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buying from gilshops now works

This commit is contained in:
NotAdam 2018-11-24 15:17:18 +11:00
parent 0d1c58d2ae
commit 5607afee06
13 changed files with 114 additions and 51 deletions

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@ -805,8 +805,8 @@ namespace Core::Common
none,
forSale,
sold,
privateHouse,
fcHouse,
privateHouse
};
enum HouseIconAdd : uint8_t

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@ -6127,7 +6127,7 @@ struct ZoneSharedGroup
}
catch( std::runtime_error error )
{
std::cout << error.what();
// std::cout << error.what();
return nullptr;
}
return nullptr;

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@ -290,6 +290,7 @@ enum ActorControlType : uint16_t
AchievementList = 0x3E9,
RequestHousingBuildPreset = 0x44C,
RequestBuildPreset = 0x450, // no idea what this is, it gets sent with BuildPresetHandler and has the plot id in param1
RequestLandSignFree = 0x451,
RequestLandSignOwned = 0x452,
RequestWardLandInfo = 0x453,

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@ -1,6 +1,9 @@
#include <ScriptObject.h>
#include <Actor/Player.h>
#include <Framework.h>
#include <Manager/ShopMgr.h>
using namespace Core;
class GilShop :
@ -16,11 +19,11 @@ public:
void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override
{
player.playScene( eventId, 0, SCENE_FLAGS, 0, 2, shopCallback );
player.playScene( eventId, 0, SCENE_FLAGS, 0, 2, std::bind( &GilShop::shopCallback, this, std::placeholders::_1, std::placeholders::_2 ) );
}
private:
static void shopInteractionCallback( Entity::Player& player, const Event::SceneResult& result )
void shopInteractionCallback( Entity::Player& player, const Event::SceneResult& result )
{
// item purchase
if( result.param1 == 768 )
@ -28,17 +31,20 @@ private:
// buy
if( result.param2 == 1 )
{
auto shopMgr = getFramework()->get< Sapphire::World::Manager::ShopMgr >();
shopMgr->purchaseGilShopItem( player, result.eventId, result.param3, result.param4 );
}
// sell
// sell
else if( result.param2 == 2 )
{
// so apparently shops will always show a sell window
// BUT won't always let you sell stuff (eg, housing permit menu)
// there doesn't seem to be anything in gilshop exd for that, so maybe it's some shitty server hack?
}
player.sendDebug( "got tradeQuantity: " + std::to_string( result.param4 ) );
player.playGilShop( result.eventId, SCENE_FLAGS, shopInteractionCallback );
player.playGilShop( result.eventId, SCENE_FLAGS, std::bind( &GilShop::shopInteractionCallback, this, std::placeholders::_1, std::placeholders::_2 ) );
return;
}
@ -46,8 +52,8 @@ private:
player.playScene( result.eventId, 255, SCENE_FLAGS );
}
static void shopCallback( Entity::Player& player, const Event::SceneResult& result )
void shopCallback( Entity::Player& player, const Event::SceneResult& result )
{
player.playGilShop( result.eventId, SCENE_FLAGS, shopInteractionCallback );
player.playGilShop( result.eventId, SCENE_FLAGS, std::bind( &GilShop::shopInteractionCallback, this, std::placeholders::_1, std::placeholders::_2 ) );
}
};

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@ -0,0 +1,34 @@
#include "ShopMgr.h"
#include <Framework.h>
#include <Exd/ExdDataGenerated.h>
#include <Actor/Player.h>
#include <Common.h>
extern Core::Framework g_fw;
using namespace Core;
bool Sapphire::World::Manager::ShopMgr::purchaseGilShopItem( Entity::Player& player, uint32_t shopId, uint16_t itemId, uint32_t quantity )
{
auto exdData = g_fw.get< Data::ExdDataGenerated >();
if( !exdData )
return false;
auto gilShopItem = exdData->get< Data::GilShopItem >( shopId, itemId );
if( !gilShopItem )
return false;
auto item = exdData->get< Data::Item >( gilShopItem->item );
if( !item )
return false;
if( player.getCurrency( Common::CurrencyType::Gil ) < item->priceMid )
return false;
if( !player.addItem( gilShopItem->item, quantity ) )
return false;
player.removeCurrency( Common::CurrencyType::Gil, item->priceMid );
return true;
}

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@ -0,0 +1,10 @@
#include "ForwardsZone.h"
namespace Sapphire::World::Manager
{
class ShopMgr
{
public:
bool purchaseGilShopItem( Core::Entity::Player& player, uint32_t shopId, uint16_t itemId, uint32_t quantity );
};
}

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@ -273,7 +273,9 @@ void Core::Network::GameConnection::eventHandlerShop( const Packets::FFXIVARR_PA
" (0x" + Util::intToHexString( static_cast< uint64_t >( eventId & 0xFFFFFFF ), 8 ) + ")" );
player.sendDebug( "Calling: " + objName + "." + eventName );
player.eventStart( 0, eventId, Event::EventHandler::UI, 0, packet.data().param );
player.eventStart( player.getId(), eventId, Event::EventHandler::UI, 0, packet.data().param );
pScriptMgr->onTalk( player, player.getId(), eventId );
}

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@ -673,40 +673,6 @@ void Core::Network::GameConnection::buildPresetHandler( const Core::Network::Pac
{
const auto packet = ZoneChannelPacket< Client::FFXIVIpcBuildPresetHandler >( inPacket );
auto zone = player.getCurrentZone();
auto plotNum = packet.data().plotNum;
auto preset = packet.data().itemId;
std::string landString = std::string( packet.data().stateString );
auto hZone = std::dynamic_pointer_cast< HousingZone >( zone );
if( !hZone )
return;
auto pLand = hZone->getLand( plotNum );
/*
if (!pLand)
player.sendDebug( "Something went wrong..." );
if( stateString.find( "Private" ) )
{
pLand->setPreset( preset );
pLand->setState( HouseState::privateHouse );
pLand->UpdateLandDb();
hZone->sendLandUpdate( plotNum );
}
else if( stateString.find("Free") )
{
pLand->setPreset( preset );
pLand->setState( HouseState::fcHouse );
pLand->UpdateLandDb();
hZone->sendLandUpdate( plotNum );
}
else
{
player.sendDebug( "You tried to build a preset on not supported land." );
}
auto pSuccessBuildingPacket = makeActorControl142( player.getId(), BuildPresetResponse, plotNum );
player.queuePacket( pSuccessBuildingPacket );*/
auto pHousingMgr = g_fw.get< HousingMgr >();
pHousingMgr->buildPresetEstate( player, packet.data().plotNum, packet.data().itemId );
}

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@ -273,3 +273,30 @@ void Core::HousingMgr::sendWardLandInfo( Entity::Player& player, uint8_t wardId,
player.queuePacket( wardInfoPacket );
}
void Core::HousingMgr::buildPresetEstate( Entity::Player& player, uint8_t plotNum, uint32_t presetItem )
{
auto hZone = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() );
if( !hZone )
return;
auto pLand = hZone->getLand( plotNum );
if( !pLand )
return;
// todo: when doing FC houses, look up the type from the original purchase and check perms from FC and set state accordingly
if( pLand->getPlayerOwner() != player.getId() )
return;
// todo: check if permit is in inventory and remove one
pLand->setPreset( presetItem );
pLand->setState( HouseState::privateHouse );
pLand->setLandType( LandType::Private );
pLand->updateLandDb();
hZone->sendLandUpdate( plotNum );
auto pSuccessBuildingPacket = makeActorControl142( player.getId(), ActorControl::BuildPresetResponse, plotNum );
player.queuePacket( pSuccessBuildingPacket );
}

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@ -34,6 +34,8 @@ namespace Core
bool relinquishLand( Entity::Player& player, uint8_t plot );
void buildPresetEstate( Entity::Player& player, uint8_t plotNum, uint32_t presetItem );
private:
};

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@ -79,7 +79,7 @@ void Core::Land::load()
init();
}
uint16_t Core::Land::convertItemIdToHousingItemId( uint16_t itemId )
uint32_t Core::Land::convertItemIdToHousingItemId( uint32_t itemId )
{
auto pExdData = g_fw.get< Data::ExdDataGenerated >();
auto info = pExdData->get< Core::Data::Item >( itemId );
@ -246,7 +246,7 @@ void Core::Land::updateLandDb()
pDb->directExecute( "UPDATE land SET status = " + std::to_string( m_state )
+ ", LandPrice = " + std::to_string( getCurrentPrice() )
+ ", UpdateTime = " + std::to_string( getDevaluationTime() )
+ ", OwnerId = " + std::to_string( getPlayerOwner() )
+ ", OwnerId = " + std::to_string( getPlayerOwner() )
+ ", HouseId = " + std::to_string( 0 ) //TODO: add house id
+ ", Type = " + std::to_string( static_cast< uint32_t >( m_type ) ) //TODO: add house id
+ " WHERE LandSetId = " + std::to_string( m_landSetId )
@ -265,3 +265,15 @@ void Core::Land::update( uint32_t currTime )
}
}
}
bool Core::Land::setPreset( uint32_t itemId )
{
auto housingItemId = convertItemIdToHousingItemId( itemId );
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if( !exdData )
return false;
auto housingPreset = exdData->get< Core::Data::HousingPreset >( housingItemId );
}

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@ -48,7 +48,7 @@ namespace Core
uint32_t getPlayerOwner();
//Housing Functions
void setCurrentPrice( uint32_t currentPrice );
void setPreset( uint32_t itemId );
bool setPreset( uint32_t itemId );
void updateLandDb();
void update( uint32_t currTime );
@ -62,7 +62,7 @@ namespace Core
uint8_t getLandTag( uint8_t slot );
private:
uint16_t convertItemIdToHousingItemId( uint16_t itemId );
uint32_t convertItemIdToHousingItemId( uint32_t itemId );
void init();
uint8_t m_wardNum;

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@ -12,6 +12,7 @@
#include "Zone/HousingMgr.h"
#include "DebugCommand/DebugCommandHandler.h"
#include "Manager/PlayerMgr.h"
#include "Manager/ShopMgr.h"
#include <Config/ConfigMgr.h>
@ -32,6 +33,7 @@ bool setupFramework()
auto pDebugCom = std::make_shared< DebugCommandHandler >();
auto pConfig = std::make_shared< ConfigMgr >();
auto pPlayerMgr = std::make_shared< Sapphire::World::Manager::PlayerMgr >();
auto pShopMgr = std::make_shared< Sapphire::World::Manager::ShopMgr >();
pLogger->setLogPath( "log/SapphireZone" );
pLogger->init();
@ -47,6 +49,7 @@ bool setupFramework()
g_fw.set< DebugCommandHandler >( pDebugCom );
g_fw.set< ConfigMgr >( pConfig );
g_fw.set< Sapphire::World::Manager::PlayerMgr >( pPlayerMgr );
g_fw.set< Sapphire::World::Manager::ShopMgr >( pShopMgr );
// actuall catch errors here...
return true;