Core/Player: Fix issues with 'ignore this slot' option on equipment manager usage

This commit is contained in:
NNN666
2012-07-13 16:27:11 +02:00
committed by Odyssey
parent 176a2c1080
commit e757ebf6ba
6 changed files with 70 additions and 25 deletions
+11 -2
View File
@@ -16677,10 +16677,11 @@ void Player::_LoadEquipmentSets(PreparedQueryResult result)
uint8 index = fields[1].GetUInt8();
eqSet.Name = fields[2].GetString();
eqSet.IconName = fields[3].GetString();
eqSet.IgnoreMask = fields[4].GetUInt32();
eqSet.state = EQUIPMENT_SET_UNCHANGED;
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Items[i] = fields[4+i].GetUInt32();
eqSet.Items[i] = fields[5+i].GetUInt32();
m_EquipmentSets[index] = eqSet;
@@ -24822,7 +24823,13 @@ void Player::SendEquipmentSetList()
data << itr->second.Name;
data << itr->second.IconName;
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
{
// ignored slots stored in IgnoreMask, client wants "1" as raw GUID, so no HIGHGUID_ITEM
if (itr->second.IgnoreMask & (1 << i))
data.appendPackGUID(MAKE_NEW_GUID(uint64(1)));
else
data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
}
++count; // client have limit but it checked at loading and set
}
@@ -24888,6 +24895,7 @@ void Player::_SaveEquipmentSets(SQLTransaction& trans)
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EQUIP_SET);
stmt->setString(j++, eqset.Name.c_str());
stmt->setString(j++, eqset.IconName.c_str());
stmt->setUInt32(j++, eqset.IgnoreMask);
for (uint8 i=0; i<EQUIPMENT_SLOT_END; ++i)
stmt->setUInt32(j++, eqset.Items[i]);
stmt->setUInt32(j++, GetGUIDLow());
@@ -24904,6 +24912,7 @@ void Player::_SaveEquipmentSets(SQLTransaction& trans)
stmt->setUInt32(j++, index);
stmt->setString(j++, eqset.Name.c_str());
stmt->setString(j++, eqset.IconName.c_str());
stmt->setUInt32(j++, eqset.IgnoreMask);
for (uint8 i=0; i<EQUIPMENT_SLOT_END; ++i)
stmt->setUInt32(j++, eqset.Items[i]);
trans->Append(stmt);
+2 -1
View File
@@ -640,7 +640,7 @@ enum EquipmentSetUpdateState
struct EquipmentSet
{
EquipmentSet() : Guid(0), state(EQUIPMENT_SET_NEW)
EquipmentSet() : Guid(0), IgnoreMask(0), state(EQUIPMENT_SET_NEW)
{
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
Items[i] = 0;
@@ -649,6 +649,7 @@ struct EquipmentSet
uint64 Guid;
std::string Name;
std::string IconName;
uint32 IgnoreMask;
uint32 Items[EQUIPMENT_SLOT_END];
EquipmentSetUpdateState state;
};
@@ -1514,6 +1514,14 @@ void WorldSession::HandleEquipmentSetSave(WorldPacket &recv_data)
uint64 itemGuid;
recv_data.readPackGUID(itemGuid);
// equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set)
if (itemGuid == 1)
{
// ignored slots saved as bit mask because we have no free special values for Items[i]
eqSet.IgnoreMask |= 1 << i;
continue;
}
Item* item = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!item && itemGuid) // cheating check 1
@@ -1555,6 +1563,10 @@ void WorldSession::HandleEquipmentSetUse(WorldPacket &recv_data)
sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item " UI64FMTD ": srcbag %u, srcslot %u", itemGuid, srcbag, srcslot);
// check if item slot is set to "ignored" (raw value == 1), must not be unequipped then
if (itemGuid == 1)
continue;
Item* item = _player->GetItemByGuid(itemGuid);
uint16 dstpos = i | (INVENTORY_SLOT_BAG_0 << 8);