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https://github.com/DarkflameUniverse/DarkflameServer
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fix: prevent moving items between inventories under cetain circumsances
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21
dCommon/dEnums/eReponseMoveItemBetweenInventoryTypeCode.h
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21
dCommon/dEnums/eReponseMoveItemBetweenInventoryTypeCode.h
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@ -0,0 +1,21 @@
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#ifndef __EREPONSEMOVEITEMBETWEENINVENTORYTYPECODE__H__
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#define __EREPONSEMOVEITEMBETWEENINVENTORYTYPECODE__H__
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#include <cstdint>
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enum class eReponseMoveItemBetweenInventoryTypeCode : uint32_t {
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SUCCESS,
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FAIL_GENERIC,
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FAIL_INV_FULL,
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FAIL_ITEM_NOT_FOUND,
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FAIL_CANT_MOVE_TO_THAT_INV_TYPE,
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FAIL_NOT_NEAR_BANK,
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FAIL_CANT_SWAP_ITEMS,
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FAIL_SOURCE_TYPE,
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FAIL_WRONG_DEST_TYPE,
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FAIL_SWAP_DEST_TYPE,
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FAIL_CANT_MOVE_THINKING_HAT,
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FAIL_DISMOUNT_BEFORE_MOVING
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};
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#endif //!__EREPONSEMOVEITEMBETWEENINVENTORYTYPECODE__H__
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@ -99,6 +99,7 @@
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#include "ActivityManager.h"
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#include "ActivityManager.h"
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#include "PlayerManager.h"
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#include "PlayerManager.h"
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#include "eVendorTransactionResult.h"
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#include "eVendorTransactionResult.h"
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#include "eReponseMoveItemBetweenInventoryTypeCode.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDObjectsTable.h"
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#include "CDObjectsTable.h"
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@ -4564,16 +4565,31 @@ void GameMessages::HandleRequestMoveItemBetweenInventoryTypes(RakNet::BitStream&
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if (inStream.ReadBit()) inStream.Read(itemLOT);
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if (inStream.ReadBit()) inStream.Read(itemLOT);
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if (invTypeDst == invTypeSrc) {
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if (invTypeDst == invTypeSrc) {
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SendResponseMoveItemBetweenInventoryTypes(entity->GetObjectID(), sysAddr, invTypeDst, invTypeSrc, eReponseMoveItemBetweenInventoryTypeCode::FAIL_GENERIC);
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return;
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return;
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}
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}
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr) {
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if (inventoryComponent) {
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if (itemID != LWOOBJID_EMPTY) {
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if (itemID != LWOOBJID_EMPTY) {
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auto* item = inventoryComponent->FindItemById(itemID);
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auto* item = inventoryComponent->FindItemById(itemID);
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if (!item) return;
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if (!item) {
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SendResponseMoveItemBetweenInventoryTypes(entity->GetObjectID(), sysAddr, invTypeDst, invTypeSrc, eReponseMoveItemBetweenInventoryTypeCode::FAIL_ITEM_NOT_FOUND);
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return;
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}
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if (item->GetLot() == 6086) { // Thinking hat
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SendResponseMoveItemBetweenInventoryTypes(entity->GetObjectID(), sysAddr, invTypeDst, invTypeSrc, eReponseMoveItemBetweenInventoryTypeCode::FAIL_CANT_MOVE_THINKING_HAT);
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return;
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}
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auto* destInv = inventoryComponent->GetInventory(invTypeDst);
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if (destInv && destInv->GetEmptySlots() == 0) {
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SendResponseMoveItemBetweenInventoryTypes(entity->GetObjectID(), sysAddr, invTypeDst, invTypeSrc, eReponseMoveItemBetweenInventoryTypeCode::FAIL_INV_FULL);
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return;
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}
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// Despawn the pet if we are moving that pet to the vault.
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// Despawn the pet if we are moving that pet to the vault.
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auto* petComponent = PetComponent::GetActivePet(entity->GetObjectID());
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auto* petComponent = PetComponent::GetActivePet(entity->GetObjectID());
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@ -4582,10 +4598,32 @@ void GameMessages::HandleRequestMoveItemBetweenInventoryTypes(RakNet::BitStream&
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}
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}
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inventoryComponent->MoveItemToInventory(item, invTypeDst, iStackCount, showFlyingLoot, false, false, destSlot);
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inventoryComponent->MoveItemToInventory(item, invTypeDst, iStackCount, showFlyingLoot, false, false, destSlot);
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SendResponseMoveItemBetweenInventoryTypes(entity->GetObjectID(), sysAddr, invTypeDst, invTypeSrc, eReponseMoveItemBetweenInventoryTypeCode::SUCCESS);
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}
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}
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} else {
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SendResponseMoveItemBetweenInventoryTypes(entity->GetObjectID(), sysAddr, invTypeDst, invTypeSrc, eReponseMoveItemBetweenInventoryTypeCode::FAIL_GENERIC);
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}
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}
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}
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}
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void GameMessages::SendResponseMoveItemBetweenInventoryTypes(LWOOBJID objectId, const SystemAddress& sysAddr, eInventoryType inventoryTypeDestination, eInventoryType inventoryTypeSource, eReponseMoveItemBetweenInventoryTypeCode response) {
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CBITSTREAM;
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CMSGHEADER;
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bitStream.Write(objectId);
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bitStream.Write(eGameMessageType::RESPONSE_MOVE_ITEM_BETWEEN_INVENTORY_TYPES);
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bitStream.Write(inventoryTypeDestination != eInventoryType::ITEMS);
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if (inventoryTypeDestination != eInventoryType::ITEMS) bitStream.Write(inventoryTypeDestination);
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bitStream.Write(inventoryTypeSource != eInventoryType::ITEMS);
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if (inventoryTypeSource != eInventoryType::ITEMS) bitStream.Write(inventoryTypeSource);
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bitStream.Write(response != eReponseMoveItemBetweenInventoryTypeCode::FAIL_GENERIC);
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if (response != eReponseMoveItemBetweenInventoryTypeCode::FAIL_GENERIC) bitStream.Write(response);
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SEND_PACKET;
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}
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void GameMessages::SendShowActivityCountdown(LWOOBJID objectId, bool bPlayAdditionalSound, bool bPlayCountdownSound, std::u16string sndName, int32_t stateToPlaySoundOn, const SystemAddress& sysAddr) {
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void GameMessages::SendShowActivityCountdown(LWOOBJID objectId, bool bPlayAdditionalSound, bool bPlayCountdownSound, std::u16string sndName, int32_t stateToPlaySoundOn, const SystemAddress& sysAddr) {
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CBITSTREAM;
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CBITSTREAM;
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@ -39,6 +39,7 @@ enum class eQuickBuildFailReason : uint32_t;
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enum class eQuickBuildState : uint32_t;
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enum class eQuickBuildState : uint32_t;
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enum class BehaviorSlot : int32_t;
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enum class BehaviorSlot : int32_t;
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enum class eVendorTransactionResult : uint32_t;
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enum class eVendorTransactionResult : uint32_t;
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enum class eReponseMoveItemBetweenInventoryTypeCode : int32_t;
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namespace GameMessages {
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namespace GameMessages {
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class PropertyDataMessage;
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class PropertyDataMessage;
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@ -589,6 +590,7 @@ namespace GameMessages {
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//NT:
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//NT:
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void HandleRequestMoveItemBetweenInventoryTypes(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void HandleRequestMoveItemBetweenInventoryTypes(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr);
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void SendResponseMoveItemBetweenInventoryTypes(LWOOBJID objectId, const SystemAddress& sysAddr, eInventoryType inventoryTypeDestination, eInventoryType inventoryTypeSource, eReponseMoveItemBetweenInventoryTypeCode response);
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void SendShowActivityCountdown(LWOOBJID objectId, bool bPlayAdditionalSound, bool bPlayCountdownSound, std::u16string sndName, int32_t stateToPlaySoundOn, const SystemAddress& sysAddr);
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void SendShowActivityCountdown(LWOOBJID objectId, bool bPlayAdditionalSound, bool bPlayCountdownSound, std::u16string sndName, int32_t stateToPlaySoundOn, const SystemAddress& sysAddr);
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