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Sanity checks + Starting level changes (#31)
* Sanity checks + Starting level changes - Item movement handler checks to make sure items aren't moved from equipment slot to equipment slot. - Item give command checks to make sure an out of bounds item is not spawned (Below iType 0 or above iType 8) - Players now begin at level 36, consequently the item give command does not level you up now. * Sanity Check - Prevents out of bounds item movement by comparing it to AINVEN_COUNT.
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@ -208,11 +208,11 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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resp.sPC_Style2.iAppearanceFlag = 1;
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resp.sPC_Style2.iTutorialFlag = 1;
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resp.sPC_Style2.iPayzoneFlag = 1;
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resp.iLevel = 1;
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resp.iLevel = 36;
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resp.sOn_Item = character->sOn_Item;
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loginSessions[sock].characters[UID] = Player();
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loginSessions[sock].characters[UID].level = 1;
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loginSessions[sock].characters[UID].level = 36;
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loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
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loginSessions[sock].characters[UID].PCStyle = character->PCStyle;
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loginSessions[sock].characters[UID].PCStyle2.iAppearanceFlag = 1;
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@ -18,6 +18,23 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_PC_ITEM_MOVE_SUCC, resp);
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PlayerView& plr = PlayerManager::players[sock];
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if (itemmove->eFrom == 0 && itemmove->eTo == 0) {
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// this packet should never happen, tell the client to do nothing and do nothing ourself
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resp.eTo = itemmove->eFrom;
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resp.iToSlotNum = itemmove->iFromSlotNum;
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resp.ToSlotItem = plr.plr.Equip[itemmove->iToSlotNum];
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resp.eFrom = itemmove->eTo;
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resp.iFromSlotNum = itemmove->iToSlotNum;
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resp.FromSlotItem = plr.plr.Equip[itemmove->iFromSlotNum];
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC));
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return;
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}
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if (itemmove->iToSlotNum > AINVEN_COUNT)
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return; // sanity checks
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sItemBase fromItem;
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sItemBase toItem;
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@ -109,7 +126,8 @@ void ItemManager::itemGMGiveHandler(CNSocket* sock, CNPacketData* data) {
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if (itemreq->eIL == 2) {
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// Quest item, not a real item, handle this later, stubbed for now
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// sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_PC_GIVE_ITEM_FAIL, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_FAIL), sock->getFEKey()));
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} else if (itemreq->eIL == 1) {
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} else if (itemreq->eIL == 1 && itemreq->Item.iType >= 0 && itemreq->Item.iType <= 8) {
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INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp);
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resp.eIL = itemreq->eIL;
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@ -117,17 +135,18 @@ void ItemManager::itemGMGiveHandler(CNSocket* sock, CNPacketData* data) {
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resp.Item = itemreq->Item;
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plr.plr.Inven[itemreq->iSlotNum] = itemreq->Item;
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plr.plr.level = 36;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC));
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// some items require a level, for now we're just going to bypass this by setting your level to 36
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//plr.plr.level = 36;
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sP_FE2CL_REP_PC_CHANGE_LEVEL resp2;
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//sP_FE2CL_REP_PC_CHANGE_LEVEL resp2;
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resp2.iPC_ID = plr.plr.iID;
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resp2.iPC_Level = 36;
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//resp2.iPC_ID = plr.plr.iID;
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//resp2.iPC_Level = 36;
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sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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//sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL));
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// saving this for later use on a /level command
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}
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}
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@ -187,7 +187,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.iID = rand();
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = 1;
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response.PCLoadData2CL.iHP = 1000 * plr.level;
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response.PCLoadData2CL.iHP = 3625; //TODO: Check player levelupdata and get this right
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response.PCLoadData2CL.iLevel = plr.level;
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response.PCLoadData2CL.iMentor = 1;
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response.PCLoadData2CL.iMentorCount = 4;
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