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** Fix for RoF clients not displaying Augment Restrictions in the Item Info window.
** Change to Client::SummonItem() to enforce valid item/augment combinations. (Run the optional sql file first, before posting any SummonItem() failure issues in the forums.)
This commit is contained in:
+357
-104
@@ -200,124 +200,377 @@ bool Client::CheckLoreConflict(const Item_Struct* item) {
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return (m_inv.HasItemByLoreGroup(item->LoreGroup, ~invWhereSharedBank) != SLOT_INVALID);
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}
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void Client::SummonItem(uint32 item_id, int16 charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, bool attuned, uint16 to_slot) {
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bool Client::SummonItem(uint32 item_id, int16 charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, bool attuned, uint16 to_slot) {
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// I have 'over-logged' failure messages to aid in any troubleshooting of issues that arise from this change.
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// The 'LogFile' code may be taken out once after a period of time with no script/recipe issues.
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//
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// I have also incorporated a bool return type..but, have not updated any calling methods to process failures.
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// Once the APIs are updated, scripts may also be updated.
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const Item_Struct* item = database.GetItem(item_id);
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if (item == nullptr) {
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Message(0, "No such item: %i", item_id);
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return;
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} else {
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if(item == nullptr) {
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Message(13, "Item %u does not exist.", item_id);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to create an item with an invalid id.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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else {
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// if the item is stackable and the charge amount is -1 or 0 then set to 1 charge.
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// removed && item->MaxCharges == 0 if -1 or 0 was passed max charges is irrelevant
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if (charges <= 0 && item->Stackable) {
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if(charges <= 0 && item->Stackable)
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charges = 1;
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// if the charges is -1, then no charge value was passed in set to max charges
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} else if(charges == -1) {
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charges = item->MaxCharges;
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// in any other situation just use charges as passed
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}
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}
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// Checking to see if the Item is lore or not.
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bool foundlore = CheckLoreConflict(item);
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//TODO: check for lore conflict on augments
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// if the charges is -1, then no charge value was passed in set to max charges
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else if(charges == -1)
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charges = item->MaxCharges;
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// in any other situation just use charges as passed
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}
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// Base item is lore..so, cancel summon
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if(CheckLoreConflict(item)) {
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// this is the 'you can not pickup another...' message. I don't feel this is appropriate
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// for a summoning failure response
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// DuplicateLoreMessage(item_id);
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Message(13, "You already have a lore %s (%i) in your inventory.", item->Name, item_id);
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return false;
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}
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// Checking to see if it is a GM only Item or not.
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//bool foundgm = (item->gm && (this->Admin() < 100));
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bool foundgm = false;
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/*
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if(item->gm && (this->Admin() < 100))
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Message(0, "You are not a GM and can not summon this item!");
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if (!foundlore && !foundgm) { // Okay, It isn't LORE, or if it is, it is not in player's inventory.
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ItemInst* inst = database.CreateItem(item, charges);
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if (inst) {
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// Corrected the augment references to reflect augment name/id instead of base item name/id
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if (aug1) {
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const Item_Struct* augitem1 = database.GetItem(aug1);
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if (augitem1) {
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if (!CheckLoreConflict(augitem1)) {
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inst->PutAugment(&database, 0, aug1);
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}
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else {
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Message(0, "You already have a %s (%u) in your inventory - Augment not added!", augitem1->Name, aug1);
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}
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}
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}
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if (aug2) {
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const Item_Struct* augitem2 = database.GetItem(aug2);
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if (augitem2) {
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if (!CheckLoreConflict(augitem2)) {
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inst->PutAugment(&database, 1, aug2);
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}
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else {
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Message(0, "You already have a %s (%u) in your inventory - Augment not added!", augitem2->Name, aug2);
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}
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}
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}
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if (aug3) {
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const Item_Struct* augitem3 = database.GetItem(aug3);
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if (augitem3) {
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if (!CheckLoreConflict(augitem3)) {
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inst->PutAugment(&database, 2, aug3);
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}
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else {
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Message(0, "You already have a %s (%u) in your inventory - Augment not added!", augitem3->Name, aug3);
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}
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}
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}
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if (aug4) {
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const Item_Struct* augitem4 = database.GetItem(aug4);
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if (augitem4) {
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if (!CheckLoreConflict(augitem4)) {
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inst->PutAugment(&database, 3, aug4);
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}
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else {
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Message(0, "You already have a %s (%u) in your inventory - Augment not added!", augitem4->Name, aug4);
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}
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}
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}
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if (aug5) {
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const Item_Struct* augitem5 = database.GetItem(aug5);
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if (augitem5) {
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if (!CheckLoreConflict(augitem5)) {
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inst->PutAugment(&database, 4, aug5);
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}
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else {
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Message(0, "You already have a %s (%u) in your inventory - Augment not added!", augitem5->Name, aug5);
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}
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}
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}
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if (attuned) {
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if (inst->GetItem()->Attuneable) {
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inst->SetInstNoDrop(true);
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}
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}
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if (to_slot == SLOT_CURSOR)
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{
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//inst->SetCharges(
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PushItemOnCursor(*inst);
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// Send item packet to user
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SendItemPacket(SLOT_CURSOR, inst, ItemPacketSummonItem);
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}
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else
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{
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PutItemInInventory(to_slot, *inst, true);
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}
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safe_delete(inst);
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return false;
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*/
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if ((RuleB(Character, EnableDiscoveredItems)))
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{
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if(!GetGM() && !IsDiscovered(item_id))
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DiscoverItem(item_id);
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if(((item->ItemClass != ItemClassCommon) || (item->AugType > 0)) && (aug1 | aug2 | aug3 | aug4 | aug5)) {
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Message(13, "You can not augment an augment or a non-common class item.");
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to augment an augment or a non-common class item.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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uint32 augments[MAX_AUGMENT_SLOTS] = { aug1, aug2, aug3, aug4, aug5 };
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for(int iter = 0; iter < MAX_AUGMENT_SLOTS; ++iter) {
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if(augments[iter] && (database.GetItem(augments[iter]) == nullptr)) {
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Message(13, "Augment %u (Aug%i) does not exist.", augments[iter], iter + 1);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to create an augment (Aug%i) with an invalid id.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), iter + 1, item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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}
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uint32 classes = item->Classes;
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uint32 races = item->Races;
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uint32 slots = item->Slots;
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bool enforcewear = RuleB(Inventory, EnforceAugmentWear);
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bool enforcerestr = RuleB(Inventory, EnforceAugmentRestriction);
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bool enforceusable = RuleB(Inventory, EnforceAugmentUsability);
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for(int iter = 0; iter < MAX_AUGMENT_SLOTS; ++iter) {
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const Item_Struct* augtest = database.GetItem(augments[iter]);
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if(augtest) {
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if(CheckLoreConflict(augtest)) {
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// ditto
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// DuplicateLoreMessage(augtest->ID);
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Message(13, "You already have a lore %s (%u) in your inventory.", augtest->Name, augtest->ID);
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return false;
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}
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/*
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if(augtest->gm && (this->Admin() < 100)) {
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Message(0, "You are not a GM and can not summon this augment!");
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return false;
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}
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*/
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if(augtest->AugType == 0) {
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Message(13, "%s (%u) (Aug%i) is not an actual augment.", augtest->Name, augtest->ID, iter + 1);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to use a non-augment item (Aug%i) as an augment.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), item->ID, iter + 1, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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if(enforcewear) {
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if((item->AugSlotType[iter] == AugTypeNone) || !(((uint32)1 << (item->AugSlotType[iter] - 1)) & augtest->AugType)) {
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Message(13, "Augment %u (Aug%i) is not allowed wear on Item %u.", augments[iter], iter + 1, item->ID);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to augment an item with a disallowed augment type (Aug%i).\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), iter + 1, item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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}
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if(enforcerestr) {
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bool restrictfail = false;
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uint8 it = item->ItemType;
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switch(augtest->AugRestrict) {
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case AugRestrAny:
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break;
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case AugRestrArmor:
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switch(it) {
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case ItemTypeArmor:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestrWeapons:
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switch(it) {
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case ItemType1HSlash:
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case ItemType1HBlunt:
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case ItemType1HPiercing:
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case ItemTypeMartial:
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case ItemType2HSlash:
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case ItemType2HBlunt:
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case ItemType2HPiercing:
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case ItemTypeBow:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr1HWeapons:
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switch(it) {
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case ItemType1HSlash:
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case ItemType1HBlunt:
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case ItemType1HPiercing:
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case ItemTypeMartial:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr2HWeapons:
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switch(it) {
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case ItemType2HSlash:
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case ItemType2HBlunt:
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case ItemType2HPiercing:
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case ItemTypeBow:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr1HSlash:
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switch(it) {
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case ItemType1HSlash:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr1HBlunt:
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switch(it) {
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case ItemType1HBlunt:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestrPiercing:
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switch(it) {
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case ItemType1HPiercing:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestrHandToHand:
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switch(it) {
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case ItemTypeMartial:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr2HSlash:
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switch(it) {
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case ItemType2HSlash:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr2HBlunt:
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switch(it) {
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case ItemType2HBlunt:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr2HPierce:
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switch(it) {
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case ItemType2HPiercing:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestrBows:
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switch(it) {
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case ItemTypeBow:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestrShields:
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switch(it) {
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case ItemTypeShield:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr1HSlash1HBluntOrHandToHand:
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switch(it) {
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case ItemType1HSlash:
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case ItemType1HBlunt:
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case ItemTypeMartial:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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case AugRestr1HBluntOrHandToHand:
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switch(it) {
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case ItemType1HBlunt:
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case ItemTypeMartial:
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break;
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default:
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restrictfail = true;
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break;
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}
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break;
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// These 3 are in-work
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case AugRestrUnknown1:
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case AugRestrUnknown2:
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case AugRestrUnknown3:
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default:
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restrictfail = true;
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break;
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}
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if(restrictfail) {
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Message(13, "Augment %u (Aug%i) is restricted from wear on Item %u.", augments[iter], iter + 1, item->ID);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to augment an item with a restricted augment (Aug%i).\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), iter + 1, item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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}
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if(enforceusable) {
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classes &= augtest->Classes;
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if(item->Classes && !classes) {
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Message(13, "Augment %u (Aug%i) will result in an item not usable by any class.", augments[iter], iter + 1);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to create an item unusable by any class.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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races &= augtest->Races;
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if(item->Races && !races) {
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Message(13, "Augment %u (Aug%i) will result in an item not usable by any race.", augments[iter], iter + 1);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to create an item unusable by any race.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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slots &= augtest->Slots;
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if(item->Slots && !slots) {
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Message(13, "Augment %u (Aug%i) will result in an item not usable in any slot.", augments[iter], iter + 1);
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LogFile->write(EQEMuLog::Error, "Player %s on account %s attempted to create an item unusable in any slot.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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}
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}
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}
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else { // Item was already in inventory & is a LORE item or was a GM only item. Give them a message about it.
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if (foundlore){
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DuplicateLoreMessage(item_id);
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//Message(0, "You already have a %s (%i) in your inventory!", item->Name, item_id);
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}
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else if (foundgm)
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Message(0, "You are not a GM to summon this item");
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// Item is not lore..
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// Item is not GM-Only..
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// Augments are valid and match allowed slots..
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// ..or Augments are valid and do not match allowed slots and..
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// ..EnforceAugmentWear=false and EnforceAugmentRestriction=false and EnforceAugmentUsability=false
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ItemInst* inst = database.CreateItem(item, charges);
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if(inst == nullptr) {
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Message(13, "An unknown server error has occurred and your item was not created.");
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LogFile->write(EQEMuLog::Error, "Player %s on account %s encountered an unknown item creation error.\n(Item: %u, Aug1: %u, Aug2: %u, Aug3: %u, Aug4: %u, Aug5: %u)\n",
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account_name, GetName(), item->ID, aug1, aug2, aug3, aug4, aug5);
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return false;
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}
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for(int iter = 0; iter < MAX_AUGMENT_SLOTS; ++iter) {
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if(augments[iter])
|
||||
inst->PutAugment(&database, iter, augments[iter]);
|
||||
}
|
||||
|
||||
// This may need augment checks as well..left out for now
|
||||
if(attuned && inst->GetItem()->Attuneable)
|
||||
inst->SetInstNoDrop(true);
|
||||
|
||||
if(to_slot == SLOT_CURSOR) {
|
||||
//inst->SetCharges(
|
||||
PushItemOnCursor(*inst);
|
||||
// Send item packet to user
|
||||
SendItemPacket(SLOT_CURSOR, inst, ItemPacketSummonItem);
|
||||
}
|
||||
else {
|
||||
PutItemInInventory(to_slot, *inst, true);
|
||||
}
|
||||
|
||||
safe_delete(inst);
|
||||
|
||||
if((RuleB(Character, EnableDiscoveredItems)) && !GetGM()) {
|
||||
if(!IsDiscovered(item_id))
|
||||
DiscoverItem(item_id);
|
||||
|
||||
for(int iter = 0; iter < MAX_AUGMENT_SLOTS; ++iter) {
|
||||
if(augments[iter] && !IsDiscovered(augments[iter]))
|
||||
DiscoverItem(augments[iter]);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Drop item from inventory to ground (generally only dropped from SLOT_CURSOR)
|
||||
|
||||
Reference in New Issue
Block a user