In the absence of a Resurrect 'Em in a Lair, respawn at the entrance

This commit is contained in:
dongresource 2020-12-15 00:22:27 +01:00
parent f1aa2c19ef
commit 442d7853a5
3 changed files with 41 additions and 26 deletions

View File

@ -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)

View File

@ -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];

View File

@ -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) {