[Bug] Item Purchase Offset when multiple buyers are buying at the same time. (#4628)

* [Bug] Item Purchase Offset when multiple buyers are buying at the same time.

- Much of the code lifted from TAKP/P2002 and adapted
- Needs Testing
- This should help prevent situations where multiple people are purchasing items from a merchant and both attempt to purchase the same temp merchant or limited item, it should result in the later person recieving a notice that the item no longer exists and refreshes the merchant table.
- Updated strings

* fix formatting

* Push

* Update client.cpp

* Update database_update_manifest.cpp

* Update database_update_manifest.cpp

* Update database_update_manifest.cpp

* Update client.cpp

---------

Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
Fryguy
2025-02-05 21:56:57 -05:00
committed by GitHub
parent 752ac78c56
commit 7021602bf4
9 changed files with 128 additions and 51 deletions
+46 -47
View File
@@ -13952,14 +13952,7 @@ void Client::Handle_OP_Shielding(const EQApplicationPacket *app)
void Client::Handle_OP_ShopEnd(const EQApplicationPacket *app)
{
if (ClientVersion() == EQ::versions::ClientVersion::RoF2 && RuleB(Parcel, EnableParcelMerchants)) {
DoParcelCancel();
SetEngagedWithParcelMerchant(false);
}
EQApplicationPacket empty(OP_ShopEndConfirm);
QueuePacket(&empty);
return;
SendMerchantEnd();
}
void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
@@ -13980,14 +13973,16 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
bool tmpmer_used = false;
Mob* tmp = entity_list.GetMob(mp->npcid);
if (tmp == 0 || !tmp->IsNPC() || tmp->GetClass() != Class::Merchant)
return;
if (mp->quantity < 1) return;
//you have to be somewhat close to them to be properly using them
if (DistanceSquared(m_Position, tmp->GetPosition()) > USE_NPC_RANGE2)
if (
tmp == 0 ||
!tmp->IsNPC() ||
tmp->GetClass() != Class::Merchant ||
mp->quantity < 1 ||
DistanceSquared(m_Position, tmp->GetPosition()) > USE_NPC_RANGE2
) {
SendMerchantEnd();
return;
}
merchantid = tmp->CastToNPC()->MerchantType;
@@ -14021,36 +14016,34 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
}
}
}
item = database.GetItem(item_id);
if (!item) {
//error finding item, client didnt get the update packet for whatever reason, roleplay a tad
Message(Chat::Yellow, "%s tells you 'Sorry, that item is for display purposes only.' as they take the item off the shelf.", tmp->GetCleanName());
auto delitempacket = new EQApplicationPacket(OP_ShopDelItem, sizeof(Merchant_DelItem_Struct));
Merchant_DelItem_Struct* delitem = (Merchant_DelItem_Struct*)delitempacket->pBuffer;
delitem->itemslot = mp->itemslot;
delitem->npcid = mp->npcid;
delitem->playerid = mp->playerid;
delitempacket->priority = 6;
entity_list.QueueCloseClients(tmp, delitempacket); //que for anyone that could be using the merchant so they see the update
safe_delete(delitempacket);
MessageString(Chat::White, ALREADY_SOLD);
entity_list.SendMerchantInventory(tmp, mp->itemslot, true);
SendMerchantEnd();
return;
}
if (CheckLoreConflict(item))
{
Message(Chat::Yellow, "You can only have one of a lore item.");
if (CheckLoreConflict(item)) {
MessageString(Chat::White, DUPE_LORE_MERCHANT,tmp->GetCleanName(),item->Name);
return;
}
if (tmpmer_used && (mp->quantity > prevcharges || item->MaxCharges > 1))
{
if (prevcharges > item->MaxCharges && item->MaxCharges > 1)
if (tmpmer_used && (mp->quantity > prevcharges || item->MaxCharges > 1)) {
if (prevcharges > item->MaxCharges && item->MaxCharges > 1) {
mp->quantity = item->MaxCharges;
else
} else {
mp->quantity = prevcharges;
}
}
// Item's stackable, but the quantity they want to buy exceeds the max stackable quantity.
if (item->Stackable && mp->quantity > item->StackSize)
if (item->Stackable && mp->quantity > item->StackSize) {
mp->quantity = item->StackSize;
}
auto outapp = new EQApplicationPacket(OP_ShopPlayerBuy, sizeof(Merchant_Sell_Struct));
Merchant_Sell_Struct* mpo = (Merchant_Sell_Struct*)outapp->pBuffer;
@@ -14061,10 +14054,11 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
int16 freeslotid = INVALID_INDEX;
int16 charges = 0;
if (item->Stackable || tmpmer_used)
if (item->Stackable || tmpmer_used) {
charges = mp->quantity;
else if ( item->MaxCharges >= 1)
} else if ( item->MaxCharges >= 1) {
charges = item->MaxCharges;
}
EQ::ItemInstance* inst = database.CreateItem(item, charges);
@@ -14079,23 +14073,24 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
single_price *= Client::CalcPriceMod(tmp, false);
}
if (item->MaxCharges > 1)
if (item->MaxCharges > 1) {
mpo->price = single_price;
else
} else {
mpo->price = single_price * mp->quantity;
}
if (mpo->price < 0)
{
if (mpo->price < 0) {
MessageString(Chat::White, ALREADY_SOLD);
safe_delete(outapp);
safe_delete(inst);
SendMerchantEnd();
return;
}
// this area needs some work..two inventory insertion check failure points
// below do not return player's money..is this the intended behavior?
if (!TakeMoneyFromPP(mpo->price))
{
if (!TakeMoneyFromPP(mpo->price)) {
auto message = fmt::format(
"Vendor Cheat attempted to buy qty [{}] of item_id [{}] item_name[{}] that cost [{}] copper but only has platinum [{}] gold [{}] silver [{}] copper [{}]",
mpo->quantity,
@@ -14115,8 +14110,10 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
}
bool stacked = TryStacking(inst);
if (!stacked)
if (!stacked) {
freeslotid = m_inv.FindFreeSlot(false, true, item->Size);
}
// shouldn't we be reimbursing if these two fail?
@@ -14130,8 +14127,7 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
}
}
if (!stacked && freeslotid == INVALID_INDEX)
{
if (!stacked && freeslotid == INVALID_INDEX) {
Message(Chat::Red, "You do not have room for any more items.");
safe_delete(outapp);
safe_delete(inst);
@@ -14142,11 +14138,12 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
if (!stacked && inst) {
PutItemInInventory(freeslotid, *inst);
SendItemPacket(freeslotid, inst, ItemPacketTrade);
}
else if (!stacked) {
} else if (!stacked) {
LogError("OP_ShopPlayerBuy: item->ItemClass Unknown! Type: [{}]", item->ItemClass);
}
QueuePacket(outapp);
if (inst && tmpmer_used) {
int32 new_charges = prevcharges - mp->quantity;
zone->SaveTempItem(merchantid, tmp->GetNPCTypeID(), item_id, new_charges);
@@ -14159,8 +14156,7 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
delitempacket->priority = 6;
entity_list.QueueClients(tmp, delitempacket); //que for anyone that could be using the merchant so they see the update
safe_delete(delitempacket);
}
else {
} else {
// Update the charges/quantity in the merchant window
inst->SetCharges(new_charges);
inst->SetPrice(single_price);
@@ -14219,6 +14215,7 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
safe_delete(inst);
safe_delete(outapp);
}
void Client::Handle_OP_ShopPlayerSell(const EQApplicationPacket *app)
{
if (app->size != sizeof(Merchant_Purchase_Struct)) {
@@ -14522,6 +14519,8 @@ void Client::Handle_OP_ShopRequest(const EQApplicationPacket *app)
if (action == MerchantActions::Open) {
BulkSendMerchantInventory(merchant_id, tmp->GetNPCTypeID());
SetMerchantSessionEntityID(tmp->GetID());
if ((tabs_to_display & Parcel) == Parcel) {
SendBulkParcels();
}