OpenFusion/src/Trading.cpp
gsemaj 306a75f469 The great re-#include
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2023-08-19 20:46:41 +00:00

439 lines
18 KiB
C++

#include "Trading.hpp"
#include "servers/CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "db/Database.hpp"
using namespace Trading;
static bool doTrade(Player* plr, Player* plr2) {
// init dummy inventories
sItemBase plrInven[AINVEN_COUNT];
sItemBase plr2Inven[AINVEN_COUNT];
memcpy(plrInven, plr->Inven, AINVEN_COUNT * sizeof(sItemBase));
memcpy(plr2Inven, plr2->Inven, AINVEN_COUNT * sizeof(sItemBase));
for (int i = 0; i < 5; i++) {
// remove items offered by us
if (plr->Trade[i].iID != 0) {
if (plrInven[plr->Trade[i].iInvenNum].iID == 0
|| plr->Trade[i].iID != plrInven[plr->Trade[i].iInvenNum].iID
|| plr->Trade[i].iType != plrInven[plr->Trade[i].iInvenNum].iType) // pulling a fast one on us
return false;
if (plr->Trade[i].iOpt < 1) {
std::cout << "[WARN] Player tried trading an iOpt < 1 amount" << std::endl;
plr->Trade[i].iOpt = 1;
}
// for stacked items
plrInven[plr->Trade[i].iInvenNum].iOpt -= plr->Trade[i].iOpt;
if (plrInven[plr->Trade[i].iInvenNum].iOpt == 0) {
plrInven[plr->Trade[i].iInvenNum].iID = 0;
plrInven[plr->Trade[i].iInvenNum].iType = 0;
plrInven[plr->Trade[i].iInvenNum].iOpt = 0;
} else if (plrInven[plr->Trade[i].iInvenNum].iOpt < 0) { // another dupe attempt
return false;
}
}
if (plr2->Trade[i].iID != 0) {
if (plr2Inven[plr2->Trade[i].iInvenNum].iID == 0
|| plr2->Trade[i].iID != plr2Inven[plr2->Trade[i].iInvenNum].iID
|| plr2->Trade[i].iType != plr2Inven[plr2->Trade[i].iInvenNum].iType) // pulling a fast one on us
return false;
if (plr2->Trade[i].iOpt < 1) {
std::cout << "[WARN] Player tried trading an iOpt < 1 amount" << std::endl;
plr2->Trade[i].iOpt = 1;
}
// for stacked items
plr2Inven[plr2->Trade[i].iInvenNum].iOpt -= plr2->Trade[i].iOpt;
if (plr2Inven[plr2->Trade[i].iInvenNum].iOpt == 0) {
plr2Inven[plr2->Trade[i].iInvenNum].iID = 0;
plr2Inven[plr2->Trade[i].iInvenNum].iType = 0;
plr2Inven[plr2->Trade[i].iInvenNum].iOpt = 0;
} else if (plr2Inven[plr2->Trade[i].iInvenNum].iOpt < 0) { // another dupe attempt
return false;
}
}
// add items offered to us
if (plr2->Trade[i].iID != 0) {
for (int n = 0; n < AINVEN_COUNT; n++) {
if (plrInven[n].iID == 0) {
plrInven[n].iID = plr2->Trade[i].iID;
plrInven[n].iType = plr2->Trade[i].iType;
plrInven[n].iOpt = plr2->Trade[i].iOpt;
plr2->Trade[i].iInvenNum = n;
break;
}
if (n >= AINVEN_COUNT - 1)
return false; // not enough space
}
}
if (plr->Trade[i].iID != 0) {
for (int n = 0; n < AINVEN_COUNT; n++) {
if (plr2Inven[n].iID == 0) {
plr2Inven[n].iID = plr->Trade[i].iID;
plr2Inven[n].iType = plr->Trade[i].iType;
plr2Inven[n].iOpt = plr->Trade[i].iOpt;
plr->Trade[i].iInvenNum = n;
break;
}
if (n >= AINVEN_COUNT - 1)
return false; // not enough space
}
}
}
// if everything went well, back into player inventory it goes
memcpy(plr->Inven, plrInven, AINVEN_COUNT * sizeof(sItemBase));
memcpy(plr2->Inven, plr2Inven, AINVEN_COUNT * sizeof(sItemBase));
return true;
}
static void tradeOffer(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_OFFER* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER*)data->buf;
CNSocket* otherSock = PlayerManager::getSockFromID(pacdat->iID_To);
if (otherSock == nullptr)
return;
Player* plr = PlayerManager::getPlayer(otherSock);
if (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));
}
static void tradeOfferAccept(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT*)data->buf;
CNSocket* otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
Player* plr = PlayerManager::getPlayer(sock);
Player* plr2 = PlayerManager::getPlayer(otherSock);
if (plr2->isTrading) {
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, resp);
resp.iID_Request = pacdat->iID_From;
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
}
// clearing up trade slots
plr->moneyInTrade = 0;
plr2->moneyInTrade = 0;
memset(&plr->Trade, 0, sizeof(plr->Trade));
memset(&plr2->Trade, 0, sizeof(plr2->Trade));
// marking players as traders
plr->isTrading = true;
plr2->isTrading = true;
// marking players as unconfirmed
plr->isTradeConfirm = false;
plr2->isTradeConfirm = false;
// inform the other player that offer is accepted
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;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_SUCC));
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_SUCC));
}
static void tradeOfferRefusal(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL* pacdat = (sP_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL*)data->buf;
CNSocket* otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
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;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_OFFER_REFUSAL, sizeof(sP_FE2CL_REP_PC_TRADE_OFFER_REFUSAL));
}
static void tradeConfirm(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_CONFIRM* pacdat = (sP_CL2FE_REQ_PC_TRADE_CONFIRM*)data->buf;
CNSocket* otherSock; // weird flip flop because we need to know who the other player is
if (pacdat->iID_Request == pacdat->iID_From)
otherSock = PlayerManager::getSockFromID(pacdat->iID_To);
else
otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
Player* plr = PlayerManager::getPlayer(sock);
Player* plr2 = PlayerManager::getPlayer(otherSock);
if (!(plr->isTrading && plr2->isTrading)) { // both players must be trading
INITSTRUCT(sP_FE2CL_REP_PC_TRADE_CONFIRM_ABORT, resp);
resp.iID_Request = plr2->iID;
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));
resp.iID_Request = plr->iID;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_ABORT, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_ABORT));
// both players are no longer trading
plr->isTrading = false;
plr2->isTrading = false;
plr->isTradeConfirm = false;
plr2->isTradeConfirm = false;
return;
}
// send the confirm packet
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));
if (!(plr2->isTradeConfirm)) {
plr->isTradeConfirm = true;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM));
return;
}
// both players are no longer trading
plr->isTrading = false;
plr2->isTrading = false;
plr->isTradeConfirm = false;
plr2->isTradeConfirm = false;
if (doTrade(plr, plr2)) { // returns false if not enough slots
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->money = plr->money + plr2->moneyInTrade - plr->moneyInTrade;
resp2.iCandy = plr->money;
memcpy(resp2.Item, plr2->Trade, sizeof(plr2->Trade));
memcpy(resp2.ItemStay, plr->Trade, sizeof(plr->Trade));
sock->sendPacket((void*)&resp2, P_FE2CL_REP_PC_TRADE_CONFIRM_SUCC, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_SUCC));
plr2->money = plr2->money + plr->moneyInTrade - plr2->moneyInTrade;
resp2.iCandy = plr2->money;
memcpy(resp2.Item, plr->Trade, sizeof(plr->Trade));
memcpy(resp2.ItemStay, plr2->Trade, sizeof(plr2->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_ABORT, resp);
resp.iID_Request = plr->iID;
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));
resp.iID_Request = plr2->iID;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_ABORT, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_ABORT));
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
std::string text = "Trade Failed";
U8toU16(text, msg.szAnnounceMsg, sizeof(msg.szAnnounceMsg));
msg.iDuringTime = 3;
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
otherSock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return;
}
Database::commitTrade(plr, plr2);
}
static void tradeConfirmCancel(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL* pacdat = (sP_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL*)data->buf;
CNSocket* otherSock; // weird flip flop because we need to know who the other player is
if (pacdat->iID_Request == pacdat->iID_From)
otherSock = PlayerManager::getSockFromID(pacdat->iID_To);
else
otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
Player* plr = PlayerManager::getPlayer(sock);
Player* plr2 = PlayerManager::getPlayer(otherSock);
// both players are not trading nor are in a confirmed state
plr->isTrading = false;
plr->isTradeConfirm = false;
plr2->isTrading = false;
plr2->isTradeConfirm = false;
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;
otherSock->sendPacket((void*)&resp, P_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL, sizeof(sP_FE2CL_REP_PC_TRADE_CONFIRM_CANCEL));
}
static void tradeRegisterItem(CNSocket* sock, CNPacketData* data) {
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, there are only 5 trade slots
CNSocket* otherSock; // weird flip flop because we need to know who the other player is
if (pacdat->iID_Request == pacdat->iID_From)
otherSock = PlayerManager::getSockFromID(pacdat->iID_To);
else
otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
Player* plr = PlayerManager::getPlayer(sock);
Player* plr2 = PlayerManager::getPlayer(otherSock);
plr->Trade[pacdat->Item.iSlotNum] = pacdat->Item;
plr->isTradeConfirm = false;
plr2->isTradeConfirm = false;
// since you can spread items like gumballs over multiple slots, we need to count them all
// to make sure the inventory shows the right value during trade.
int count = 0;
for (int i = 0; i < 5; i++) {
if (plr->Trade[i].iInvenNum == pacdat->Item.iInvenNum)
count += plr->Trade[i].iOpt;
}
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;
resp.InvenItem.iOpt = plr->Inven[pacdat->Item.iInvenNum].iOpt - count; // subtract this count
if (resp.InvenItem.iOpt < 0) // negative count items, doTrade() will block this later on
std::cout << "[WARN] tradeRegisterItem: an item went negative count client side." << std::endl;
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));
}
static void tradeUnregisterItem(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_ITEM_UNREGISTER* pacdat = (sP_CL2FE_REQ_PC_TRADE_ITEM_UNREGISTER*)data->buf;
if (pacdat->Item.iSlotNum < 0 || pacdat->Item.iSlotNum > 4)
return; // sanity check, there are only 5 trade slots
CNSocket* otherSock; // weird flip flop because we need to know who the other player is
if (pacdat->iID_Request == pacdat->iID_From)
otherSock = PlayerManager::getSockFromID(pacdat->iID_To);
else
otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
Player* plr = PlayerManager::getPlayer(sock);
Player* plr2 = PlayerManager::getPlayer(otherSock);
plr->isTradeConfirm = false;
plr2->isTradeConfirm = false;
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;
resp.InvenItem = plr->Trade[pacdat->Item.iSlotNum];
memset(&plr->Trade[pacdat->Item.iSlotNum], 0, sizeof(plr->Trade[pacdat->Item.iSlotNum])); // clean up item slot
// since you can spread items like gumballs over multiple slots, we need to count them all
// to make sure the inventory shows the right value during trade.
int count = 0;
for (int i = 0; i < 5; i++) {
if (plr->Trade[i].iInvenNum == resp.InvenItem.iInvenNum)
count += plr->Trade[i].iOpt;
}
resp.InvenItem.iOpt = plr->Inven[resp.InvenItem.iInvenNum].iOpt - count; // subtract this count
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));
}
static void tradeRegisterCash(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_TRADE_CASH_REGISTER* pacdat = (sP_CL2FE_REQ_PC_TRADE_CASH_REGISTER*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
if (pacdat->iCandy < 0 || pacdat->iCandy > plr->money)
return; // famous glitch, begone
CNSocket* otherSock; // weird flip flop because we need to know who the other player is
if (pacdat->iID_Request == pacdat->iID_From)
otherSock = PlayerManager::getSockFromID(pacdat->iID_To);
else
otherSock = PlayerManager::getSockFromID(pacdat->iID_From);
if (otherSock == nullptr)
return;
Player* plr2 = PlayerManager::getPlayer(otherSock);
plr->isTradeConfirm = false;
plr2->isTradeConfirm = false;
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;
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));
plr->moneyInTrade = pacdat->iCandy;
plr->isTradeConfirm = false;
}
void Trading::init() {
// Trade handlers
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER, tradeOffer);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_ACCEPT, tradeOfferAccept);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_OFFER_REFUSAL, tradeOfferRefusal);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM, tradeConfirm);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CONFIRM_CANCEL, tradeConfirmCancel);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_ITEM_REGISTER, tradeRegisterItem);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_ITEM_UNREGISTER, tradeUnregisterItem);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TRADE_CASH_REGISTER, tradeRegisterCash);
}