Exemple #1
0
void Object::HandleAugmentation(Client* user, const AugmentItem_Struct* in_augment, Object *worldo)
{
	if (!user || !in_augment)
	{
		LogFile->write(EQEMuLog::Error, "Client or AugmentItem_Struct not set in Object::HandleAugmentation");
		return;
	}

	ItemInst* container = NULL;

	if (worldo)
	{
		container = worldo->m_inst;
	} 
	else
	{
		// Check to see if they have an inventory container type 53 that is used for this.
		Inventory& user_inv = user->GetInv();
		ItemInst* inst = NULL;
		
		inst = user_inv.GetItem(in_augment->container_slot);
		if (inst)
		{
			const Item_Struct* item = inst->GetItem();
			if (item && inst->IsType(ItemClassContainer) && item->BagType == 53)
			{
				// We have found an appropriate inventory augmentation sealer
				container = inst;

				// Verify that no more than two items are in container to guarantee no inadvertant wipes.
				uint8 itemsFound = 0;
				for (uint8 i=0; i<10; i++)
				{
					const ItemInst* inst = container->GetItem(i);
					if (inst)
					{
						itemsFound++;
					}
				}

				if (itemsFound != 2)
				{
					user->Message(13, "Error:  Too many/few items in augmentation container.");
					return;
				}
			}
		}
	}

	if(!container)
	{
		LogFile->write(EQEMuLog::Error, "Player tried to augment an item without a container set.");
		user->Message(13, "Error: This item is not a container!");
		return;
	}
	
	ItemInst *tobe_auged, *auged_with = NULL;
	int8 slot=-1;

	// Verify 2 items in the augmentation device
	if (container->GetItem(0) && container->GetItem(1))
	{
		// Verify 1 item is augmentable and the other is not
		if (container->GetItem(0)->IsAugmentable() && !container->GetItem(1)->IsAugmentable())
		{
			tobe_auged = container->GetItem(0);
			auged_with = container->GetItem(1);
		}
		else if (!container->GetItem(0)->IsAugmentable() && container->GetItem(1)->IsAugmentable())
		{
			tobe_auged = container->GetItem(1);
			auged_with = container->GetItem(0);
		}
		else
		{
			// Either 2 augmentable items found or none found
			// This should never occur due to client restrictions, but prevent in case of a hack
			user->Message(13, "Error: Must be 1 augmentable item in the sealer");
			return;
		}
	}
	else
	{
		// This happens if the augment button is clicked more than once quickly while augmenting
		if (!container->GetItem(0))
		{
			user->Message(13, "Error: No item in slot 0 of sealer");
		}
		if (!container->GetItem(1))
		{
			user->Message(13, "Error: No item in slot 1 of sealer");
		}
		return;
	}

	bool deleteItems = false;

	ItemInst *itemOneToPush = NULL, *itemTwoToPush = NULL;

	// Adding augment
	if (in_augment->augment_slot == -1)
	{
		if (((slot=tobe_auged->AvailableAugmentSlot(auged_with->GetAugmentType()))!=-1) && (tobe_auged->AvailableWearSlot(auged_with->GetItem()->Slots)))
		{
			tobe_auged->PutAugment(slot,*auged_with);
			itemOneToPush = tobe_auged->Clone();
			deleteItems = true;
		}
		else
		{
			user->Message(13, "Error: No available slot for augment");
		}
	}
	else
	{
		ItemInst *old_aug=NULL;
		const uint32 id=auged_with->GetID();
		if (id==40408 || id==40409 || id==40410)
			tobe_auged->DeleteAugment(in_augment->augment_slot);
		else
			old_aug=tobe_auged->RemoveAugment(in_augment->augment_slot);

		itemOneToPush = tobe_auged->Clone();
		if (old_aug)
			itemTwoToPush = old_aug->Clone();

		deleteItems = true;
	}

	if (deleteItems)
	{
		if (worldo)
		{
			container->Clear();
			EQApplicationPacket* outapp = new EQApplicationPacket(OP_ClearObject, sizeof(ClearObject_Struct));
			ClearObject_Struct *cos = (ClearObject_Struct *)outapp->pBuffer;
			cos->Clear = 1;
			user->QueuePacket(outapp);
			safe_delete(outapp);
			database.DeleteWorldContainer(worldo->m_id, zone->GetZoneID());
		}
		else
		{
			// Delete items in our inventory container... 
			for (uint8 i=0; i<10; i++)
			{
				const ItemInst* inst = container->GetItem(i);
				if (inst)
				{
					user->DeleteItemInInventory(Inventory::CalcSlotId(in_augment->container_slot,i),0,true);
				}
			}
			// Explicitly mark container as cleared.
			container->Clear();
		}
	}

	// Must push items after the items in inventory are deleted - necessary due to lore items...
	if (itemOneToPush)
	{
		user->PushItemOnCursor(*itemOneToPush,true);
	}
	if (itemTwoToPush)
	{
		user->PushItemOnCursor(*itemTwoToPush,true);
	}

}
Exemple #2
0
// Perform tradeskill combine
void Object::HandleCombine(Client* user, const NewCombine_Struct* in_combine, Object *worldo)
{
	if (!user || !in_combine) {
		LogFile->write(EQEMuLog::Error, "Client or NewCombine_Struct not set in Object::HandleCombine");
		return;
	}
	
	Inventory& user_inv = user->GetInv();
	PlayerProfile_Struct& user_pp = user->GetPP();
	ItemInst* container = NULL;
	ItemInst* inst = NULL;
 	uint8 c_type = 0xE8;
 	uint32 some_id = 0;
	bool worldcontainer=false;
	
	if (in_combine->container_slot == SLOT_TRADESKILL) {
		if(!worldo) {
			user->Message(13, "Error: Server is not aware of the tradeskill container you are attempting to use");
			return;
		}
		c_type = worldo->m_type;
		inst = worldo->m_inst;
		worldcontainer=true;
	}
	else {
		inst = user_inv.GetItem(in_combine->container_slot);
		if (inst) {
			const Item_Struct* item = inst->GetItem();
			if (item && inst->IsType(ItemClassContainer)) {
 				c_type = item->BagType;
 				some_id = item->ID;
			}
		}
	}
	
	if (!inst || !inst->IsType(ItemClassContainer)) {
		user->Message(13, "Error: Server does not recognize specified tradeskill container");
		return;
	}
	
	container = inst;
	
 	DBTradeskillRecipe_Struct spec;
 	if (!database.GetTradeRecipe(container, c_type, some_id, user->CharacterID(), &spec)) {
 		user->Message_StringID(MT_Emote,TRADESKILL_NOCOMBINE);
 		EQApplicationPacket* outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
 		user->QueuePacket(outapp);
 		safe_delete(outapp);
 		return;
 	}
 	
 	// Character hasn't learnt the recipe yet.
 	// must_learn:
 	//  bit 1 (0x01): recipe can't be experimented
 	//  bit 2 (0x02): can try to experiment but not useable for auto-combine until learnt
 	//  bit 5 (0x10): no learn message, use unlisted flag to prevent it showing up on search
 	//  bit 6 (0x20): unlisted recipe flag
 	if ((spec.must_learn&0xF) == 1 && !spec.has_learnt) {
 		// Made up message for the client. Just giving a DNC is the other option.
 		user->Message(4, "You need to learn how to combine these first.");
 		EQApplicationPacket* outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
 		user->QueuePacket(outapp);
 		safe_delete(outapp);
 		return;
 	}
	// Character does not have the required skill.
	if(spec.skill_needed > 0 && user->GetSkill(spec.tradeskill) < spec.skill_needed ) {
		// Notify client.
		user->Message(4, "You are not skilled enough.");
		EQApplicationPacket* outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
		user->QueuePacket(outapp);
		safe_delete(outapp);
		return;
	}
 	
	//changing from a switch to string of if's since we don't need to iterate through all of the skills in the SkillType enum
	if (spec.tradeskill == ALCHEMY) {
 		if (user_pp.class_ != SHAMAN) {
			user->Message(13, "This tradeskill can only be performed by a shaman.");
			return;
		}
		else if (user_pp.level < MIN_LEVEL_ALCHEMY) {
			user->Message(13, "You cannot perform alchemy until you reach level %i.", MIN_LEVEL_ALCHEMY);
			return;
		}
	}
	else if (spec.tradeskill == TINKERING) {
 		if (user_pp.race != GNOME) {
			user->Message(13, "Only gnomes can tinker.");
			return;
		}
	}
	else if (spec.tradeskill == MAKE_POISON) {
 		if (user_pp.class_ != ROGUE) {
			user->Message(13, "Only rogues can mix poisons.");
			return;
		}
	}
	
	// Send acknowledgement packets to client
	EQApplicationPacket* outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
	user->QueuePacket(outapp);
	safe_delete(outapp);

	//now clean out the containers.
	if(worldcontainer){
		container->Clear();
		outapp = new EQApplicationPacket(OP_ClearObject, sizeof(ClearObject_Struct));
		ClearObject_Struct *cos = (ClearObject_Struct *)outapp->pBuffer;
		cos->Clear = 1;
		user->QueuePacket(outapp);
		safe_delete(outapp);
		database.DeleteWorldContainer(worldo->m_id, zone->GetZoneID());
	} else{
		for (uint8 i=0; i<10; i++){
			const ItemInst* inst = container->GetItem(i);
			if (inst) {
				user->DeleteItemInInventory(Inventory::CalcSlotId(in_combine->container_slot,i),0,true);
			}
		}
		container->Clear();
	}
	//do the check and send results...
	bool success = user->TradeskillExecute(&spec);

	// Learn new recipe message
	// Update Made count
	if (success) {
		if (!spec.has_learnt && ((spec.must_learn&0x10) != 0x10)) {
			user->Message_StringID(4, TRADESKILL_LEARN_RECIPE, spec.name.c_str());
		}
		database.UpdateRecipeMadecount(spec.recipe_id, user->CharacterID(), spec.madecount+1);
	}
	
	// Replace the container on success if required.
	//
	
	if(success && spec.replace_container) {
		if(worldcontainer){
			//should report this error, but we dont have the recipe ID, so its not very useful
			LogFile->write(EQEMuLog::Error, "Replace container combine executed in a world container.");
		}
		else
			user->DeleteItemInInventory(in_combine->container_slot, 0, true);
	}
	if (success) 
		parse->EventPlayer(EVENT_COMBINE_SUCCESS, user, spec.name.c_str(), spec.recipe_id);
	else
		parse->EventPlayer(EVENT_COMBINE_FAILURE, user, spec.name.c_str(), spec.recipe_id); 
}