OpenFusion/src/Trading.cpp

436 lines
18 KiB
C++

#include "Trading.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);
}