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broken housing
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parent
b739b154b9
commit
12eadd02e9
7 changed files with 79 additions and 13 deletions
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@ -290,6 +290,7 @@ enum ActorControlType : uint16_t
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AchievementList = 0x3E9,
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RequestHousingBuildPreset = 0x44C,
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RequestEstateHallRemoval = 0x44F,
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RequestBuildPreset = 0x450, // no idea what this is, it gets sent with BuildPresetHandler and has the plot id in param1
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RequestLandSignFree = 0x451,
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RequestLandSignOwned = 0x452,
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@ -1580,7 +1580,7 @@ void Core::Entity::Player::sendZonePackets()
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auto pHousingMgr = g_fw.get< HousingMgr >();
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if( Core::LandPtr pLand = pHousingMgr->getLandByOwnerId( getId() ) )
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{
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setLandPermissions( LandPermissionSlot::Private, 0x00, pLand->getLandId(), pLand->getWardNum(), pLand->getZoneId() );
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setLandPermissions( LandPermissionSlot::Private, 0x00, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
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}
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sendLandPermissions();
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@ -3,6 +3,7 @@
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#include <Logging/Logger.h>
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#include <Exd/ExdDataGenerated.h>
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#include <Database/DatabaseDef.h>
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#include "House.h"
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@ -20,6 +21,18 @@ Core::House::House( uint32_t houseId, uint32_t landSetId, uint8_t landId, uint8_
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{
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memset( &m_houseParts, 0x00, sizeof( m_houseParts ) );
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memset( &m_commentMsg, 0x00, sizeof( m_commentMsg ) );
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auto pDB = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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auto res = pDB->query("SELECT * FROM house WHERE HouseId = " + std::to_string( houseId ) );
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if( !res->next() )
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{
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pDB->directExecute("INSERT INTO house ( LandSetId, HouseId ) VALUES ( " + std::to_string( m_landSetId ) + ", " + std::to_string( m_houseId ) + " )" );
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}
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else
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{
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// todo
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}
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}
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Core::House::~House()
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@ -70,4 +83,4 @@ void Core::House::setHousePartColor( Common::HousePartSlot slot, uint32_t id )
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uint32_t Core::House::getHousePart( Common::HousePartSlot slot ) const
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{
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return m_houseParts[ slot ];
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}
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}
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@ -98,7 +98,7 @@ void Core::HousingMgr::sendLandSignOwned( Entity::Player& player, uint8_t wardId
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memcpy( &landInfoSignPacket->data().ownerName, playerName.c_str(), playerName.size() );
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landInfoSignPacket->data().wardNum = land->getWardNum();
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landInfoSignPacket->data().worldId = 67;
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landInfoSignPacket->data().zoneId = land->getZoneId();
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landInfoSignPacket->data().zoneId = land->getTerritoryTypeId();
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player.queuePacket( landInfoSignPacket );
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}
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@ -290,7 +290,9 @@ void Core::HousingMgr::buildPresetEstate( Entity::Player& player, uint8_t plotNu
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// todo: check if permit is in inventory and remove one
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pLand->setPreset( presetItem );
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if( !pLand->setPreset( presetItem ) )
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return;
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pLand->setState( HouseState::privateHouse );
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pLand->setLandType( LandType::Private );
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pLand->updateLandDb();
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@ -10,6 +10,7 @@
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#include "Actor/Player.h"
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#include "Actor/Actor.h"
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#include "Land.h"
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#include "House.h"
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#include "Forwards.h"
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#include "HousingZone.h"
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@ -149,12 +150,24 @@ void Core::HousingZone::sendLandUpdate( uint8_t landId )
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landUpdatePacket->data().landId = landId;
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landUpdatePacket->data().land.plotSize = pLand->getSize();
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landUpdatePacket->data().land.houseState = pLand->getState();
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landUpdatePacket->data().land.type = static_cast< uint8_t >( pLand->getLandType() );
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landUpdatePacket->data().land.type = 0;
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landUpdatePacket->data().land.iconAddIcon = pLand->getSharing();
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landUpdatePacket->data().land.fcId = pLand->getFcId();
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landUpdatePacket->data().land.fcIcon = pLand->getFcIcon();
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landUpdatePacket->data().land.fcIconColor = pLand->getFcColor();
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if( auto house = pLand->getHouse() )
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{
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// todo: this is retarded, need a getter to the internal array
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for( int i = 0; i < 8; i++ )
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{
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auto slot = static_cast< Common::HousePartSlot >( i );
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auto part = pLand->getHouse()->getHousePart( slot );
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landUpdatePacket->data().land.housePart[ slot ] = part;
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}
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}
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pPlayer->queuePacket( landUpdatePacket );
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}
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}
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@ -20,14 +20,15 @@
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#include "Forwards.h"
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#include "Land.h"
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#include "Framework.h"
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#include "House.h"
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extern Core::Framework g_fw;
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using namespace Core::Common;
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Core::Land::Land( uint16_t zoneId, uint8_t wardNum, uint8_t landId, uint32_t landSetId,
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Core::Land::Land( uint16_t territoryTypeId, uint8_t wardNum, uint8_t landId, uint32_t landSetId,
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Core::Data::HousingLandSetPtr info ) :
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m_zoneId( zoneId ),
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m_territoryTypeId( territoryTypeId ),
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m_wardNum( wardNum ),
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m_landId( landId ),
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m_currentPrice( 0 ),
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@ -36,7 +37,11 @@ Core::Land::Land( uint16_t zoneId, uint8_t wardNum, uint8_t landId, uint32_t lan
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m_ownerPlayerId( 0 ),
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m_landSetId( landSetId ),
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m_landInfo( info ),
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m_type( Common::LandType::Private )
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m_type( Common::LandType::Private ),
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m_fcIcon( 0 ),
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m_fcIconColor( 0 ),
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m_fcId( 0 ),
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m_iconAddIcon( 0 )
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{
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memset( &m_tag, 0x00, 3 );
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@ -147,9 +152,9 @@ uint8_t Core::Land::getLandId() const
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return m_landId;
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}
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uint16_t Core::Land::getZoneId() const
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uint16_t Core::Land::getTerritoryTypeId() const
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{
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return m_zoneId;
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return m_territoryTypeId;
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}
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Core::HousePtr Core::Land::getHouse() const
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@ -242,12 +247,17 @@ void Core::Land::init()
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void Core::Land::updateLandDb()
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{
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uint32_t houseId = 0;
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if( getHouse() )
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houseId = getHouse()->getHouseId();
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auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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pDb->directExecute( "UPDATE land SET status = " + std::to_string( m_state )
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+ ", LandPrice = " + std::to_string( getCurrentPrice() )
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+ ", UpdateTime = " + std::to_string( getDevaluationTime() )
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+ ", OwnerId = " + std::to_string( getPlayerOwner() )
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+ ", HouseId = " + std::to_string( 0 ) //TODO: add house id
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+ ", HouseId = " + std::to_string( houseId )
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+ ", Type = " + std::to_string( static_cast< uint32_t >( m_type ) ) //TODO: add house id
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+ " WHERE LandSetId = " + std::to_string( m_landSetId )
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+ " AND LandId = " + std::to_string( m_landId ) + ";" );
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@ -266,6 +276,17 @@ void Core::Land::update( uint32_t currTime )
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}
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}
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uint32_t Core::Land::getNextHouseId()
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{
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auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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auto pQR = pDb->query( "SELECT MAX( HouseId ) FROM house" );
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if( !pQR->next() )
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return 0;
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return pQR->getUInt( 1 ) + 1;
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}
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bool Core::Land::setPreset( uint32_t itemId )
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{
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auto housingItemId = convertItemIdToHousingItemId( itemId );
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@ -275,5 +296,20 @@ bool Core::Land::setPreset( uint32_t itemId )
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return false;
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auto housingPreset = exdData->get< Core::Data::HousingPreset >( housingItemId );
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if( !housingPreset )
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return false;
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if( !getHouse() )
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{
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// todo: i guess we'd create a house here?
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auto newId = getNextHouseId();
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m_pHouse = make_House( newId, getLandSetId(), getLandId(), getWardNum(), getTerritoryTypeId() );
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}
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorRoof, housingPreset->exteriorRoof );
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorWall, housingPreset->exteriorWall );
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorWindow, housingPreset->exteriorWindow );
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorDoor, housingPreset->exteriorDoor );
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return true;
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}
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@ -33,7 +33,7 @@ namespace Core
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uint32_t getLandSetId() const;
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uint8_t getWardNum() const;
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uint8_t getLandId() const;
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uint16_t getZoneId() const;
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uint16_t getTerritoryTypeId() const;
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Common::LandType getLandType() const;
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Core::HousePtr getHouse() const;
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@ -64,11 +64,12 @@ namespace Core
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private:
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uint32_t convertItemIdToHousingItemId( uint32_t itemId );
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void init();
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uint32_t getNextHouseId();
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uint8_t m_wardNum;
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uint8_t m_landId;
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uint32_t m_landSetId;
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uint16_t m_zoneId;
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uint16_t m_territoryTypeId;
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uint8_t m_size;
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uint8_t m_state;
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Common::LandType m_type;
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