OpenFusion/src/ItemManager.cpp
dongresource 131997f34f Cleaned up all whitespace issues.
The incantation was: sed -i 's/[ \t]*$//g' src/*.[ch]pp
2020-09-14 16:07:05 +02:00

750 lines
26 KiB
C++

#include "CNShardServer.hpp"
#include "CNStructs.hpp"
#include "ItemManager.hpp"
#include "PlayerManager.hpp"
#include "Player.hpp"
#include <string.h> // for memset() and memcmp()
#include <assert.h>
void ItemManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_ITEM, itemGMGiveHandler);
//Bank
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler);
//Trade handlers
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER, itemTradeOfferHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT, itemTradeOfferAcceptHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL, itemTradeOfferRefusalHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM, itemTradeConfirmHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL, itemTradeConfirmCancelHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_ITEM_REGISTER, itemTradeRegisterItemHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_ITEM_UNREGISTER, itemTradeUnregisterItemHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CASH_REGISTER, itemTradeRegisterCashHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_EMOTES_CHAT, itemTradeChatHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_CHEST_OPEN, chestOpenHandler);
}
void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_MOVE))
return; // ignore the malformed packet
sP_CL2FE_REQ_ITEM_MOVE* itemmove = (sP_CL2FE_REQ_ITEM_MOVE*)data->buf;
INITSTRUCT(sP_FE2CL_PC_ITEM_MOVE_SUCC, resp);
PlayerView& plr = PlayerManager::players[sock];
//sanity check
if (plr.plr->Equip[itemmove->iFromSlotNum].iType != 0 && itemmove->eFrom == 0 && itemmove->eTo == 0) {
// this packet should never happen unless it is a weapon, tell the client to do nothing and do nothing ourself
resp.eTo = itemmove->eFrom;
resp.iToSlotNum = itemmove->iFromSlotNum;
resp.ToSlotItem = plr.plr->Equip[itemmove->iToSlotNum];
resp.eFrom = itemmove->eTo;
resp.iFromSlotNum = itemmove->iToSlotNum;
resp.FromSlotItem = plr.plr->Equip[itemmove->iFromSlotNum];
sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
return;
}
// sanity check
if (itemmove->iToSlotNum > ABANK_COUNT || itemmove->iToSlotNum < 0)
return;
//get the fromItem
sItemBase *fromItem;
switch ((SlotType)itemmove->eFrom) {
case SlotType::EQUIP:
fromItem = &plr.plr->Equip[itemmove->iFromSlotNum];
break;
case SlotType::INVENTORY:
fromItem = &plr.plr->Inven[itemmove->iFromSlotNum];
break;
case SlotType::BANK:
fromItem = &plr.plr->Bank[itemmove->iFromSlotNum];
break;
}
//get the toItem
sItemBase* toItem;
switch ((SlotType)itemmove->eTo) {
case SlotType::EQUIP:
toItem = &plr.plr->Equip[itemmove->iToSlotNum];
break;
case SlotType::INVENTORY:
toItem = &plr.plr->Inven[itemmove->iToSlotNum];
break;
case SlotType::BANK:
toItem = &plr.plr->Bank[itemmove->iToSlotNum];
break;
}
//save items to response
resp.ToSlotItem = *toItem;
resp.FromSlotItem = *fromItem;
//swap items in session
sItemBase temp = *toItem;
*toItem = *fromItem;
*fromItem = temp;
//send equip change to viewable players
if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) {
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
equipChange.iPC_ID = plr.plr->iID;
if (itemmove->eFrom == (int)SlotType::EQUIP) {
equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
equipChange.EquipSlotItem = resp.ToSlotItem;
}
else {
equipChange.iEquipSlotNum = itemmove->iToSlotNum;
equipChange.EquipSlotItem = resp.FromSlotItem;
}
// unequip vehicle if equip slot 8 is 0
if (plr.plr->Equip[8].iID == 0)
plr.plr->iPCState = 0;
// send equip event to other players
for (CNSocket* otherSock : plr.viewable) {
otherSock->sendPacket((void*)&equipChange, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
}
}
//send response
resp.eTo = itemmove->eFrom;
resp.iToSlotNum = itemmove->iFromSlotNum;
resp.eFrom = itemmove->eTo;
resp.iFromSlotNum = itemmove->iToSlotNum;
sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
}
void ItemManager::itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_ITEM_DELETE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_ITEM_DELETE* itemdel = (sP_CL2FE_REQ_PC_ITEM_DELETE*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC, resp);
PlayerView& plr = PlayerManager::players[sock];
resp.eIL = itemdel->eIL;
resp.iSlotNum = itemdel->iSlotNum;
// so, im not sure what this eIL thing does since you always delete items in inventory and not equips
plr.plr->Inven[itemdel->iSlotNum].iID = 0;
plr.plr->Inven[itemdel->iSlotNum].iType = 0;
plr.plr->Inven[itemdel->iSlotNum].iOpt = 0;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC));
}
void ItemManager::itemGMGiveHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_GIVE_ITEM))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_GIVE_ITEM* itemreq = (sP_CL2FE_REQ_PC_GIVE_ITEM*)data->buf;
PlayerView& plr = PlayerManager::players[sock];
// Commented and disabled for future use
//if (!plr.plr->IsGM) {
// TODO: send fail packet
// return;
//}
if (itemreq->eIL == 2) {
// Quest item, not a real item, handle this later, stubbed for now
// sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_PC_GIVE_ITEM_FAIL, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_FAIL), sock->getFEKey()));
} else if (itemreq->eIL == 1 && itemreq->Item.iType >= 0 && itemreq->Item.iType <= 10) {
INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp);
resp.eIL = itemreq->eIL;
resp.iSlotNum = itemreq->iSlotNum;
resp.Item = itemreq->Item;
plr.plr->Inven[itemreq->iSlotNum] = itemreq->Item;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC));
}
}
void ItemManager::itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_BANK_OPEN))
return; // ignore the malformed packet
//just send bank inventory
INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp);
for (int i = 0; i < ABANK_COUNT; i++) {
resp.aBank[i] = PlayerManager::players[sock].plr->Bank[i];
}
resp.iExtraBank = 1;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_BANK_OPEN_SUCC, sizeof(sP_FE2CL_REP_PC_BANK_OPEN_SUCC));
}
void ItemManager::itemTradeOfferHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_OFFER))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_OFFER* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER*)data->buf;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}
PlayerView& plr = PlayerManager::players[otherSock];
if (plr.plr->isTrading) {
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, resp);
resp.iID_Request = pacdat->iID_To;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL));
return; //prevent trading with a player already trading
}
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER));
}
void ItemManager::itemTradeOfferAcceptHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT*)data->buf;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
// Clearing up trade slots
PlayerView& plr = PlayerManager::players[sock];
PlayerView& plr2 = PlayerManager::players[otherSock];
if (plr2.plr->isTrading) {
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, resp);
resp.iID_Request = pacdat->iID_To;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL));
return; //prevent trading with a player already trading
}
plr.plr->isTrading = true;
plr2.plr->isTrading = true;
plr.plr->isTradeConfirm = false;
plr2.plr->isTradeConfirm = false;
memset(&plr.plr->Trade, 0, sizeof(plr.plr->Trade));
memset(&plr2.plr->Trade, 0, sizeof(plr2.plr->Trade));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_SUCC));
}
void ItemManager::itemTradeOfferRefusalHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL));
}
void ItemManager::itemTradeConfirmHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_CONFIRM))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_CONFIRM* pacdat = (sP_CL2FE_REQ_PC_TRADE_CONFIRM*)data->buf;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto& pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
break;
}
}
PlayerView& plr = PlayerManager::players[sock];
PlayerView& plr2 = PlayerManager::players[otherSock];
if (plr2.plr->isTradeConfirm) {
plr.plr->isTrading = false;
plr2.plr->isTrading = false;
plr.plr->isTradeConfirm = false;
plr2.plr->isTradeConfirm = false;
// Check if we have enough free slots
int freeSlots = 0;
int freeSlotsNeeded = 0;
int freeSlots2 = 0;
int freeSlotsNeeded2 = 0;
for (int i = 0; i < AINVEN_COUNT; i++) {
if (plr.plr->Inven[i].iID == 0)
freeSlots++;
}
for (int i = 0; i < 5; i++) {
if (plr.plr->Trade[i].iID != 0)
freeSlotsNeeded++;
}
for (int i = 0; i < AINVEN_COUNT; i++) {
if (plr2.plr->Inven[i].iID == 0)
freeSlots2++;
}
for (int i = 0; i < 5; i++) {
if (plr2.plr->Trade[i].iID != 0)
freeSlotsNeeded2++;
}
if (freeSlotsNeeded2 - freeSlotsNeeded > freeSlots) {
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CONFIRM_ABORT, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_ABORT, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_ABORT));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_ABORT, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_ABORT));
return; // Fail trade because of the lack of slots
}
if (freeSlotsNeeded - freeSlotsNeeded2 > freeSlots2) {
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL));
return; // Fail trade because of the lack of slots
}
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CONFIRM, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM));
// ^^ this is a must have or else the player won't accept a succ packet for some reason
for (int i = 0; i < freeSlotsNeeded; i++) {
plr.plr->Inven[plr.plr->Trade[i].iInvenNum].iID = 0;
plr.plr->Inven[plr.plr->Trade[i].iInvenNum].iType = 0;
plr.plr->Inven[plr.plr->Trade[i].iInvenNum].iOpt = 0;
}
for (int i = 0; i < freeSlotsNeeded2; i++) {
plr2.plr->Inven[plr2.plr->Trade[i].iInvenNum].iID = 0;
plr2.plr->Inven[plr2.plr->Trade[i].iInvenNum].iType = 0;
plr2.plr->Inven[plr2.plr->Trade[i].iInvenNum].iOpt = 0;
}
for (int i = 0; i < AINVEN_COUNT; i++) {
if (freeSlotsNeeded <= 0)
break;
if (plr2.plr->Inven[i].iID == 0) {
plr2.plr->Inven[i].iID = plr.plr->Trade[freeSlotsNeeded - 1].iID;
plr2.plr->Inven[i].iType = plr.plr->Trade[freeSlotsNeeded - 1].iType;
plr2.plr->Inven[i].iOpt = plr.plr->Trade[freeSlotsNeeded - 1].iOpt;
plr.plr->Trade[freeSlotsNeeded - 1].iInvenNum = i;
freeSlotsNeeded--;
}
}
for (int i = 0; i < AINVEN_COUNT; i++) {
if (freeSlotsNeeded2 <= 0)
break;
if (plr.plr->Inven[i].iID == 0) {
plr.plr->Inven[i].iID = plr2.plr->Trade[freeSlotsNeeded2 - 1].iID;
plr.plr->Inven[i].iType = plr2.plr->Trade[freeSlotsNeeded2 - 1].iType;
plr.plr->Inven[i].iOpt = plr2.plr->Trade[freeSlotsNeeded2 - 1].iOpt;
plr2.plr->Trade[freeSlotsNeeded2 - 1].iInvenNum = i;
freeSlotsNeeded2--;
}
}
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CONFIRM_SUCC, resp2);
resp2.iID_Request = pacdat->iID_Request;
resp2.iID_From = pacdat->iID_From;
resp2.iID_To = pacdat->iID_To;
plr.plr->money = plr.plr->money + plr2.plr->moneyInTrade - plr.plr->moneyInTrade;
resp2.iCandy = plr.plr->money;
memcpy(resp2.Item, plr2.plr->Trade, sizeof(plr2.plr->Trade));
memcpy(resp2.ItemStay, plr.plr->Trade, sizeof(plr.plr->Trade));
sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_TRADE_CONFIRM_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_SUCC));
plr2.plr->money = plr2.plr->money + plr.plr->moneyInTrade - plr2.plr->moneyInTrade;
resp2.iCandy = plr2.plr->money;
memcpy(resp2.Item, plr.plr->Trade, sizeof(plr.plr->Trade));
memcpy(resp2.ItemStay, plr2.plr->Trade, sizeof(plr2.plr->Trade));
otherSock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_TRADE_CONFIRM_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_SUCC));
} else {
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CONFIRM, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
plr.plr->isTradeConfirm = true;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM));
}
}
void ItemManager::itemTradeConfirmCancelHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL* pacdat = (sP_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
}
}
PlayerView& plr = PlayerManager::players[sock];
PlayerView& plr2 = PlayerManager::players[otherSock];
plr.plr->isTrading = false;
plr.plr->isTradeConfirm = false;
plr2.plr->isTrading = false;
plr2.plr->isTradeConfirm = false;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL));
}
void ItemManager::itemTradeRegisterItemHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_ITEM_REGISTER))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_ITEM_REGISTER* pacdat = (sP_CL2FE_REQ_PC_TRADE_ITEM_REGISTER*)data->buf;
if (pacdat->Item.iSlotNum < 0 || pacdat->Item.iSlotNum > 4)
return; // sanity check
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_ITEM_REGISTER_SUCC, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
resp.TradeItem = pacdat->Item;
resp.InvenItem = pacdat->Item;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
}
}
PlayerView& plr = PlayerManager::players[sock];
plr.plr->Trade[pacdat->Item.iSlotNum] = pacdat->Item;
plr.plr->isTradeConfirm = false;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_ITEM_REGISTER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_ITEM_REGISTER_SUCC));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_ITEM_REGISTER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_ITEM_REGISTER_SUCC));
}
void ItemManager::itemTradeUnregisterItemHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_ITEM_UNREGISTER))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_ITEM_UNREGISTER* pacdat = (sP_CL2FE_REQ_PC_TRADE_ITEM_UNREGISTER*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_ITEM_UNREGISTER_SUCC, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
resp.TradeItem = pacdat->Item;
PlayerView& plr = PlayerManager::players[sock];
resp.InvenItem = plr.plr->Trade[pacdat->Item.iSlotNum];
plr.plr->isTradeConfirm = false;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
}
}
int temp_num = pacdat->Item.iSlotNum;
if (temp_num >= 0 && temp_num <= 4) {
plr.plr->Trade[temp_num].iID = 0;
plr.plr->Trade[temp_num].iType = 0;
plr.plr->Trade[temp_num].iOpt = 0;
plr.plr->Trade[temp_num].iInvenNum = 0;
plr.plr->Trade[temp_num].iSlotNum = 0;
}
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_ITEM_UNREGISTER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_ITEM_UNREGISTER_SUCC));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_ITEM_UNREGISTER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_ITEM_UNREGISTER_SUCC));
}
void ItemManager::itemTradeRegisterCashHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_CASH_REGISTER))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_TRADE_CASH_REGISTER* pacdat = (sP_CL2FE_REQ_PC_TRADE_CASH_REGISTER*)data->buf;
PlayerView& plr = PlayerManager::players[sock];
if (pacdat->iCandy < 0 || pacdat->iCandy > plr.plr->money)
return; // famous glitch, begone
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CASH_REGISTER_SUCC, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
resp.iCandy = pacdat->iCandy;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
}
}
plr.plr->moneyInTrade = pacdat->iCandy;
plr.plr->isTradeConfirm = false;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CASH_REGISTER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_CASH_REGISTER_SUCC));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CASH_REGISTER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_CASH_REGISTER_SUCC));
}
void ItemManager::itemTradeChatHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TRADE_EMOTES_CHAT))
return; // malformed packet
sP_CL2FE_REQ_PC_TRADE_EMOTES_CHAT* pacdat = (sP_CL2FE_REQ_PC_TRADE_EMOTES_CHAT*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_EMOTES_CHAT, resp);
resp.iID_Request = pacdat->iID_Request;
resp.iID_From = pacdat->iID_From;
resp.iID_To = pacdat->iID_To;
memcpy(resp.szFreeChat, pacdat->szFreeChat, sizeof(pacdat->szFreeChat));
resp.iEmoteCode = pacdat->iEmoteCode;
int iID_Check;
if (pacdat->iID_Request == pacdat->iID_From) {
iID_Check = pacdat->iID_To;
} else {
iID_Check = pacdat->iID_From;
}
CNSocket* otherSock = sock;
for (auto pair : PlayerManager::players) {
if (pair.second.plr->iID == iID_Check) {
otherSock = pair.first;
}
}
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_TRADE_EMOTES_CHAT));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_EMOTES_CHAT, sizeof(sP_FE2CL_REP_PC_TRADE_EMOTES_CHAT));
}
void ItemManager::chestOpenHandler(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_CHEST_OPEN))
return; // ignore the malformed packet
sP_CL2FE_REQ_ITEM_CHEST_OPEN *pkt = (sP_CL2FE_REQ_ITEM_CHEST_OPEN *)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
// item giving packet
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry
sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
// maintain stats
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
// item reward
item->sItem.iType = 0;
item->sItem.iID = 96;
item->iSlotNum = pkt->iSlotNum;
item->eIL = pkt->eIL;
// update player
plr->Inven[pkt->iSlotNum] = item->sItem;
// transmit item
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
// chest opening acknowledgement packet
INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp);
resp.iSlotNum = pkt->iSlotNum;
std::cout << "opening chest..." << std::endl;
sock->sendPacket((void*)&resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, sizeof(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC));
}
// TODO: use this in cleaned up ItemManager
int ItemManager::findFreeSlot(Player *plr) {
int i;
for (i = 0; i < AINVEN_COUNT; i++)
if (plr->Inven[i].iType == 0 && plr->Inven[i].iID == 0 && plr->Inven[i].iOpt == 0)
return i;
// not found
return -1;
}