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change LandState to LandFlags

This commit is contained in:
NotAdam 2018-11-27 23:12:26 +11:00
parent f83d6ae35b
commit 945d91b783
6 changed files with 31 additions and 33 deletions

View file

@ -774,7 +774,7 @@ namespace Core::Common
Private = 2,
};
enum LandEstateFlags : uint32_t
enum LandFlags : uint32_t
{
ESTATE_BUILT = 0x1,
ESTATE_HAS_AETHERYTE = 0x2,
@ -791,10 +791,10 @@ namespace Core::Common
int16_t worldId; //06
};
struct LandStateSet
struct LandFlagSet
{
LandIdent landIdent;
uint32_t estateFlags; //08
uint32_t landFlags; //08
uint32_t unkown1; //12
};
@ -843,7 +843,7 @@ namespace Core::Common
Venue = 11,
};
enum WardEstateFlags : uint8_t
enum WardlandFlags : uint8_t
{
IsEstateOwned = 1,
IsPublicEstate = 2,

View file

@ -1579,20 +1579,20 @@ struct FFXIVIpcLandStateSlot : FFXIVIpcBasePacket< LandStateSlot >
{
uint32_t type;
uint32_t unknown;
Common::LandStateSet permissionSet;
Common::LandFlagSet permissionSet;
};
struct FFXIVIpcLandPermission : FFXIVIpcBasePacket< LandPermission >
{
Common::LandStateSet freeCompanyHouse; // 00
Common::LandFlagSet freeCompanyHouse; // 00
uint64_t unkown1;
Common::LandStateSet privateHouse; // 24
Common::LandFlagSet privateHouse; // 24
uint64_t unkown2;
Common::LandStateSet apartment; // 48
Common::LandFlagSet apartment; // 48
uint64_t unkown3;
Common::LandStateSet sharedHouse[2]; //72
Common::LandFlagSet sharedHouse[2]; //72
uint64_t unkown4;
Common::LandStateSet unkownHouse;
Common::LandFlagSet unkownHouse;
uint64_t unkown5;
};

View file

@ -95,7 +95,7 @@ Core::Entity::Player::Player() :
for ( uint8_t i = 0; i < 5; i++ )
{
memset( &m_landPermission[i], 0xFF, 8 );
memset( &m_landPermission[i].estateFlags, 0, 8 );
memset( &m_landPermission[i].landFlags, 0, 8 );
}
m_objSpawnIndexAllocator.init( MAX_DISPLAYED_EOBJS );
@ -1597,10 +1597,10 @@ void Core::Entity::Player::sendZonePackets()
state |= ESTATE_HAS_AETHERYTE;
}
setLandState( LandStateSlot::Private, state, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
setLandFlags( LandStateSlot::Private, state, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
}
sendLandStates();
sendLandFlags();
auto initZonePacket = makeZonePacket< FFXIVIpcInitZone >( getId() );
initZonePacket->data().zoneId = getCurrentZone()->getTerritoryTypeId();
@ -1778,18 +1778,18 @@ bool Core::Entity::Player::isOnEnterEventDone() const
return m_onEnterEventDone;
}
void Core::Entity::Player::setLandState( uint8_t permissionSet, uint32_t estateFlags,
void Core::Entity::Player::setLandFlags( uint8_t permissionSet, uint32_t landFlags,
int16_t landId, int16_t wardNum, int16_t zoneId )
{
m_landPermission[ permissionSet ].landIdent.landId = landId;
m_landPermission[ permissionSet ].landIdent.wardNum = wardNum;
m_landPermission[ permissionSet ].landIdent.territoryTypeId = zoneId;
m_landPermission[ permissionSet ].landIdent.worldId = 67;
m_landPermission[ permissionSet ].estateFlags = estateFlags;
m_landPermission[ permissionSet ].landFlags = landFlags;
m_landPermission[ permissionSet ].unkown1 = 0;
}
void Core::Entity::Player::sendLandStates()
void Core::Entity::Player::sendLandFlags()
{
auto landPermissions = makeZonePacket< FFXIVIpcLandPermission >( getId() );
@ -1802,7 +1802,7 @@ void Core::Entity::Player::sendLandStates()
queuePacket( landPermissions );
}
void Core::Entity::Player::sendLandStateSlot( Common::LandStateSlot slot )
void Core::Entity::Player::sendLandFlagsSlot( Common::LandStateSlot slot )
{
auto landPermissions = makeZonePacket< FFXIVIpcLandStateSlot >( getId() );

View file

@ -763,10 +763,10 @@ namespace Core::Entity
// Housing Handling
//////////////////////////////////////////////////////////////////////////////////////////////////////
void setLandState( uint8_t permissionSet, uint32_t estateFlags, int16_t landId, int16_t wardNum, int16_t zoneId );
void setLandFlags( uint8_t permissionSet, uint32_t landFlags, int16_t landId, int16_t wardNum, int16_t zoneId );
void sendLandStates();
void sendLandStateSlot( Common::LandStateSlot slot );
void sendLandFlags();
void sendLandFlagsSlot( Common::LandStateSlot slot );
// Player Battle Handling
//////////////////////////////////////////////////////////////////////////////////////////////////////
@ -1025,7 +1025,7 @@ namespace Core::Entity
uint8_t m_searchSelectClass; // class selected to show up in profile
// housing info
Common::LandStateSet m_landPermission[5];
Common::LandFlagSet m_landPermission[5];
Common::ActiveLand m_activeLand;

View file

@ -1018,8 +1018,8 @@ void Core::DebugCommandHandler::housing( char* data, Entity::Player& player, std
auto pHousing = std::dynamic_pointer_cast< HousingZone >( pZone );
if( pHousing )
{
player.setLandState( permissionSet, 0, pHousing->getLandSetId(), pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
player.sendLandStates();
player.setLandFlags( permissionSet, 0, pHousing->getLandSetId(), pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
player.sendLandFlags();
}
else
player.sendDebug( "You aren't in a housing Zone." );

View file

@ -167,10 +167,10 @@ Core::LandPurchaseResult Core::HousingMgr::purchaseLand( Entity::Player& player,
pLand->setState( HouseState::sold );
pLand->setLandType( Common::LandType::Private );
player.setLandState( LandStateSlot::Private, 0x00, plot,
player.setLandFlags( LandStateSlot::Private, 0x00, plot,
pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
player.sendLandStateSlot( LandStateSlot::Private );
player.sendLandFlagsSlot( LandStateSlot::Private );
//pLand->setLandName( "Private Estate" + std::to_string( pHousing->getWardNum() ) + "-" + std::to_string( plot ) );
pLand->updateLandDb();
@ -219,9 +219,9 @@ bool Core::HousingMgr::relinquishLand( Entity::Player& player, uint8_t plot )
pLand->setLandType( Common::LandType::none );
pLand->updateLandDb();
player.setLandState( LandStateSlot::Private, 0x00, 0xFF, 0xFF, 0xFF );
player.setLandFlags( LandStateSlot::Private, 0x00, 0xFF, 0xFF, 0xFF );
player.sendLandStateSlot( LandStateSlot::Private );
player.sendLandFlagsSlot( LandStateSlot::Private );
auto screenMsgPkt2 = makeActorControl143( player.getId(), ActorControl::LogMsg, 3351, 0x1AA,
pLand->getWardNum() + 1, plot + 1 );
@ -260,14 +260,14 @@ void Core::HousingMgr::sendWardLandInfo( Entity::Player& player, uint8_t wardId,
switch( land->getLandType() )
{
case LandType::FreeCompany:
entry.infoFlags = Common::WardEstateFlags::IsEstateOwned | Common::WardEstateFlags::IsFreeCompanyEstate;
entry.infoFlags = Common::WardlandFlags::IsEstateOwned | Common::WardlandFlags::IsFreeCompanyEstate;
// todo: send FC name
break;
case LandType::Private:
entry.infoFlags = Common::WardEstateFlags::IsEstateOwned;
entry.infoFlags = Common::WardlandFlags::IsEstateOwned;
auto owner = land->getPlayerOwner();
std::string playerName = g_fw.get< Core::ServerMgr >()->getPlayerNameFromDb( owner );
@ -319,8 +319,6 @@ void Core::HousingMgr::buildPresetEstate( Entity::Player& player, uint8_t plotNu
// todo: wtf are these flags
player.playScene( 0x000B0095, 0, 4164955899, 0, 1, plotNum, nullptr );
// todo: send perms/flags for house
player.setLandState( LandStateSlot::Private, ESTATE_BUILT, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
player.sendLandStateSlot( LandStateSlot::Private );
player.setLandFlags( LandStateSlot::Private, ESTATE_BUILT, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
player.sendLandFlagsSlot( LandStateSlot::Private );
}