void CUser::MoveProcess(Packet & pkt) { ASSERT(GetMap() != nullptr); if (m_bWarp || isDead()) return; uint16 will_x, will_z, will_y; int16 speed=0; float real_x, real_z, real_y; uint8 echo; pkt >> will_x >> will_z >> will_y >> speed >> echo; real_x = will_x/10.0f; real_z = will_z/10.0f; real_y = will_y/10.0f; if (!isGM()) { // TO-DO: Handle proper speed checks against server-side amounts. // We should also avoid relying on what the client has sent us. if (speed > 200) // What is the signifance of this number? Considering 90 is light feet... // We shouldn't be using magic numbers at all here. { Disconnect(); return; } } if (!GetMap()->IsValidPosition(real_x, real_z, real_y)) return; if (m_oldx != GetX() || m_oldz != GetZ()) { m_oldx = GetX(); m_oldy = GetY(); m_oldz = GetZ(); } // TO-DO: Ensure this is checked properly to prevent speedhacking SetPosition(real_x, real_y, real_z); if (RegisterRegion()) { g_pMain->RegionNpcInfoForMe(this); g_pMain->RegionUserInOutForMe(this); g_pMain->MerchantUserInOutForMe(this); } if (m_bInvisibilityType == INVIS_DISPEL_ON_MOVE) CMagicProcess::RemoveStealth(this, INVIS_DISPEL_ON_MOVE); Packet result(WIZ_MOVE); result << GetSocketID() << will_x << will_z << will_y << speed << echo; SendToRegion(&result); GetMap()->CheckEvent(real_x, real_z, this); result.Initialize(AG_USER_MOVE); result << GetSocketID() << m_curx << m_curz << m_cury << speed; Send_AIServer(&result); }
void CUser::UserInOut(uint8 bType) { if (GetRegion() == nullptr) return; Packet result; if (bType != INOUT_OUT) ResetGMVisibility(); GetInOut(result, bType); if (bType == INOUT_OUT) GetRegion()->Remove(this); else GetRegion()->Add(this); SendToRegion(&result, this, GetEventRoom()); if (bType == INOUT_OUT || !isBlinking()) { result.Initialize(AG_USER_INOUT); result.SByte(); result << bType << GetSocketID() << GetName() << m_curx << m_curz; Send_AIServer(&result); } }
void CUser::MoveProcess(Packet & pkt) { ASSERT(GetMap() != nullptr); if (m_bWarp || isDead()) return; uint16 will_x, will_z, will_y; int16 speed=0; float real_x, real_z, real_y; uint8 echo; pkt >> will_x >> will_z >> will_y >> speed >> echo; real_x = will_x/10.0f; real_z = will_z/10.0f; real_y = will_y/10.0f; m_sSpeed = speed; SpeedHackUser(); if (!GetMap()->IsValidPosition(real_x, real_z, real_y)) return; if (m_oldx != GetX() || m_oldz != GetZ()) { m_oldx = GetX(); m_oldy = GetY(); m_oldz = GetZ(); } // TODO: Ensure this is checked properly to prevent speedhacking SetPosition(real_x, real_y, real_z); if (RegisterRegion()) { g_pMain->RegionNpcInfoForMe(this); g_pMain->RegionUserInOutForMe(this); g_pMain->MerchantUserInOutForMe(this); } if (m_bInvisibilityType == INVIS_DISPEL_ON_MOVE) CMagicProcess::RemoveStealth(this, INVIS_DISPEL_ON_MOVE); Packet result(WIZ_MOVE); result << GetSocketID() << will_x << will_z << will_y << speed << echo; SendToRegion(&result); GetMap()->CheckEvent(real_x, real_z, this); result.Initialize(AG_USER_MOVE); result << GetSocketID() << m_curx << m_curz << m_cury << speed; Send_AIServer(&result); }
/** * @brief Changes an NPC's mana. * * @param amount The amount to adjust the mana by. */ void CNpc::MSpChange(int amount) { #if 0 // TODO: Implement this // Glorious copypasta. // TODO: Make this behave unsigned. m_iMP += amount; if (m_iMP < 0) m_iMP = 0; else if (m_iMP > m_iMaxMP) m_iMP = m_iMaxMP; Packet result(AG_USER_SET_MP); result << GetID() << m_iMP; Send_AIServer(&result); #endif }
/** * @brief Sends a gate status. * * @param ObjectType object type * @param bFlag The flag (open or shut). * @param bSendAI true to update the AI server. */ void CNpc::SendGateFlag(uint8 objectType,uint8 bFlag /*= -1*/, bool bSendAI /*= true*/) { Packet result(WIZ_OBJECT_EVENT, uint8(objectType)); // If there's a flag to set, set it now. if (bFlag >= 0) m_byGateOpen = (bFlag == 1); // Tell everyone nearby our new status. result << uint8(1) << GetID() << m_byGateOpen; SendToRegion(&result); // Tell the AI server our new status if (bSendAI) { result.Initialize(AG_NPC_GATE_OPEN); result << GetID() << m_byGateOpen; Send_AIServer(&result); } }
void CUser::MoveProcess(Packet & pkt) { ASSERT(GetMap() != NULL); if (m_bWarp || isDead()) return; uint16 will_x, will_z, will_y, speed=0; float real_x, real_z, real_y; uint8 echo; pkt >> will_x >> will_z >> will_y >> speed >> echo; real_x = will_x/10.0f; real_z = will_z/10.0f; real_y = will_y/10.0f; if (!GetMap()->IsValidPosition(real_x, real_z, real_y)) return; // TO-DO: Ensure this is checked properly to prevent speedhacking m_curx = real_x; m_curz = real_z; m_cury = real_y; if (RegisterRegion()) { g_pMain->RegionNpcInfoForMe(this); g_pMain->RegionUserInOutForMe(this); g_pMain->MerchantUserInOutForMe(this); } if (m_bInvisibilityType == INVIS_DISPEL_ON_MOVE) StateChangeServerDirect(7, INVIS_NONE); Packet result(WIZ_MOVE); result << GetSocketID() << will_x << will_z << will_y << speed << echo; SendToRegion(&result); GetMap()->CheckEvent(real_x, real_z, this); result.Initialize(AG_USER_MOVE); result << GetSocketID() << m_curx << m_curz << m_cury << speed; Send_AIServer(&result); }
/** * @brief Changes an NPC's hitpoints. * * @param amount The amount to adjust the HP by. * @param pAttacker The attacker. * @param bSendToAI true to update the AI server. */ void CNpc::HpChange(int amount, Unit *pAttacker /*= nullptr*/, bool bSendToAI /*= true*/) { // Glorious copypasta. if (amount < 0 && -amount > m_iHP) m_iHP = 0; else if (amount >= 0 && m_iHP + amount > m_iMaxHP) m_iHP = m_iMaxHP; else m_iHP += amount; if (bSendToAI) { // NOTE: This will handle the death notification/looting. Packet result(AG_NPC_HP_CHANGE); result << GetID() << pAttacker->GetID() << m_iHP << amount; Send_AIServer(&result); } if (pAttacker != nullptr && pAttacker->isPlayer()) TO_USER(pAttacker)->SendTargetHP(0, GetID(), amount); }
void CNpc::SendHpChangeToAI(uint16 sTargetID, int amount, AttributeType attributeType /*= AttributeNone*/) { Packet result(AG_NPC_HP_CHANGE); result << GetID() << sTargetID << m_iHP << amount << uint8(attributeType); Send_AIServer(&result); }
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::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); } }
void CUser::Regene(uint8 regene_type, uint32 magicid /*= 0*/) { ASSERT(GetMap() != NULL); CUser* pUser = NULL; _OBJECT_EVENT* pEvent = NULL; _HOME_INFO* pHomeInfo = NULL; _MAGIC_TYPE5* pType = NULL; if (!isDead()) return; InitType3(); InitType4(); if (regene_type != 1 && regene_type != 2) { regene_type = 1; } if (regene_type == 2) { magicid = 490041; // The Stone of Ressurection magic ID if (!RobItem(379006000, 3 * GetLevel())) { return; // Subtract resurrection stones. } if (GetLevel() <= 5) { return; // 5 level minimum. } } pHomeInfo = g_pMain->m_HomeArray.GetData(m_bNation); if (!pHomeInfo) return; UserInOut(INOUT_OUT); float x = 0.0f, z = 0.0f; x = (float)(myrand( 0, 400 )/100.0f); z = (float)(myrand( 0, 400 )/100.0f); if( x < 2.5f ) x = 1.5f + x; if( z < 2.5f ) z = 1.5f + z; pEvent = GetMap()->GetObjectEvent(m_sBind); // TO-DO: Clean this entire thing up. Wow. if (magicid == 0) { if( pEvent && pEvent->byLife == 1 ) { // Bind Point m_curx = pEvent->fPosX + x; m_curz = pEvent->fPosZ + z; m_cury = 0; } else if( m_bNation != m_bZone) { // Free Zone or Opposite Zone if(m_bZone > 200) { // Frontier Zone... x = (float)(pHomeInfo->FreeZoneX + myrand(0, pHomeInfo->FreeZoneLX)); z = (float)(pHomeInfo->FreeZoneZ + myrand(0, pHomeInfo->FreeZoneLZ)); } // else if(m_bZone > 100 && m_bZone < 200) { // Battle Zone... /* m_bResHpType = USER_STANDING; HpChange( m_iMaxHp ); KickOutZoneUser(); // Go back to your own zone! return; */ x = (float)(pHomeInfo->BattleZoneX + myrand(0, pHomeInfo->BattleZoneLX)); z = (float)(pHomeInfo->BattleZoneZ + myrand(0, pHomeInfo->BattleZoneLZ)); if (m_bZone == ZONE_SNOW_BATTLE) { x = (float)(pHomeInfo->FreeZoneX + myrand(0, pHomeInfo->FreeZoneLX)); z = (float)(pHomeInfo->FreeZoneZ + myrand(0, pHomeInfo->FreeZoneLZ)); } } else if (m_bZone > 10 && m_bZone < 20) { x = (float)(527 + myrand(0, 10)); z = (float)(543 + myrand(0, 10)); } else if (m_bZone < 3) { // Specific Lands... if (m_bNation == KARUS) { x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX)); z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ)); } else if (m_bNation == ELMORAD) { x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX)); z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ)); } else return; } else { short sx, sz; GetStartPosition(sx, sz); x = sx; z = sz; } m_curx = x; m_curz = z; } else { if (m_bNation == KARUS) { x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX)); z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ)); } else if (m_bNation == ELMORAD) { x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX)); z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ)); } else return; m_curx = x; m_curz = z; } } Packet result(WIZ_REGENE); result << GetSPosX() << GetSPosZ() << GetSPosY(); Send(&result); if (magicid > 0) { // Clerical Resurrection. pType = g_pMain->m_Magictype5Array.GetData(magicid); if ( !pType ) return; m_bResHpType = USER_STANDING; MSpChange(-m_iMaxMp); // Empty out MP. if (m_sWhoKilledMe == -1 && regene_type == 1) { ExpChange((m_iLostExp * pType->bExpRecover) / 100); // Restore Target Experience. } m_bRegeneType = REGENE_MAGIC; } else { // Normal Regene. // m_bAbnormalType = ABNORMAL_BLINKING; // m_bResHpType = USER_STANDING; m_bRegeneType = REGENE_NORMAL; } HpChange(m_iMaxHp); m_tLastRegeneTime = UNIXTIME; m_sWhoKilledMe = -1; m_iLostExp = 0; 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); BlinkStart(); if (isInParty()) { // TO-DO: Wrap these up into Party-specific methods (nothing for that yet) // UPDATE: Sticking them in the CUser class for the moment. Need to have them make sense, though. if (!m_bType3Flag) SendPartyStatusUpdate(1); m_buffLock.Acquire(); if (m_buffMap.empty()) SendPartyStatusUpdate(2); m_buffLock.Release(); } }
void CUser::Attack(Packet & pkt) { Packet result; int16 sid = -1, tid = -1, damage, delaytime, distance; uint8 bType, bResult; CUser* pTUser = NULL; pkt >> bType >> bResult >> tid >> delaytime >> distance; // delaytime = delaytime / 100.0f; // distance = distance / 10.0f; if (isBlinking() || isDead()) return; // If you're holding a weapon, do a client-based (ugh, do not trust!) delay check. _ITEM_TABLE *pTable = GetItemPrototype(RIGHTHAND); if (pTable != NULL) { if (delaytime < pTable->m_sDelay || distance > pTable->m_sRange) return; } // Empty handed. else if (delaytime < 100) return; // We're attacking a player... if (tid < MAX_USER) { pTUser = g_pMain->GetUserPtr(tid); if (pTUser == NULL || pTUser->isDead() || pTUser->isBlinking() || (pTUser->GetNation() == GetNation() && GetZoneID() != 48 /* TO-DO: implement better checks */) || !isAttackZone()) bResult = 0; else { damage = GetDamage(pTUser, NULL); if (GetZoneID() == ZONE_SNOW_BATTLE && g_pMain->m_byBattleOpen == SNOW_BATTLE) damage = 0; if (damage <= 0) bResult = 0; else { // TO-DO: Move all this redundant code into appropriate event-based methods so that all the other cases don't have to copypasta (and forget stuff). pTUser->HpChange(-damage, this); if (pTUser->isDead()) bResult = 2; ItemWoreOut(ATTACK, damage); pTUser->ItemWoreOut(DEFENCE, damage); SendTargetHP(0, tid, -damage); } } } // We're attacking an NPC... else if (tid >= NPC_BAND) { // AI hasn't loaded yet if (g_pMain->m_bPointCheckFlag == false) return; CNpc *pNpc = g_pMain->m_arNpcArray.GetData(tid); if (pNpc != NULL && pNpc->isAlive() && (pNpc->GetNation() == 0 || pNpc->GetNation() != GetNation())) { result.SetOpcode(AG_ATTACK_REQ); result << bType << bResult << GetSocketID() << tid << uint16(m_sTotalHit * m_bAttackAmount / 100) << uint16(m_sTotalAc + m_sACAmount) << m_sTotalHitrate /* this is actually a float. screwed up naming... */ << m_sTotalEvasionrate /* also a float */ << m_sItemAc << m_bMagicTypeLeftHand << m_bMagicTypeRightHand << m_sMagicAmountLeftHand << m_sMagicAmountRightHand; Send_AIServer(&result); return; } } result.SetOpcode(WIZ_ATTACK); result << bType << bResult << GetSocketID() << tid; SendToRegion(&result); if (tid < NPC_BAND && bResult == 2 // 2 means a player died. && pTUser) { pTUser->Send(&result); TRACE("*** User Attack Dead, id=%s, result=%d, type=%d, HP=%d\n", pTUser->GetName(), bResult, pTUser->m_bResHpType, pTUser->m_sHp); } }
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; }