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);
}
Esempio n. 2
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;
}
Esempio n. 6
0
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);
}
Esempio n. 10
0
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;
}