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  #1  
Old 09-30-2007, 07:25 PM
AiliaMorisato
Sarnak
 
Join Date: Sep 2005
Posts: 34
Default No gains for illegially equipped items

First a fix to support Frogloks and Berserkers
Code:
bool ItemInst::IsEquipable(int16 race, int16 class_) const
{
	if (!m_item)
		return false;
	
	bool israce = false;
	bool isclass = false;
	
	if (m_item->Slots == 0) {
		return false;
	}
	
	uint32 classes_ = m_item->Classes;
	uint32 races_ = m_item->Races;
	int32 race_ = 0;
	#ifndef PACKETCOLLECTOR
	race_ = GetArrayRace(race);
	race_ = (race_==17? 15 : race_);
	#endif
	// @merth: can this be optimized?  i.e., will (race & common->Races) suffice?
	for (int cur_class = 1; cur_class<=16; cur_class++) {
		if (classes_ % 2 == 1) {
    		if (cur_class == class_) {
    			isclass = true;
			}
		}
		classes_ >>= 1;
	}
	for (unsigned int cur_race = 1; cur_race <= 15; cur_race++) {
		
		if (races_ % 2 == 1) {
    		if (cur_race == race_) {
    			israce = true;
   			}
		}
		races_ >>= 1;
	}
	if (!isclass){printf("CLASS FAILED:%i ",class_);}
	if (!israce){printf("RACE FAILED:%i ",race_);}
	return (israce && isclass);
}
Update to allow new aug bool used in function
Code:
	void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isaug = false);
function now makes a return if player does not meet level requirement, class requirement, race requirement, or if a non-augment item is inserted into an augment slot. Slot check is currently commented due to GetCurrentSlot() returning bad values.
Please excuse the return functions not being combined, left them separate while i was testing each part.
Code:
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isaug) {
	if(!inst || !inst->IsType(ItemClassCommon))
	{
		return;
	}
	if (GetLevel() < inst->GetItem()->ReqLevel)
	{
		//printf("LEVEL FAILED:%i < %i ",GetLevel(),inst->GetItem()->ReqLevel);
		return;
	}
	if (!inst->IsEquipable(GetBaseRace(),GetClass()))
	{
		return;
	}
	if(inst->GetAugmentType()==0 && isaug == TRUE)
	{
		//printf("AUG FAILED:%i ",inst->GetAugmentType());
		return;
	}
	//if(!inst->IsEquipable(inst->GetCurrentSlot()))
	//{
	//	printf("SLOT FAILED:%i ",inst->GetCurrentSlot());
	//}


	const Item_Struct *item = inst->GetItem();
	if( GetLevel() >= item->RecLevel)
	{
		newbon->AC += item->AC;
		newbon->HP += item->HP;
		newbon->Mana += item->Mana;
		newbon->Endurance += item->Endur;
		newbon->STR += item->AStr;
		newbon->STA += item->ASta;
		newbon->DEX += item->ADex;
		newbon->AGI += item->AAgi;
		newbon->INT += item->AInt;
		newbon->WIS += item->AWis;
		newbon->CHA += item->ACha;
		
		newbon->MR += item->MR;
		newbon->FR += item->FR;
		newbon->CR += item->CR;
		newbon->PR += item->PR;
		newbon->DR += item->DR;
	}
	else
	{
		int lvl = GetLevel();
		int reclvl = item->RecLevel;

		newbon->AC += CalcRecommendedLevelBonus( lvl, reclvl, item->AC );
		newbon->HP += CalcRecommendedLevelBonus( lvl, reclvl, item->HP );
		newbon->Mana += CalcRecommendedLevelBonus( lvl, reclvl, item->Mana );
		newbon->Endurance += CalcRecommendedLevelBonus( lvl, reclvl, item->Endur );
		newbon->STR += CalcRecommendedLevelBonus( lvl, reclvl, item->AStr );
		newbon->STA += CalcRecommendedLevelBonus( lvl, reclvl, item->ASta );
		newbon->DEX += CalcRecommendedLevelBonus( lvl, reclvl, item->ADex );
		newbon->AGI += CalcRecommendedLevelBonus( lvl, reclvl, item->AAgi );
		newbon->INT += CalcRecommendedLevelBonus( lvl, reclvl, item->AInt );
		newbon->WIS += CalcRecommendedLevelBonus( lvl, reclvl, item->AWis );
		newbon->CHA += CalcRecommendedLevelBonus( lvl, reclvl, item->ACha );

		newbon->MR += CalcRecommendedLevelBonus( lvl, reclvl, item->MR );
		newbon->FR += CalcRecommendedLevelBonus( lvl, reclvl, item->FR );
		newbon->CR += CalcRecommendedLevelBonus( lvl, reclvl, item->CR );
		newbon->PR += CalcRecommendedLevelBonus( lvl, reclvl, item->PR );
		newbon->DR += CalcRecommendedLevelBonus( lvl, reclvl, item->DR );
	}
	
	//FatherNitwit: New style haste, shields, and regens
	if(newbon->haste < (sint8)item->Haste) {
		newbon->haste = item->Haste;
	}
	if(item->Regen > 0) {
		newbon->HPRegen += item->Regen;
	}
	if(item->ManaRegen > 0) {
		newbon->ManaRegen += item->ManaRegen;
	}
	if(item->EnduranceRegen > 0){
		newbon->EnduranceRegen += item->EnduranceRegen;
	}
	if(item->DamageShield > 0) {
		newbon->DamageShield += item->DamageShield;
	}
	if(item->SpellShield > 0) {
		newbon->SpellDamageShield += item->SpellShield;
	}
	if(item->Shielding > 0) {
		newbon->MeleeMitigation += item->Shielding;
	}
	if(item->StunResist > 0) {
		newbon->StunResist += item->StunResist;
	}
	if(item->StrikeThrough > 0) {
		newbon->StrikeThrough += item->StrikeThrough;
	}
	if(item->Avoidance > 0) {
		newbon->AvoidMeleeChance += item->Avoidance;
	}
	if(item->Accuracy > 0) {
		newbon->HitChance += item->Accuracy;
	}
	if(item->CombatEffects > 0) {
		newbon->ProcChance += item->CombatEffects;
	}
	if (item->Worn.Effect>0 && (item->Worn.Type == ET_WornEffect)) { // latent effects
		//printf("WORN EFFECT???");
		ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon);
	}
	switch(item->BardType)
	{
	case 51: /* All (e.g. Singing Short Sword) */
		{
			if(item->BardValue > newbon->singingMod)
				newbon->singingMod = item->BardValue;
			if(item->BardValue > newbon->brassMod)
				newbon->brassMod = item->BardValue;
			if(item->BardValue > newbon->stringedMod)
				newbon->stringedMod = item->BardValue;
			if(item->BardValue > newbon->percussionMod)
				newbon->percussionMod = item->BardValue;
			if(item->BardValue > newbon->windMod)
				newbon->windMod = item->BardValue;
			break;
		}
	case 50: /* Singing */
		{
			if(item->BardValue > newbon->singingMod)
				newbon->singingMod = item->BardValue;
			break;
		}
	case 23: /* Wind */
		{
			if(item->BardValue > newbon->windMod)
				newbon->windMod = item->BardValue;
			break;
		}
	case 24: /* stringed */
		{
			if(item->BardValue > newbon->stringedMod)
				newbon->stringedMod = item->BardValue;
			break;
		}
	case 25: /* brass */
		{
			if(item->BardValue > newbon->brassMod)
				newbon->brassMod = item->BardValue;
			break;
		}
	case 26: /* Percussion */
		{
			if(item->BardValue > newbon->percussionMod)
				newbon->percussionMod = item->BardValue;
			break;
		}
	}
	
	if (item->SkillModValue != 0 && item->SkillModType < HIGHEST_SKILL){
		if (newbon->skillmod[item->SkillModType] < item->SkillModValue)
			newbon->skillmod[item->SkillModType] = (sint8)item->SkillModValue;
	}

	int i;
	for(i = 0; i < MAX_AUGMENT_SLOTS; i++) {
		AddItemBonuses(inst->GetAugment(i),newbon,TRUE);
	}
}
insert this where convienient in
int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item)
currently have it at the bottom; prevents illegally equipped weapons from doing damage
Code:
	if(weapon_item){
		if(weapon_item->GetItem() && GetLevel() < weapon_item->GetItem()->ReqLevel && weapon_item->IsEquipable(GetBaseRace(),GetClass()))
		{
			dmg = 0;
		}
	}
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  #2  
Old 10-01-2007, 10:19 AM
AiliaMorisato
Sarnak
 
Join Date: Sep 2005
Posts: 34
Default

Disregard that last code block, noticed the logic was wrong, here is the correct code:
Code:
	if(weapon_item){
		if(weapon_item->GetItem() && ( GetLevel() < weapon_item->GetItem()->ReqLevel || !weapon_item->IsEquipable(GetBaseRace(),GetClass())))
		{
			dmg = 0;
		}
	}
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  #3  
Old 10-02-2007, 08:36 AM
gernblan
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Join Date: Aug 2006
Posts: 394
Default

This looks very very good. I know that the server code can definitely use some more hardening against exploits of this type. That being said, I hope this makes it into the tree.

Thank you!
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Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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  #4  
Old 10-04-2007, 06:47 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

I'm guessing it will, I'll have some free time this weekend to look over this.
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  #5  
Old 10-04-2007, 07:43 PM
AiliaMorisato
Sarnak
 
Join Date: Sep 2005
Posts: 34
Default

Just make sure to comment all my printf functions, they get pretty spammy in the console at times. Been running this on my test server for almost 2 weeks now, haven't had any crashes related to it. Sadly all my MacroQuest Players quit.... wonder why? ^^
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  #6  
Old 10-05-2007, 02:00 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Quote:
Originally Posted by AiliaMorisato View Post
Sadly all my MacroQuest Players quit.... wonder why? ^^
Oh that's just a shame...
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  #7  
Old 10-05-2007, 03:33 PM
gernblan
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Join Date: Aug 2006
Posts: 394
Default

Quote:
Originally Posted by KLS View Post
I'm guessing it will, I'll have some free time this weekend to look over this.
It's appreciated as always, KLS!
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Keelyeh
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Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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  #8  
Old 10-08-2007, 04:36 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
Default

I got a little backed up but I still wanna get to this within a few days. Just fyi.
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  #9  
Old 10-08-2007, 05:34 PM
gernblan
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Join Date: Aug 2006
Posts: 394
Default

Believe me, it's all good =)

Thank you!
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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  #10  
Old 10-11-2007, 01:34 PM
gernblan
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Join Date: Aug 2006
Posts: 394
Default

Just saw it hit CVS a bit ago!

Awesome!
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Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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  #11  
Old 10-11-2007, 03:11 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

mhm

Code:
race_ = (race_==17? 15 : race_);
is kinda hackish but we'll see what we can do with it.
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