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