// TO-DO: Update this. It's VERY dated. void CUser::GetUserInfo(Packet & pkt) { pkt.SByte(); pkt << m_pUserData->m_id << getNation() << m_pUserData->m_bCity // probably isn't this, but it'll at least serve as filler if it's not << m_pUserData->m_bKnights << m_pUserData->m_bFame; CKnights *pKnights = m_pMain->m_KnightsArray.GetData(m_pUserData->m_bKnights); if (pKnights == NULL || m_pUserData->m_bKnights <= 0) { pkt << uint32(0); } else { pkt << pKnights->m_strName << pKnights->m_byGrade << pKnights->m_byRanking; } pkt << getLevel() << m_pUserData->m_bRace << m_pUserData->m_sClass << GetSPosX() << GetSPosZ() << GetSPosY() << m_pUserData->m_bFace << uint32(m_pUserData->m_nHair) << m_bResHpType << uint32(m_bAbnormalType) << m_bNeedParty << m_pUserData->m_bAuthority << m_pUserData->m_sItemArray[BREAST].nNum << m_pUserData->m_sItemArray[BREAST].sDuration << m_pUserData->m_sItemArray[LEG].nNum << m_pUserData->m_sItemArray[LEG].sDuration << m_pUserData->m_sItemArray[HEAD].nNum << m_pUserData->m_sItemArray[HEAD].sDuration << m_pUserData->m_sItemArray[GLOVE].nNum << m_pUserData->m_sItemArray[GLOVE].sDuration << m_pUserData->m_sItemArray[FOOT].nNum << m_pUserData->m_sItemArray[FOOT].sDuration << m_pUserData->m_sItemArray[SHOULDER].nNum << m_pUserData->m_sItemArray[SHOULDER].sDuration << m_pUserData->m_sItemArray[RIGHTHAND].nNum << m_pUserData->m_sItemArray[RIGHTHAND].sDuration << m_pUserData->m_sItemArray[LEFTHAND].nNum << m_pUserData->m_sItemArray[LEFTHAND].sDuration; }
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); }
/** * @brief Sends the movement packet for the NPC. * * @param fPosX The position x coordinate. * @param fPosY The position y coordinate. * @param fPosZ The position z coordinate. * @param fSpeed The speed. */ void CNpc::MoveResult(float fPosX, float fPosY, float fPosZ, float fSpeed) { Packet result(WIZ_NPC_MOVE); SetPosition(fPosX, fPosY, fPosZ); RegisterRegion(); result << GetID() << GetSPosX() << GetSPosZ() << GetSPosY() << uint16(fSpeed * 10); SendToRegion(&result); }
// TO-DO: Update this. It's VERY dated. void CUser::GetUserInfo(Packet & pkt) { CKnights *pKnights = NULL; pkt.SByte(); pkt << m_pUserData->m_id << uint16(getNation()) << m_pUserData->m_bKnights << uint16(m_pUserData->m_bFame); if (isInClan()) pKnights = m_pMain->m_KnightsArray.GetData(m_pUserData->m_bKnights); if (pKnights == NULL) { // should work out to be 11 bytes, 6-7 being cape ID. pkt << uint32(0) << uint16(0) << uint16(-1) << uint16(0) << uint8(0); } else { pkt << uint8(0) // grade type << pKnights->m_strName << pKnights->m_byGrade << pKnights->m_byRanking << uint16(0) // symbol/mark version << uint16(-1) // cape ID << uint8(0) << uint8(0) << uint8(0); // cape RGB } pkt << getLevel() << m_pUserData->m_bRace << m_pUserData->m_sClass << GetSPosX() << GetSPosZ() << GetSPosY() << m_pUserData->m_bFace << m_pUserData->m_nHair << m_bResHpType << uint32(m_bAbnormalType) << m_bNeedParty << m_pUserData->m_bAuthority << m_pUserData->m_sItemArray[BREAST].nNum << m_pUserData->m_sItemArray[BREAST].sDuration << m_pUserData->m_sItemArray[LEG].nNum << m_pUserData->m_sItemArray[LEG].sDuration << m_pUserData->m_sItemArray[BREAST].nNum << m_pUserData->m_sItemArray[BREAST].sDuration << uint8(0) << m_pUserData->m_sItemArray[LEG].nNum << m_pUserData->m_sItemArray[LEG].sDuration << uint8(0) << m_pUserData->m_sItemArray[HEAD].nNum << m_pUserData->m_sItemArray[HEAD].sDuration << uint8(0) << m_pUserData->m_sItemArray[GLOVE].nNum << m_pUserData->m_sItemArray[GLOVE].sDuration << uint8(0) << m_pUserData->m_sItemArray[FOOT].nNum << m_pUserData->m_sItemArray[FOOT].sDuration << uint8(0) << m_pUserData->m_sItemArray[SHOULDER].nNum << m_pUserData->m_sItemArray[SHOULDER].sDuration << uint8(0) << m_pUserData->m_sItemArray[RIGHTHAND].nNum << m_pUserData->m_sItemArray[RIGHTHAND].sDuration << uint8(0) << m_pUserData->m_sItemArray[LEFTHAND].nNum << m_pUserData->m_sItemArray[LEFTHAND].sDuration << uint8(0) << m_pUserData->m_sItemArray[CWING].nNum << m_pUserData->m_sItemArray[CWING].sDuration << uint8(0) << m_pUserData->m_sItemArray[CTOP].nNum << m_pUserData->m_sItemArray[CTOP].sDuration << uint8(0) << m_pUserData->m_sItemArray[CHELMET].nNum << m_pUserData->m_sItemArray[CHELMET].sDuration << uint8(0) << m_pUserData->m_sItemArray[CRIGHT].nNum << m_pUserData->m_sItemArray[CRIGHT].sDuration << uint8(0) << m_pUserData->m_sItemArray[CLEFT].nNum << m_pUserData->m_sItemArray[CLEFT].sDuration << uint8(0) << getZoneID() << uint8(-1) << uint8(-1) << uint16(0) << uint16(0) << uint16(0); }
/** * @brief Gets NPC information for use in various NPC packets. * * @param pkt The packet the information will be stored in. */ void CNpc::GetNpcInfo(Packet & pkt) { pkt << GetProtoID() << uint8(isMonster() ? 1 : 2) // Monster = 1, NPC = 2 (need to use a better flag) << m_sPid << GetType() << m_iSellingGroup << m_sSize << m_iWeapon_1 << m_iWeapon_2 // Monsters require 0 regardless, otherwise they'll act as NPCs. << uint8(isMonster() ? 0 : GetNation()) << GetLevel() << GetSPosX() << GetSPosZ() << GetSPosY() << uint32(isGateOpen()) << m_byObjectType << uint16(0) << uint16(0) // unknown << int16(m_byDirection); }
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::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_pUserData->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_pUserData->m_sBind); // TO-DO: Clean this entire thing up. Wow. if (magicid == 0) { if( pEvent && pEvent->byLife == 1 ) { // Bind Point m_pUserData->m_curx = pEvent->fPosX + x; m_pUserData->m_curz = pEvent->fPosZ + z; m_pUserData->m_cury = 0; } else if( m_pUserData->m_bNation != m_pUserData->m_bZone) { // Free Zone or Opposite Zone if(m_pUserData->m_bZone > 200) { // Frontier Zone... x = (float)(pHomeInfo->FreeZoneX + myrand(0, pHomeInfo->FreeZoneLX)); z = (float)(pHomeInfo->FreeZoneZ + myrand(0, pHomeInfo->FreeZoneLZ)); } // else if(m_pUserData->m_bZone > 100 && m_pUserData->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_pUserData->m_bZone == ZONE_SNOW_BATTLE) { x = (float)(pHomeInfo->FreeZoneX + myrand(0, pHomeInfo->FreeZoneLX)); z = (float)(pHomeInfo->FreeZoneZ + myrand(0, pHomeInfo->FreeZoneLZ)); } } else if (m_pUserData->m_bZone > 10 && m_pUserData->m_bZone < 20) { x = (float)(527 + myrand(0, 10)); z = (float)(543 + myrand(0, 10)); } else if (m_pUserData->m_bZone < 3) { // Specific Lands... if (m_pUserData->m_bNation == KARUS) { x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX)); z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ)); } else if (m_pUserData->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_pUserData->m_curx = x; m_pUserData->m_curz = z; } else { if (m_pUserData->m_bNation == KARUS) { x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX)); z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ)); } else if (m_pUserData->m_bNation == ELMORAD) { x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX)); z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ)); } else return; m_pUserData->m_curx = x; m_pUserData->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_fLastRegeneTime = TimeGet(); m_sWhoKilledMe = -1; m_iLostExp = 0; if (!isBlinking()) { result.Initialize(AG_USER_REGENE); result << GetSocketID() << m_pUserData->m_sHp; g_pMain->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); if (!m_bType4Flag) SendPartyStatusUpdate(2); } }
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::ZoneChange(int zone, float x, float z) { m_bZoneChangeFlag = TRUE; C3DMap* pMap = NULL; _ZONE_SERVERINFO *pInfo = NULL; 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_pUserData.m_bZone == BATTLE_ZONE ) { if( pMap->m_bType == 1 && m_pUserData.m_bNation != zone ) { // ???? ?????? ???? ????.. if( m_pUserData.m_bNation == KARUS && !g_pMain->m_byElmoradOpenFlag ) { TRACE("#### ZoneChange Fail ,,, id=%s, nation=%d, flag=%d\n", m_pUserData.m_id, m_pUserData.m_bNation, g_pMain->m_byElmoradOpenFlag); return; } else if( m_pUserData.m_bNation == ELMORAD && !g_pMain->m_byKarusOpenFlag ) { TRACE("#### ZoneChange Fail ,,, id=%s, nation=%d, flag=%d\n", m_pUserData.m_id, m_pUserData.m_bNation, g_pMain->m_byKarusOpenFlag); return; } } } else if( pMap->m_bType == 1 && m_pUserData.m_bNation != zone ) { // ???? ?????? ???? ????.. return; } // else if( pMap->m_bType == 2 && zone == ZONE_FRONTIER ) { // You can't go to frontier zone when Battlezone is open. int temp_index = 0; char temp_buff[3]; SetByte( temp_buff, WIZ_WARP_LIST, temp_index ); SetByte( temp_buff, 2, temp_index ); SetByte( temp_buff,0, temp_index ); Send(temp_buff, temp_index); // return; } // } else if( g_pMain->m_byBattleOpen == SNOW_BATTLE ) { // Snow Battle zone open if( pMap->m_bType == 1 && m_pUserData.m_bNation != zone ) { // ???? ?????? ???? ????.. return; } else if( pMap->m_bType == 2 && (zone == ZONE_FRONTIER || 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_pUserData.m_bNation != zone && (zone < 10 || zone > 21)) return; } m_bWarp = 0x01; UserInOut(INOUT_OUT); if( m_pUserData.m_bZone == ZONE_SNOW_BATTLE ) { //TRACE("ZoneChange - name=%s\n", m_pUserData.m_id); SetMaxHp( 1 ); } m_pUserData.m_bZone = zone; m_pUserData.m_curx = x; m_pUserData.m_curz = z; m_pMap = pMap; if( m_pUserData.m_bZone == ZONE_SNOW_BATTLE ) { //TRACE("ZoneChange - name=%s\n", m_pUserData.m_id); SetMaxHp(); } PartyRemove(GetSocketID()); // ??????? Z?????? ó?? //TRACE("ZoneChange ,,, id=%s, nation=%d, zone=%d, x=%.2f, z=%.2f\n", m_pUserData.m_id, m_pUserData.m_bNation, zone, x, z); if( g_pMain->m_nServerNo != pMap->m_nServerNo ) { pInfo = g_pMain->m_ServerArray.GetData( pMap->m_nServerNo ); if( !pInfo ) return; UserDataSaveToAgent(); CTime t = CTime::GetCurrentTime(); g_pMain->WriteLog("[ZoneChange : %d-%d-%d] - sid=%d, acname=%s, name=%s, zone=%d, x=%d, z=%d \r\n", t.GetHour(), t.GetMinute(), t.GetSecond(), GetSocketID(), m_strAccountID, m_pUserData.m_id, zone, (int)x, (int)z); m_pUserData.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_fLastRegeneTime = 0.0f; m_pUserData.m_sBind = -1; InitType3(); InitType4(); } result.Initialize(AG_ZONE_CHANGE); result << GetSocketID() << GetZoneID(); g_pMain->Send_AIServer(&result); m_bZoneChangeSameZone = FALSE; m_bZoneChangeFlag = FALSE; }
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; }