = 0;

			if (damage > 0)
			{
				pTarget->HpChange(-damage, this);
				if (pTarget->isDead())
					bResult = ATTACK_TARGET_DEAD;
				else
					bResult = ATTACK_SUCCESS;

				// Every attack takes a little of your weapon's durability.
				ItemWoreOut(ATTACK, damage);

				// Every hit takes a little of the defender's armour durability.
				if (pTarget->isPlayer())
					TO_USER(pTarget)->ItemWoreOut(DEFENCE, damage);
			}
		}
	}

	Packet result(WIZ_ATTACK, bType);
	result << bResult << GetSocketID() << tid;
	SendToRegion(&result);
}