/// <summary>
        /// Inserts a new quests into the questlist.
        /// </summary>
        public static void InsertQuest(uint cid, uint QID, byte slot)
        {
            QuestBase oldQuest;
            QuestBase newQuest;
            Character Character;

            if (LifeCycle.TryGetById(cid, out Character))
            {
                newQuest = Character.QuestObjectives[QID];
                if (newQuest == null)

                    if (Singleton.Quests.TryFindQuests(QID, out newQuest))
                    {
                        if (slot == 1)
                        {
                            oldQuest = Character.QuestObjectives.OfficialQuest;
                            Character.QuestObjectives.OfficialQuest = newQuest;
                            newQuest.questtype = slot;
                        }
                        else if (slot == 2)
                        {
                            oldQuest = Character.QuestObjectives.PersonalQuest;
                            Character.QuestObjectives.PersonalQuest = newQuest;
                            newQuest.questtype = slot;
                        }

                        List<Saga.Quests.Objectives.ObjectiveList.StepInfo> Steps2 =
                            QuestBase.GetSteps(Character, QID);

                        if (Steps2.Count == 0)
                        {
                            newQuest.OnStart(Character.id);
                        }
                        if (Steps2.Count > 0)
                        {
                            newQuest.isnew = true;
                            Steps2[0].State = 1;
                        }

                        SMSG_QUESTREMOVE spkt4 = Character.Tag as SMSG_QUESTREMOVE;
                        if (spkt4 != null)
                        {
                            Character.client.Send((byte[])spkt4);
                            Character.Tag = null;
                        }

                        // Send new Quest list
                        SMSG_QUESTINFO spkt3 = new SMSG_QUESTINFO();
                        spkt3.SessionId = Character.id;
                        foreach (QuestBase Quest in Character.QuestObjectives)
                        {
                            List<Saga.Quests.Objectives.ObjectiveList.StepInfo> Steps =
                                QuestBase.GetSteps(Character, Quest.QuestId);
                            spkt3.AddQuest(Quest.QuestId, (byte)Steps.Count);
                            for (int i = 0; i < Steps.Count; i++)
                            {
                                Saga.Quests.Objectives.ObjectiveList.StepInfo currentStep
                                    = Steps[i];
                                uint nextstep = (i + 1 < Steps.Count) ? Steps[i + 1].StepId : 0;
                                spkt3.AddQuestStep(currentStep.StepId, currentStep.State, nextstep, Quest.isnew);
                                if (Quest.isnew == true) Quest.isnew = false;
                            }
                        }
                        Character.client.Send((byte[])spkt3);

                        newQuest.CheckQuest(Character);

                        /*
                        // Send waypoint contruction
                        SMSG_SENDNAVIGATIONPOINT spkt2 = new SMSG_SENDNAVIGATIONPOINT();
                        spkt2.SessionId = Character.id;
                        spkt2.QuestID = QID;
                        foreach (Saga.Quests.Objectives.ObjectiveList.Waypoint waypoint in QuestBase.UserGetWaypoints(Character, QID))
                        {
                            //Predicate to search the npc
                            Predicate<MapObject> IsNpc = delegate(MapObject match)
                            {
                                return match.ModelId == waypoint.NpcId;
                            };

                            MapObject myObject = Character.currentzone.Regiontree.SearchActor(IsNpc, SearchFlags.Npcs);
                            if ( myObject != null )
                            {
                                spkt2.AddPosition(waypoint.NpcId, myObject.Position.x, myObject.Position.y, myObject.Position.z);
                                if ( Point.IsInSightRangeByRadius(Character.Position, myObject.Position))
                                {
                                    BaseMob temp = (BaseMob)myObject;
                                    Common.Actions.UpdateIcon(Character, temp);
                                }
                            }
                        }
                        Character.client.Send((byte[])spkt2);*/
                    }
                    else
                    {
                        Console.WriteLine("Quest not found");
                    }
            }
            else
            {
                Trace.TraceError("Character not found");
            }
        }
Example #2
0
        /// <remarks>
        /// Cancels only the QuestBase of it can be canceled.
        /// This is not yet implamented in any QuestBase of kro2, but most likely
        /// in the future there are going to be certain QuestBases that supports that.
        ///
        /// For example a chain of QuestBase events.
        /// </remarks>
        /// <param name="cpkt"></param>
        private void CM_QUESTCONFIRMCANCEL(CMSG_QUESTCONFIRMCANCEL cpkt)
        {
            if (QuestBaseID > 0)
            {
                try
                {
                    QuestBase myQuestBase = this.character.QuestObjectives[QuestBaseID];
                    if (myQuestBase != null)
                    {
                        //Removes the quest
                        this.character.QuestObjectives[QuestBaseID] = null;

                        //Invalidates all stepinfo
                        QuestBase.InvalidateQuest(myQuestBase, this.character);

                        //Send over new quest list
                        SMSG_QUESTINFO spkt3 = new SMSG_QUESTINFO();
                        spkt3.SessionId = this.character.id;
                        foreach (QuestBase Quest in this.character.QuestObjectives)
                        {
                            List<Saga.Quests.Objectives.ObjectiveList.StepInfo> Steps =
                                QuestBase.GetSteps(this.character, Quest.QuestId);

                            spkt3.AddQuest(Quest.QuestId, (byte)Steps.Count);
                            for (int i = 0; i < Steps.Count; i++)
                            {
                                Saga.Quests.Objectives.ObjectiveList.StepInfo currentStep =
                                    Steps[i];

                                uint nextstep = (i + 1 < Steps.Count) ? Steps[i + 1].StepId : 0;
                                spkt3.AddQuestStep(currentStep.StepId, currentStep.State, nextstep, Quest.isnew);
                            }
                        }
                        this.Send((byte[])spkt3);

                        //Remove all waypoints
                        SMSG_REMOVENAVIGATIONPOINT spkt = new SMSG_REMOVENAVIGATIONPOINT();
                        spkt.QuestID = QuestBaseID;
                        spkt.SessionId = this.character.id;
                        this.Send((byte[])spkt);

                        //Updates all new icons
                        CommonFunctions.RefreshPersonalRequests(this.character);
                        CommonFunctions.UpdateNpcIcons(this.character);
                    }
                }
                finally
                {
                    //Reset our Quest Base Id
                    QuestBaseID = 0;
                }
            }
            else
            {
                QuestBaseID = cpkt.QuestID;
            }
        }
        /// <summary>
        /// Notifies the client to load start sending all pre-cached and yet to be
        /// processed packets.
        ///
        /// See the above method
        /// </summary>
        /// <remarks>
        /// Due the nature of this method we'll be invoking a notification on
        /// our "assumed" to be pending LoadMap method. We'll process all Moveable
        /// objects in the sightrange here.
        ///
        /// We cannot do this when we're precaching because suppose the client takes
        /// 10 minutes  to load, all the moveable monsters and characters can be gone
        /// already. And thus sending outdated information.
        /// </remarks>
        private void CM_CHARACTER_MAPLOADED()
        {
            try
            {
                #region Internal

                //Register on the new map
                this.character.currentzone.Regiontree.Subscribe(this.character);

                //GET NEW Z-POS
                float z = character.Position.z + 100;

                //Refresh Personal Requests
                CommonFunctions.RefreshPersonalRequests(this.character);
                Regiontree.UpdateRegion(this.character);
                isloaded = false;

                #endregion Internal

                #region Actor infromation

                {
                    /*
                     * Send actor information
                     *
                     * This packet makes a actor appear on the screen. Just like character information
                     * It defines automaticly which actor is your actor.
                     */

                    SMSG_ACTORINFO spkt = new SMSG_ACTORINFO();
                    spkt.ActorID = this.character.id;
                    spkt.X = this.character.Position.x;
                    spkt.Y = this.character.Position.y;
                    spkt.Z = this.character.Position.z;
                    spkt.race = this.character.race;
                    spkt.face = this.character.FaceDetails;
                    spkt.ActiveWeaponIndex = (byte)this.character.weapons.ActiveWeaponIndex;
                    spkt.InventoryContainerSize = (byte)this.character.container.Capacity;
                    spkt.StorageContainerSize = (byte)this.character.STORAGE.Capacity;
                    spkt.UnlockedWeaponCount = this.character.weapons.UnlockedWeaponSlots;
                    spkt.Unknown = 0;
                    spkt.PrimaryWeaponByIndex = this.character.weapons.PrimaryWeaponIndex;
                    spkt.SeccondairyWeaponByIndex = this.character.weapons.SeconairyWeaponIndex;
                    spkt.Name = this.character.Name;
                    spkt.SessionId = this.character.id;
                    this.Send((byte[])spkt);
                }

                #endregion Actor infromation

                #region Battle Stats

                {
                    CommonFunctions.SendBattleStatus(this.character);
                }

                #endregion Battle Stats

                #region Extend Stats

                {
                    /*
                     * Sends over the status points attributes
                     *
                     */

                    SMSG_EXTSTATS spkt2 = new SMSG_EXTSTATS();
                    spkt2.base_stats_1 = character.stats.BASE;
                    spkt2.base_stats_2 = character.stats.CHARACTER;
                    spkt2.base_stats_jobs = character.stats.EQUIPMENT;
                    spkt2.base_stats_bonus = character.stats.ENCHANTMENT;
                    spkt2.statpoints = character.stats.REMAINING;
                    spkt2.SessionId = character.id;
                    this.Send((byte[])spkt2);
                }

                #endregion Extend Stats

                if (IsFirstTimeLoad)
                {
#if THREADING
                    WaitCallback FireTimeLoginCallback = delegate(object a)
                    {
#else
                    {
#endif

                        #region Equipment List

                        {
                            /*
                             * Sends a list of all Equiped Equipment
                             */

                            SMSG_EQUIPMENTLIST spkt = new SMSG_EQUIPMENTLIST();
                            for (int i = 0; i < 16; i++)
                            {
                                Rag2Item item = this.character.Equipment[i];
                                if (item != null) spkt.AddItem(item, item.active, i);
                            }

                            spkt.SessionId = this.character.id;
                            this.Send((byte[])spkt);
                        }

                        #endregion Equipment List

                        #region Weaponary List

                        {
                            /*
                             * Sends a list of all weapons
                             */

                            SMSG_WEAPONLIST spkt = new SMSG_WEAPONLIST();
                            spkt.SessionId = this.character.id;
                            for (int i = 0; i < 5; i++)
                            {
                                Weapon current = this.character.weapons[i];
                                spkt.AddWeapon(current);
                            }

                            this.Send((byte[])spkt);
                        }

                        #endregion Weaponary List

                        #region Unlock Weaponary

                        {
                            /*
                             * This packet unlocks the selected slots
                             */

                            SMSG_ADDITIONLIST spkt = new SMSG_ADDITIONLIST();
                            spkt.SessionId = this.character.id;
                            this.Send((byte[])spkt);
                        }

                        #endregion Unlock Weaponary

                        #region Character Status

                        {
                            /*
                             * Send Character status
                             *
                             * This updates the characters status, this defines which job you're using
                             * the experience you have. The experience is expressed in absolute values
                             * so it doesn't represent a relative value for exp required.
                             *
                             * It also contains the definitions of how many LC, LP, HP, SP you have.
                             * Note: LC represents the amount of breath capacity.
                             */

                            SMSG_CHARSTATUS spkt = new SMSG_CHARSTATUS();
                            spkt.Job = this.character.job;
                            spkt.Exp = this.character.Cexp;
                            spkt.JobExp = this.character.Jexp;
                            spkt.LC = this.character._status.CurrentOxygen;
                            spkt.MaxLC = this.character._status.MaximumOxygen;
                            spkt.HP = this.character.HP;
                            spkt.MaxHP = this.character.HPMAX;
                            spkt.SP = this.character.SP;
                            spkt.MaxSP = this.character.SPMAX;
                            spkt.LP = this.character._status.CurrentLp;
                            spkt.MaxLP = 7;
                            spkt.FieldOfSight = 0;
                            spkt.SessionId = this.character.id;
                            this.Send((byte[])spkt);
                        }

                        #endregion Character Status

                        #region Battle Skills

                        {
                            /*
                             * Region Send all battle skills
                             *
                             * Also known as all active skills, heals, buffs included
                             */

                            List<Skill> list = this.character.learnedskills;
                            SMSG_BATTLESKILL battleskills = new SMSG_BATTLESKILL(list.Count);
                            foreach (Skill skill in list)
                                battleskills.AddSkill(skill.Id, skill.Experience);
                            battleskills.SessionId = this.character.id;
                            this.Send((byte[])battleskills);
                        }

                        #endregion Battle Skills

                        #region Special Skills

                        {
                            /*
                             * Sends over an list of special skills
                             *
                             */

                            SMSG_LISTSPECIALSKILLS spkt = new SMSG_LISTSPECIALSKILLS();
                            for (int i = 0; i < 16; i++)
                            {
                                Skill skill = character.SpecialSkills[i];
                                if (skill != null)
                                {
                                    spkt.AddSkill(skill.info.skillid, skill.Experience, (byte)i);
                                }
                            }
                            spkt.SessionId = this.character.id;
                            this.Send((byte[])spkt);
                        }

                        #endregion Special Skills

                        #region Update Zeny

                        {
                            /*
                             * Send Money
                             *
                             * This sets the money of a player to a absolute value. For instance if you
                             * say 500, it would mean the player gets 500 rufi. There are no relative
                             * values for TakeMoney or GiveMoney.
                             */

                            SMSG_SENDZENY spkt = new SMSG_SENDZENY();
                            spkt.Zeny = this.character.ZENY;
                            spkt.SessionId = this.character.id;
                            this.Send((byte[])spkt);
                        }

                        #endregion Update Zeny

                        #region Send Quest List

                        {
                            SMSG_QUESTINFO spkt3 = new SMSG_QUESTINFO();
                            spkt3.SessionId = this.character.id;
                            foreach (QuestBase Quest in this.character.QuestObjectives)
                            {
                                List<Saga.Quests.Objectives.ObjectiveList.StepInfo> Steps =
                                    QuestBase.GetSteps(this.character, Quest.QuestId);
                                spkt3.AddQuest(Quest.QuestId, (byte)Steps.Count);
                                for (int i = 0; i < Steps.Count; i++)
                                {
                                    Saga.Quests.Objectives.ObjectiveList.StepInfo currentStep = Steps[i];
                                    uint nextstep = (i + 1 < Steps.Count) ? Steps[i + 1].StepId : 0;
                                    spkt3.AddQuestStep(currentStep.StepId, currentStep.State, nextstep, Quest.isnew);
                                }
                            }
                            this.Send((byte[])spkt3);

                            foreach (QuestBase Quest in this.character.QuestObjectives)
                            {
                                List<Saga.Quests.Objectives.ObjectiveList.StepInfo> Steps =
                                    QuestBase.GetSteps(this.character, Quest.QuestId);

                                for (int i = 0; i < Steps.Count; i++)
                                {
                                    Saga.Quests.Objectives.ObjectiveList.StepInfo currentStep = Steps[i];
                                    if (currentStep.State == 1)
                                    {
                                        Predicate<Saga.Quests.Objectives.ObjectiveList.SubStep> Findsubstep = delegate(Saga.Quests.Objectives.ObjectiveList.SubStep objective)
                                        {
                                            return objective.Quest == Quest.QuestId
                                            && objective.StepId == currentStep.StepId;
                                        };

                                        List<Quests.Objectives.ObjectiveList.SubStep> Substeps =
                                            this.character.QuestObjectives.Substeps.FindAll(Findsubstep);

                                        foreach (Saga.Quests.Objectives.ObjectiveList.SubStep substep in Substeps)
                                        {
                                            if (substep.current > 0)
                                            {
                                                SMSG_QUESTSUBSTEPUPDATE spkt = new SMSG_QUESTSUBSTEPUPDATE();
                                                spkt.Unknown = 1;
                                                spkt.SubStep = (byte)substep.SubStepId;
                                                spkt.StepID = substep.StepId;
                                                spkt.QuestID = substep.Quest;
                                                spkt.Amount = (byte)substep.current;
                                                spkt.SessionId = this.character.id;
                                                this.Send((byte[])spkt);
                                            }
                                        }

                                        break;
                                    }
                                }
                            }
                        }

                        #endregion Send Quest List

                        #region Send Way Points

                        {
                            foreach (QuestBase Quest in this.character.QuestObjectives)
                            {
                                SMSG_SENDNAVIGATIONPOINT spkt2 = new SMSG_SENDNAVIGATIONPOINT();
                                spkt2.SessionId = this.character.id;
                                spkt2.QuestID = Quest.QuestId;

                                foreach (Saga.Quests.Objectives.ObjectiveList.Waypoint waypoint in QuestBase.UserGetWaypoints(this.character, Quest.QuestId))
                                {
                                    Predicate<MapObject> IsNpc = delegate(MapObject match)
                                    {
                                        return match.ModelId == waypoint.NpcId;
                                    };

                                    MapObject myObject = this.character.currentzone.Regiontree.SearchActor(IsNpc, SearchFlags.Npcs);
                                    if (myObject != null)
                                    {
                                        spkt2.AddPosition(waypoint.NpcId, myObject.Position.x, myObject.Position.y, myObject.Position.z);
                                    }
                                }
                                this.Send((byte[])spkt2);
                            }
                        }

                        #endregion Send Way Points

                        #region Addition List

                        {
                            SMSG_ADDITIONLIST spkt = new SMSG_ADDITIONLIST();
                            spkt.SessionId = this.character.id;
                            foreach (AdditionState state in character._additions)
                            {
                                if (state.CanExpire)
                                {
                                    spkt.Add(state.Addition, state.Lifetime);
                                }
                                else
                                {
                                    spkt.Add(state.Addition, 0);
                                }
                            }
                            this.Send((byte[])spkt);
                        }

                        #endregion Addition List

                        #region Scenario

                        {
                            QuestBase scenarioQuest = this.character.QuestObjectives.Quests[3];
                            if (scenarioQuest != null)
                            {
                                SMSG_INITIALIZESCENARIO spkt = new SMSG_INITIALIZESCENARIO();
                                spkt.Scenario1 = scenarioQuest.QuestId;
                                List<Saga.Quests.Objectives.ObjectiveList.StepInfo> list;
                                if (this.character.QuestObjectives.ScenarioSteps.TryGetValue(scenarioQuest.QuestId, out list))
                                    if (list.Count > 0)
                                    {
                                        spkt.Scenario2 = list[0].StepId;
                                        spkt.StepStatus = 1;
                                        spkt.Enabled = 0;
                                    }

                                spkt.SessionId = this.character.id;
                                this.Send((byte[])spkt);
                            }
                            else
                            {
                                QuestBase qbase;
                                if (Singleton.Quests.TryFindScenarioQuest(1, out qbase))
                                {
                                    qbase.OnStart(character.id);
                                }
                            }
                        }

                        #endregion Scenario

                        #region Mail

                        {
                            int count = Singleton.Database.GetInboxUncheckedCount(this.character.Name);
                            SMSG_MAILARRIVED spkt = new SMSG_MAILARRIVED();
                            spkt.Amount = (uint)count;
                            spkt.SessionId = this.character.id;
                            this.Send((byte[])spkt);
                        }

                        #endregion Mail

                        #region Inventory List

                        {
                            SMSG_INVENTORYLIST spkt5 = new SMSG_INVENTORYLIST((byte)this.character.container.Count);
                            spkt5.SessionId = this.character.id;
                            foreach (Rag2Item c in this.character.container)
                                spkt5.AddItem(c);
                            this.Send((byte[])spkt5);
                        }

                        #endregion Inventory List

                        #region Friendlist

                        {
                            WaitCallback FriendlistLogin = delegate(object state)
                            {
                                //Look through all friends lists of logged on players and if they are friends then
                                // notify them that the user logged on.
                                SMSG_FRIENDSLIST_NOTIFYLOGIN spkt = new SMSG_FRIENDSLIST_NOTIFYLOGIN();
                                spkt.name = this.character.Name;
                                foreach (Character characterTarget in LifeCycle.Characters)
                                {
                                    lock (characterTarget)
                                    {
                                        if (characterTarget.id != this.character.id)
                                            if (character._friendlist.Contains(this.character.Name))
                                            {
                                                spkt.SessionId = characterTarget.id;
                                                characterTarget.client.Send((byte[])spkt);
                                            }
                                    }
                                }
                            };

                            ThreadPool.QueueUserWorkItem(FriendlistLogin);
                        }

                        #endregion Friendlist

#if THREADING
                    };
                    ThreadPool.QueueUserWorkItem(FireTimeLoginCallback);
#else
                    }
#endif
                }
                else
                {
                    //Always ubsubcribe from the respawn manager in case
                    //we forget to do it.
                    Tasks.Respawns.Unsubscribe(this.character);
                }

                #region Dynamic Objects

                {
                    try
                    {
                        Regiontree tree = this.character.currentzone.Regiontree;

#if THREADING
                        WaitCallback FindCharactersActors = delegate(object a)
                        {
#else
                        {
#endif
                            foreach (Character regionObject in tree.SearchActors(this.character, SearchFlags.Characters))
                            {
                                try
                                {
                                    if (Point.IsInSightRangeByRadius(this.character.Position, regionObject.Position))
                                    {
                                        regionObject.ShowObject(this.character);
                                        if (this.character.id != regionObject.id)
                                        {
                                            this.character.ShowObject(regionObject);
                                        }

                                        regionObject.Appears(this.character);
                                    }
                                }
                                catch (SocketException)
                                {
                                    Trace.WriteLine("Network eror");
                                }
                                catch (Exception e)
                                {
                                    Trace.WriteLine(e.Message);
                                }
                            }
#if THREADING
                        };
#else
                        }
#endif

#if THREADING
                        WaitCallback FindNpcActors = delegate(object a)
                        {
#else
                        {
#endif
                            foreach (MapObject regionObject in tree.SearchActors(this.character, SearchFlags.MapItems | SearchFlags.Npcs))
                            {
                                try
                                {
                                    if (Point.IsInSightRangeByRadius(this.character.Position, regionObject.Position))
                                    {
                                        regionObject.ShowObject(this.character);
                                        regionObject.Appears(this.character);
                                    }
                                }
                                catch (SocketException)
                                {
                                    Trace.WriteLine("Network eror");
                                }
                                catch (Exception e)
                                {
                                    Trace.WriteLine(e.Message);
                                }
                            }

#if THREADING
                        };
#else
                        }
#endif

#if THREADING
                        ThreadPool.QueueUserWorkItem(FindCharactersActors);
                        ThreadPool.QueueUserWorkItem(FindNpcActors);
#endif
                    }
                    catch (Exception e)
                    {
                        Trace.WriteLine(e.Message);
                    }
                }

                #endregion Dynamic Objects

                #region Time Weather

                CommonFunctions.UpdateTimeWeather(this.character);

                #endregion Time Weather

                #region Map Info

                {
                    SMSG_SHOWMAPINFO spkt2 = new SMSG_SHOWMAPINFO();
                    spkt2.SessionId = this.character.id;
                    spkt2.ZoneInfo = this.character.ZoneInformation;
                    this.Send((byte[])spkt2);
                }

                #endregion Map Info

                #region Return Points

                {
                    /*
                     * Send Resturn points
                     * Return points define which map you'll be send to when you
                     * use your promise stone or die
                     */

                    WorldCoordinate lpos = this.character.lastlocation.map > 0 ? this.character.lastlocation : this.character.savelocation;
                    WorldCoordinate spos = this.character.savelocation;
                    if (spos.map == this.character.currentzone.Map)
                    {
                        this.character.stance = (byte)StancePosition.Stand;
                        SMSG_RETURNMAPLIST spkt = new SMSG_RETURNMAPLIST();
                        spkt.ToMap = lpos.map;
                        spkt.FromMap = this.character.currentzone.CathelayaLocation.map;
                        spkt.IsSaveLocationSet = (lpos.map > 0) ? (byte)1 : (byte)0;
                        spkt.SessionId = this.character.id;
                        this.Send((byte[])spkt);
                    }
                    else
                    {
                        this.character.stance = (byte)StancePosition.Stand;
                        SMSG_RETURNMAPLIST spkt = new SMSG_RETURNMAPLIST();
                        spkt.ToMap = spos.map;
                        spkt.FromMap = this.character.currentzone.CathelayaLocation.map;
                        spkt.IsSaveLocationSet = (spos.map > 0) ? (byte)1 : (byte)0;
                        spkt.SessionId = this.character.id;
                        this.Send((byte[])spkt);
                    }
                }

                #endregion Return Points

                #region Job Levels

                {
                    SMSG_JOBLEVELS spkt2 = new SMSG_JOBLEVELS();
                    spkt2.SessionId = this.character.id;
                    spkt2.jobslevels = this.character.CharacterJobLevel;
                    this.Send((byte[])spkt2);
                }

                #endregion Job Levels

                #region Change Actors state

                {
                    /*
                     * Change the actors state
                     *
                     * This is used to change the actors state to a non-active-battle position.
                     * Note we will not warp the player back on their x and y coords if they were dead.
                     * This would result in double loading a map. This should be handeld before processing
                     * the character.
                     */

                    this.character.stance = (byte)StancePosition.Reborn;
                    this.character.ISONBATTLE = false;
                    SMSG_ACTORCHANGESTATE spkt = new SMSG_ACTORCHANGESTATE();
                    spkt.ActorID = this.character.id;
                    spkt.SessionId = this.character.id;
                    spkt.Stance = this.character.stance;
                    spkt.State = (this.character.ISONBATTLE) ? (byte)1 : (byte)0;
                    this.Send((byte[])spkt);
                }

                #endregion Change Actors state

                #region Party Update

                if (this.character.sessionParty != null)
                {
                    foreach (Character partyTarget in this.character.sessionParty._Characters)
                    {
                        //Only process if we're on the same map
                        if (partyTarget.id != this.character.id)
                            if (partyTarget.map == this.character.map)
                            {
                                //Retrieve positions people that are loaded
                                SMSG_PARTYMEMBERLOCATION spkt2 = new SMSG_PARTYMEMBERLOCATION();
                                spkt2.Index = 1;
                                spkt2.ActorId = partyTarget.id;
                                spkt2.SessionId = this.character.id;
                                spkt2.X = (partyTarget.Position.x / 1000);
                                spkt2.Y = (partyTarget.Position.y / 1000);
                                this.Send((byte[])spkt2);

                                //Update the position of myself to loaded characters
                                SMSG_PARTYMEMBERLOCATION spkt3 = new SMSG_PARTYMEMBERLOCATION();
                                spkt3.Index = 1;
                                spkt3.ActorId = this.character.id;
                                spkt3.SessionId = partyTarget.id;
                                spkt3.X = (this.character.Position.x / 1000);
                                spkt3.Y = (this.character.Position.y / 1000);
                                partyTarget.client.Send((byte[])spkt3);
                            }
                    }
                }

                #endregion Party Update

                #region Static Objects

                try
                {
                    //SEND OVER ALL CHARACTERS THAT ARE ALWAYS VISIBLE
                    foreach (MapObject regionObject in this.character.currentzone.Regiontree.SearchActors(SearchFlags.StaticObjects))
                    {
                        Console.WriteLine("Show object: {0}", regionObject.ToString());
                        regionObject.ShowObject(this.character);
                        regionObject.Appears(this.character);
                    }
                }
                catch (Exception)
                {
                    //Do nothing
                }

                #endregion Static Objects
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
                this.Close();
            }
            finally
            {
                this.character.ISONBATTLE = false;
                isloaded = true;
                IsFirstTimeLoad = false;
                this.character.LastPositionTick = Environment.TickCount;
            }
        }