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-   -   No gains for illegially equipped items (https://www.eqemulator.org/forums/showthread.php?t=23711)

AiliaMorisato 09-30-2007 07:25 PM

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;
                }
        }


AiliaMorisato 10-01-2007 10:19 AM

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;
                }
        }


gernblan 10-02-2007 08:36 AM

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!

KLS 10-04-2007 06:47 PM

I'm guessing it will, I'll have some free time this weekend to look over this.

AiliaMorisato 10-04-2007 07:43 PM

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? ^^

cavedude 10-05-2007 02:00 AM

Quote:

Originally Posted by AiliaMorisato (Post 139133)
Sadly all my MacroQuest Players quit.... wonder why? ^^

Oh that's just a shame... ;)

gernblan 10-05-2007 03:33 PM

Quote:

Originally Posted by KLS (Post 139131)
I'm guessing it will, I'll have some free time this weekend to look over this.

It's appreciated as always, KLS!

KLS 10-08-2007 04:36 PM

I got a little backed up but I still wanna get to this within a few days. Just fyi.

gernblan 10-08-2007 05:34 PM

Believe me, it's all good =)

Thank you!

gernblan 10-11-2007 01:34 PM

Just saw it hit CVS a bit ago!

Awesome!

KLS 10-11-2007 03:11 PM

mhm

Code:

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


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