mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-04 22:40:05 +00:00
In the absence of a Resurrect 'Em in a Lair, respawn at the entrance
This commit is contained in:
parent
f1aa2c19ef
commit
442d7853a5
@ -502,6 +502,11 @@ void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
|
||||
if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
|
||||
instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
|
||||
ChunkManager::createInstance(instanceID);
|
||||
|
||||
// save Lair entrance coords as a pseudo-Resurrect 'Em
|
||||
plr->recallX = Warps[warpId].x;
|
||||
plr->recallY = Warps[warpId].y;
|
||||
plr->recallZ = Warps[warpId].z;
|
||||
}
|
||||
|
||||
if (plr->iID == plr->iIDGroup && plr->groupCnt == 1)
|
||||
|
@ -40,7 +40,7 @@ struct Player {
|
||||
|
||||
int x, y, z, angle;
|
||||
int lastX, lastY, lastZ, lastAngle;
|
||||
int recallX, recallY, recallZ, recallInstance;
|
||||
int recallX, recallY, recallZ, recallInstance; // also Lair entrances
|
||||
uint64_t instanceID;
|
||||
sItemBase Equip[AEQUIP_COUNT];
|
||||
sItemBase Inven[AINVEN_COUNT];
|
||||
|
@ -699,7 +699,6 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
|
||||
return;
|
||||
|
||||
Player *plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
WarpLocation* target = PlayerManager::getRespawnPoint(plr);
|
||||
|
||||
sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
|
||||
@ -707,7 +706,6 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
|
||||
INITSTRUCT(sP_FE2CL_PC_REGEN, resp2);
|
||||
|
||||
int activeSlot = -1;
|
||||
|
||||
bool move = false;
|
||||
|
||||
if (reviveData->iRegenType == 3 && plr->iConditionBitFlag & CSB_BIT_PHOENIX) {
|
||||
@ -734,49 +732,61 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
|
||||
activeSlot = i;
|
||||
}
|
||||
|
||||
int x, y, z;
|
||||
if (move && target != nullptr) {
|
||||
// go to Resurrect 'Em
|
||||
x = target->x;
|
||||
y = target->y;
|
||||
z = target->z;
|
||||
} else if (PLAYERID(plr->instanceID)) {
|
||||
// respawn at entrance to the Lair
|
||||
x = plr->recallX;
|
||||
y = plr->recallY;
|
||||
z = plr->recallZ;
|
||||
} else {
|
||||
// no other choice; respawn in place
|
||||
x = plr->x;
|
||||
y = plr->y;
|
||||
z = plr->z;
|
||||
}
|
||||
|
||||
// Response parameters
|
||||
response.PCRegenData.iActiveNanoSlotNum = activeSlot;
|
||||
if (move && target != nullptr) {
|
||||
response.PCRegenData.iX = target->x;
|
||||
response.PCRegenData.iY = target->y;
|
||||
response.PCRegenData.iZ = target->z;
|
||||
} else {
|
||||
response.PCRegenData.iX = plr->x;
|
||||
response.PCRegenData.iY = plr->y;
|
||||
response.PCRegenData.iZ = plr->z;
|
||||
}
|
||||
response.PCRegenData.iX = x;
|
||||
response.PCRegenData.iY = y;
|
||||
response.PCRegenData.iZ = z;
|
||||
response.PCRegenData.iHP = plr->HP;
|
||||
response.iFusionMatter = plr->fusionmatter;
|
||||
response.bMoveLocation = 0;
|
||||
response.PCRegenData.iMapNum = 0;
|
||||
response.PCRegenData.iMapNum = MAPNUM(plr->instanceID);
|
||||
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC));
|
||||
|
||||
// Update other players
|
||||
resp2.PCRegenDataForOtherPC.iPC_ID = plr->iID;
|
||||
resp2.PCRegenDataForOtherPC.iX = plr->x;
|
||||
resp2.PCRegenDataForOtherPC.iY = plr->y;
|
||||
resp2.PCRegenDataForOtherPC.iZ = plr->z;
|
||||
resp2.PCRegenDataForOtherPC.iX = x;
|
||||
resp2.PCRegenDataForOtherPC.iY = y;
|
||||
resp2.PCRegenDataForOtherPC.iZ = z;
|
||||
resp2.PCRegenDataForOtherPC.iHP = plr->HP;
|
||||
resp2.PCRegenDataForOtherPC.iAngle = plr->angle;
|
||||
|
||||
Player *otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
|
||||
if (otherPlr == nullptr)
|
||||
return;
|
||||
int bitFlag = GroupManager::getGroupFlags(otherPlr);
|
||||
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
|
||||
if (otherPlr != nullptr) {
|
||||
int bitFlag = GroupManager::getGroupFlags(otherPlr);
|
||||
resp2.PCRegenDataForOtherPC.iConditionBitFlag = plr->iConditionBitFlag = plr->iSelfConditionBitFlag | bitFlag;
|
||||
|
||||
resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
|
||||
resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
|
||||
resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano];
|
||||
resp2.PCRegenDataForOtherPC.iPCState = plr->iPCState;
|
||||
resp2.PCRegenDataForOtherPC.iSpecialState = plr->iSpecialState;
|
||||
resp2.PCRegenDataForOtherPC.Nano = plr->Nanos[plr->activeNano];
|
||||
|
||||
sendToViewable(sock, (void*)&resp2, P_FE2CL_PC_REGEN, sizeof(sP_FE2CL_PC_REGEN));
|
||||
sendToViewable(sock, (void*)&resp2, P_FE2CL_PC_REGEN, sizeof(sP_FE2CL_PC_REGEN));
|
||||
}
|
||||
|
||||
if (!move || target == nullptr)
|
||||
if (!move)
|
||||
return;
|
||||
|
||||
ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
|
||||
updatePlayerPosition(sock, target->x, target->y, target->z, plr->instanceID, plr->angle);
|
||||
updatePlayerPosition(sock, x, y, z, plr->instanceID, plr->angle);
|
||||
}
|
||||
|
||||
void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
|
||||
|
Loading…
Reference in New Issue
Block a user