void CUser::RecvZoneChange(Packet & pkt)
{
	if (isDead()) // we also need to make sure we're actually waiting on this request...
		return;

	uint8 opcode = pkt.read<uint8>();
	if (opcode == 1)
	{
		g_pMain->UserInOutForMe(this);
		g_pMain->NpcInOutForMe(this);
		g_pMain->MerchantUserInOutForMe(this);

		Packet result(WIZ_ZONE_CHANGE, uint8(2)); // finalise the zone change
		Send(&result);
	}
	else if (opcode == 2)
	{
		UserInOut(INOUT_RESPAWN);

		// TO-DO: Fix all this up (it's too messy/confusing)
		if (!m_bZoneChangeSameZone)
		{
			BlinkStart();
			RecastSavedMagic();
		}

		m_bZoneChangeFlag = 0;
		m_bWarp = 0;
	}
}
// This packet actually contains the char name after the opcode
void CUser::GameStart(Packet & pkt)
{
	if (isInGame())
		return;

	uint8 opcode = pkt.read<uint8>();

	if (opcode == 1)
	{
		SendMyInfo();
		g_pMain->UserInOutForMe(this);
		g_pMain->MerchantUserInOutForMe(this);
		g_pMain->NpcInOutForMe(this);
		SendNotice();
		SendTime();
		SendWeather();

		// SendHackToolList();

		Packet result(WIZ_GAMESTART);
		Send(&result);
	}
	else if (opcode == 2)
	{
		m_state = GAME_STATE_INGAME;
		UserInOut(INOUT_RESPAWN);

		if (!m_bCity && m_sHp <= 0)
			m_bCity = -1;

		if (m_bCity > 0)
		{
			int level = GetLevel();
			if (m_bCity <= 100)
				level--;

			// make sure we don't exceed bounds
			if (level > MAX_LEVEL)
				level = MAX_LEVEL;
			else if (level < 1)
				level = 1;

			m_iLostExp = (g_pMain->GetExpByLevel(level) * (m_bCity % 10) / 100);
			if (((m_bCity % 10) / 100) == 1)
				m_iLostExp /= 2;
		}
		else
		{
			m_iLostExp = 0;
		}

		CheckSeedQuest();
		BlinkStart();
		SetUserAbility();
		// rental
		RecastSavedMagic(m_sHp == m_iMaxHp ? true : false); //ItemMallRecast

		// If we've relogged while dead, we need to make sure the client 
		// is still given the option to revive.
		if (isDead())
			SendDeathAnimation();

		g_pMain->TempleEventGetActiveEventTime(this);
	}

	m_tHPLastTimeNormal = UNIXTIME;
}
Esempio n. 3
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void CUser::Regene(uint8 regene_type, uint32 magicid /*= 0*/)
{
	ASSERT(GetMap() != nullptr);

	_OBJECT_EVENT* pEvent = nullptr;
	_HOME_INFO* pHomeInfo = nullptr;
	float x = 0.0f, z = 0.0f;

	if (!isDead())
		return;

	if (regene_type != 1 && regene_type != 2)
		regene_type = 1;

	if (regene_type == 2) 
	{
		magicid = 490041;	// The Stone of Ressurection magic ID

		// Is our level high enough to be able to resurrect using this skill?
		if (GetLevel() <= 5
			// Do we have enough resurrection stones?
				|| !RobItem(379006000, 3 * GetLevel()))
				return;
	}

	// If we're in a home zone, we'll want the coordinates from there. Otherwise, assume our own home zone.
	pHomeInfo = g_pMain->m_HomeArray.GetData(GetZoneID() <= ZONE_ELMORAD ? GetZoneID() : GetNation());
	if (pHomeInfo == nullptr)
		return;

	UserInOut(INOUT_OUT);

	pEvent = GetMap()->GetObjectEvent(m_sBind);	

	// If we're not using a spell to resurrect.
	if (magicid == 0) 
	{
		// Resurrect at a bind/respawn point
		if (pEvent != nullptr && pEvent->byLife == 1)
		{
			SetPosition(pEvent->fPosX + x, 0.0f, pEvent->fPosZ + z);
		}
		// Are we trying to respawn in a home zone?
		else if (GetZoneID() <= ZONE_ELMORAD) 
		{
			// Use the proper respawn area for our nation, as the opposite nation can
			// enter this zone at a war's invasion stage.
			if (GetNation() == KARUS) 
			{
				x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX));
				z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ));			
			}
			else 
			{
				x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX));
				z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ));
			}		
		}
		else
		{
			// If we're in a war zone (aside from snow wars, which apparently use different coords), use BattleZone coordinates.
			if (GetZoneID() != ZONE_SNOW_BATTLE 
				&& GetZoneID() == (ZONE_BATTLE_BASE + g_pMain->m_byBattleZone))
			{
				x = (float)(pHomeInfo->BattleZoneX + myrand(0, pHomeInfo->BattleZoneLX));
				z = (float)(pHomeInfo->BattleZoneZ + myrand(0, pHomeInfo->BattleZoneLZ));
			}
			// If we died in the Moradon arena, we need to spawn near the Arena.
			else if (GetZoneID() == ZONE_MORADON && isInArena())
			{
				x = (float)(MINI_ARENA_RESPAWN_X + myrand(-MINI_ARENA_RESPAWN_RADIUS, MINI_ARENA_RESPAWN_RADIUS));
				z = (float)(MINI_ARENA_RESPAWN_Z + myrand(-MINI_ARENA_RESPAWN_RADIUS, MINI_ARENA_RESPAWN_RADIUS));
			}
			// For all else, just grab the start position (/town coordinates) from the START_POSITION table.
			else
			{
				short sx, sz;
				GetStartPosition(sx, sz);

				x = sx;
				z = sz;
			}
		}

		SetPosition(x, 0.0f, z);

		m_bResHpType = USER_STANDING;	
		m_bRegeneType = REGENE_NORMAL;
	}
	else // we're respawning using a resurrect skill.
	{
		_MAGIC_TYPE5 * pType = g_pMain->m_Magictype5Array.GetData(magicid);     
		if (pType == nullptr)
			return;

		MSpChange(-m_iMaxMp); // reset us to 0 MP. 

		if (m_sWhoKilledMe == -1) 
			ExpChange((m_iLostExp * pType->bExpRecover) / 100); // Restore 

		m_bResHpType = USER_STANDING;
		m_bRegeneType = REGENE_MAGIC;
	}

	Packet result(WIZ_REGENE);
	result << GetSPosX() << GetSPosZ() << GetSPosY();
	Send(&result);

	HpChange(GetMaxHealth());

	m_tLastRegeneTime = UNIXTIME;
	m_sWhoKilledMe = -1;
	m_iLostExp = 0;

	if (magicid == 0)
		BlinkStart();

	if (!isBlinking())
	{
		result.Initialize(AG_USER_REGENE);
		result << GetSocketID() << m_sHp;
		Send_AIServer(&result);
	}

	SetRegion(GetNewRegionX(), GetNewRegionZ());

	UserInOut(INOUT_RESPAWN);		

	g_pMain->RegionUserInOutForMe(this);
	g_pMain->RegionNpcInfoForMe(this);

	InitializeStealth();
	SendUserStatusUpdate(USER_STATUS_DOT, USER_STATUS_CURE);
	SendUserStatusUpdate(USER_STATUS_POISON, USER_STATUS_CURE);

	if (isInArena())
		SendUserStatusUpdate(USER_STATUS_SPEED, USER_STATUS_CURE);

	RecastSavedMagic();

	// If we actually respawned (i.e. we weren't resurrected by a skill)...
	if (magicid == 0)
	{
		// In PVP zones (not war zones), we must kick out players if they no longer
		// have any national points.
		if (GetMap()->isNationPVPZone() 
			&& GetMap()->isWarZone()
			&& GetLoyalty() == 0)
			KickOutZoneUser(false);
	}
}