Disallow selling Croc-Potted items

Also, make sure to explicitly terminate the connection when a player is
kicked, and align a few fields in tables.sql.
This commit is contained in:
dongresource 2021-03-06 19:55:37 +01:00
parent f2b1a84ef4
commit 5e569d4324
3 changed files with 16 additions and 7 deletions

View File

@ -171,10 +171,12 @@ void NPCManager::npcVendorSell(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
if (req->iInvenSlotNum < 0 || req->iInvenSlotNum >= AINVEN_COUNT || req->iItemCnt < 0) {
std::cout << "[WARN] Client failed to sell item in slot " << req->iInvenSlotNum << std::endl;
// prepare a fail packet
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, failResp);
failResp.iErrorCode = 0;
if (req->iInvenSlotNum < 0 || req->iInvenSlotNum >= AINVEN_COUNT || req->iItemCnt < 0) {
std::cout << "[WARN] Client failed to sell item in slot " << req->iInvenSlotNum << std::endl;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL));
return;
}
@ -184,8 +186,12 @@ void NPCManager::npcVendorSell(CNSocket* sock, CNPacketData* data) {
if (itemData == nullptr || !itemData->sellable || plr->Inven[req->iInvenSlotNum].iOpt < req->iItemCnt) { // sanity + sellable check
std::cout << "[WARN] Item id " << item->iID << " with type " << item->iType << " not found (sell)" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL));
return;
}
// fail to sell croc-potted items
if (plr->Inven[req->iInvenSlotNum].iOpt >= 1 << 16) {
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL));
return;
}

View File

@ -1082,6 +1082,9 @@ void PlayerManager::kickPlayer(CNSocket *sock, CNPacketData *data) {
// send to target player
otherSock->sendPacket((void*)&response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
// ensure that the connection has terminated
otherSock->kill();
}
void PlayerManager::warpToPlayer(CNSocket *sock, CNPacketData *data) {