Improve sanity checks when opening crates and combining items

And ignore ITEM_MOVE packets while trading.
This commit is contained in:
2021-03-08 22:29:21 +01:00
parent d781fae3ba
commit 0fbdb1dad2
4 changed files with 57 additions and 32 deletions

View File

@@ -361,13 +361,16 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_ITEM_COMBINATION* req = (sP_CL2FE_REQ_PC_ITEM_COMBINATION*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
if (req->iCostumeItemSlot < 0 || req->iCostumeItemSlot >= AINVEN_COUNT || req->iStatItemSlot < 0 || req->iStatItemSlot >= AINVEN_COUNT) { // sanity check 1
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
failResp.iCostumeItemSlot = req->iCostumeItemSlot;
failResp.iStatItemSlot = req->iStatItemSlot;
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL));
// prepare fail packet
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
failResp.iCostumeItemSlot = req->iCostumeItemSlot;
failResp.iStatItemSlot = req->iStatItemSlot;
failResp.iErrorCode = 0;
// sanity check slot indices
if (req->iCostumeItemSlot < 0 || req->iCostumeItemSlot >= AINVEN_COUNT || req->iStatItemSlot < 0 || req->iStatItemSlot >= AINVEN_COUNT) {
std::cout << "[WARN] Inventory slot(s) out of range (" << req->iStatItemSlot << " and " << req->iCostumeItemSlot << ")" << std::endl;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL));
return;
}
@@ -376,17 +379,22 @@ void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) {
ItemManager::Item* itemStatsDat = ItemManager::getItemData(itemStats->iID, itemStats->iType);
ItemManager::Item* itemLooksDat = ItemManager::getItemData(itemLooks->iID, itemLooks->iType);
// sanity check item and combination entry existence
if (itemStatsDat == nullptr || itemLooksDat == nullptr
|| ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) { // sanity check 2
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
failResp.iCostumeItemSlot = req->iCostumeItemSlot;
failResp.iStatItemSlot = req->iStatItemSlot;
failResp.iErrorCode = 0;
|| ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) {
std::cout << "[WARN] Either item ids or croc pot value set not found" << std::endl;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL));
return;
}
// sanity check matching item types
if (itemStats->iType != itemLooks->iType
|| (itemStats->iType == 0 && itemStatsDat->weaponType != itemLooksDat->weaponType)) {
std::cout << "[WARN] Player attempted to combine mismatched items" << std::endl;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL));
return;
}
CrocPotEntry* recipe = &ItemManager::CrocPotTable[abs(itemStatsDat->level - itemLooksDat->level)];
int cost = itemStatsDat->buyPrice * recipe->multStats + itemLooksDat->buyPrice * recipe->multLooks;
float successChance = recipe->base / 100.0f; // base success chance