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Fix land state being sent incorrectly and consistently name those IPCs

This commit is contained in:
NotAdam 2018-11-28 23:29:55 +11:00
parent 9fc4666926
commit c12adb5c74
6 changed files with 53 additions and 37 deletions

View file

@ -758,7 +758,7 @@ namespace Core::Common
SubTag2 SubTag2
}; };
enum LandStateSlot enum LandFlagsSlot
{ {
FreeCompany, FreeCompany,
Private, Private,

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@ -193,8 +193,8 @@ namespace Core::Network::Packets
HousingEstateGreeting = 0x0227, // updated 4.4 HousingEstateGreeting = 0x0227, // updated 4.4
LandStateSlot = 0x0228, // updated 4.4 HousingUpdateLandFlagsSlot = 0x0228, // updated 4.4
LandPermission = 0x0229, // updated 4.4 HousingLandFlags = 0x0229, // updated 4.4
LandSetYardInitialize = 0x022C, // updated 4.4 LandSetYardInitialize = 0x022C, // updated 4.4

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@ -1575,14 +1575,14 @@ struct FFXIVIpcPerformNote : FFXIVIpcBasePacket< PerformNote >
uint8_t data[32]; uint8_t data[32];
}; };
struct FFXIVIpcLandStateSlot : FFXIVIpcBasePacket< LandStateSlot > struct FFXIVIpcHousingUpdateLandFlagsSlot : FFXIVIpcBasePacket< HousingUpdateLandFlagsSlot >
{ {
uint32_t type; uint32_t type;
uint32_t unknown; uint32_t unknown;
Common::LandFlagSet permissionSet; Common::LandFlagSet flagSet;
}; };
struct FFXIVIpcLandPermission : FFXIVIpcBasePacket< LandPermission > struct FFXIVIpcHousingLandFlags : FFXIVIpcBasePacket< HousingLandFlags >
{ {
Common::LandFlagSet freeCompanyHouse; // 00 Common::LandFlagSet freeCompanyHouse; // 00
uint64_t unkown1; uint64_t unkown1;

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@ -94,8 +94,8 @@ Core::Entity::Player::Player() :
for ( uint8_t i = 0; i < 5; i++ ) for ( uint8_t i = 0; i < 5; i++ )
{ {
memset( &m_landPermission[i], 0xFF, 8 ); memset( &m_landFlags[i], 0xFF, 8 );
memset( &m_landPermission[i].landFlags, 0, 8 ); memset( &m_landFlags[i].landFlags, 0, 8 );
} }
m_objSpawnIndexAllocator.init( MAX_DISPLAYED_EOBJS ); m_objSpawnIndexAllocator.init( MAX_DISPLAYED_EOBJS );
@ -1603,7 +1603,7 @@ void Core::Entity::Player::sendZonePackets()
state |= ESTATE_HAS_AETHERYTE; state |= ESTATE_HAS_AETHERYTE;
} }
setLandFlags( LandStateSlot::Private, state, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() ); setLandFlags( LandFlagsSlot::Private, state, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
} }
sendLandFlags(); sendLandFlags();
@ -1784,38 +1784,53 @@ bool Core::Entity::Player::isOnEnterEventDone() const
return m_onEnterEventDone; return m_onEnterEventDone;
} }
void Core::Entity::Player::setLandFlags( uint8_t permissionSet, uint32_t landFlags, void Core::Entity::Player::setLandFlags( uint8_t flagSlot, uint32_t landFlags,
int16_t landId, int16_t wardNum, int16_t zoneId ) int16_t landId, int16_t wardNum, int16_t zoneId )
{ {
m_landPermission[ permissionSet ].landIdent.landId = landId; m_landFlags[ flagSlot ].landIdent.landId = landId;
m_landPermission[ permissionSet ].landIdent.wardNum = wardNum; m_landFlags[ flagSlot ].landIdent.wardNum = wardNum;
m_landPermission[ permissionSet ].landIdent.territoryTypeId = zoneId; m_landFlags[ flagSlot ].landIdent.territoryTypeId = zoneId;
m_landPermission[ permissionSet ].landIdent.worldId = 67; m_landFlags[ flagSlot ].landIdent.worldId = 67;
m_landPermission[ permissionSet ].landFlags = landFlags; m_landFlags[ flagSlot ].landFlags = landFlags;
m_landPermission[ permissionSet ].unkown1 = 0; m_landFlags[ flagSlot ].unkown1 = 0;
} }
void Core::Entity::Player::sendLandFlags() void Core::Entity::Player::sendLandFlags()
{ {
auto landPermissions = makeZonePacket< FFXIVIpcLandPermission >( getId() ); auto landFlags = makeZonePacket< FFXIVIpcHousingLandFlags >( getId() );
landPermissions->data().freeCompanyHouse = m_landPermission[ Common::LandStateSlot::FreeCompany ]; landFlags->data().freeCompanyHouse = m_landFlags[ Common::LandFlagsSlot::FreeCompany ];
landPermissions->data().privateHouse = m_landPermission[ Common::LandStateSlot::Private ]; landFlags->data().privateHouse = m_landFlags[ Common::LandFlagsSlot::Private ];
landPermissions->data().apartment = m_landPermission[ Common::LandStateSlot::Apartment ]; landFlags->data().apartment = m_landFlags[ Common::LandFlagsSlot::Apartment ];
landPermissions->data().sharedHouse[ 0 ] = m_landPermission[ Common::LandStateSlot::SharedHouse1 ]; landFlags->data().sharedHouse[ 0 ] = m_landFlags[ Common::LandFlagsSlot::SharedHouse1 ];
landPermissions->data().sharedHouse[ 1 ] = m_landPermission[ Common::LandStateSlot::SharedHouse2 ]; landFlags->data().sharedHouse[ 1 ] = m_landFlags[ Common::LandFlagsSlot::SharedHouse2 ];
queuePacket( landPermissions ); queuePacket( landFlags );
} }
void Core::Entity::Player::sendLandFlagsSlot( Common::LandStateSlot slot ) void Core::Entity::Player::sendLandFlagsSlot( Common::LandFlagsSlot slot )
{ {
auto landPermissions = makeZonePacket< FFXIVIpcLandStateSlot >( getId() ); auto landFlags = makeZonePacket< FFXIVIpcHousingUpdateLandFlagsSlot >( getId() );
auto slotId = static_cast< uint8_t >( slot ); uint32_t type = 0;
landPermissions->data().type = slotId; switch( slot )
landPermissions->data().permissionSet = m_landPermission[ slotId ]; {
case LandFlagsSlot::Private:
type = static_cast< uint32_t >( LandType::Private );
break;
queuePacket( landPermissions ); case LandFlagsSlot::FreeCompany:
type = static_cast< uint32_t >( LandType::FreeCompany );
break;
default:
// todo: other/unsupported land types
return;
}
landFlags->data().type = type;
landFlags->data().flagSet = m_landFlags[ slot ];
queuePacket( landFlags );
} }

View file

@ -768,7 +768,7 @@ namespace Core::Entity
void setLandFlags( uint8_t permissionSet, uint32_t landFlags, 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 sendLandFlags(); void sendLandFlags();
void sendLandFlagsSlot( Common::LandStateSlot slot ); void sendLandFlagsSlot( Common::LandFlagsSlot slot );
// Player Battle Handling // Player Battle Handling
////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////
@ -1027,7 +1027,7 @@ namespace Core::Entity
uint8_t m_searchSelectClass; // class selected to show up in profile uint8_t m_searchSelectClass; // class selected to show up in profile
// housing info // housing info
Common::LandFlagSet m_landPermission[5]; Common::LandFlagSet m_landFlags[5];
Common::ActiveLand m_activeLand; Common::ActiveLand m_activeLand;

View file

@ -167,10 +167,10 @@ Core::LandPurchaseResult Core::HousingMgr::purchaseLand( Entity::Player& player,
pLand->setState( HouseState::sold ); pLand->setState( HouseState::sold );
pLand->setLandType( Common::LandType::Private ); pLand->setLandType( Common::LandType::Private );
player.setLandFlags( LandStateSlot::Private, 0x00, plot, player.setLandFlags( LandFlagsSlot::Private, 0x00, plot,
pHousing->getWardNum(), pHousing->getTerritoryTypeId() ); pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
player.sendLandFlagsSlot( LandStateSlot::Private ); player.sendLandFlagsSlot( LandFlagsSlot::Private );
//pLand->setLandName( "Private Estate" + std::to_string( pHousing->getWardNum() ) + "-" + std::to_string( plot ) ); //pLand->setLandName( "Private Estate" + std::to_string( pHousing->getWardNum() ) + "-" + std::to_string( plot ) );
pLand->updateLandDb(); pLand->updateLandDb();
@ -219,9 +219,9 @@ bool Core::HousingMgr::relinquishLand( Entity::Player& player, uint8_t plot )
pLand->setLandType( Common::LandType::none ); pLand->setLandType( Common::LandType::none );
pLand->updateLandDb(); pLand->updateLandDb();
player.setLandFlags( LandStateSlot::Private, 0x00, 0xFF, 0xFF, 0xFF ); player.setLandFlags( LandFlagsSlot::Private, 0x00, 0xFF, 0xFF, 0xFF );
player.sendLandFlagsSlot( LandStateSlot::Private ); player.sendLandFlagsSlot( LandFlagsSlot::Private );
auto screenMsgPkt2 = makeActorControl143( player.getId(), ActorControl::LogMsg, 3351, 0x1AA, auto screenMsgPkt2 = makeActorControl143( player.getId(), ActorControl::LogMsg, 3351, 0x1AA,
pLand->getWardNum() + 1, plot + 1 ); pLand->getWardNum() + 1, plot + 1 );
@ -319,8 +319,8 @@ void Core::HousingMgr::buildPresetEstate( Entity::Player& player, uint8_t plotNu
// todo: wtf are these flags // todo: wtf are these flags
player.playScene( 0x000B0095, 0, 4164955899, 0, 1, plotNum, nullptr ); player.playScene( 0x000B0095, 0, 4164955899, 0, 1, plotNum, nullptr );
player.setLandFlags( LandStateSlot::Private, ESTATE_BUILT, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() ); player.setLandFlags( LandFlagsSlot::Private, ESTATE_BUILT, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
player.sendLandFlagsSlot( LandStateSlot::Private ); player.sendLandFlagsSlot( LandFlagsSlot::Private );
} }
void Core::HousingMgr::requestEstateRename( Entity::Player& player, uint16_t territoryTypeId, uint16_t worldId, uint8_t wardId, uint8_t plotId ) void Core::HousingMgr::requestEstateRename( Entity::Player& player, uint16_t territoryTypeId, uint16_t worldId, uint8_t wardId, uint8_t plotId )
@ -397,5 +397,6 @@ void Core::HousingMgr::updateEstateGreeting( Entity::Player& player, const Commo
house->setHouseGreeting( greeting ); house->setHouseGreeting( greeting );
// Greeting updated.
player.sendLogMessage( 3381 ); player.sendLogMessage( 3381 );
} }