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refactor landpermission -> landstate

This commit is contained in:
NotAdam 2018-11-27 21:11:02 +11:00
parent 2a5ee25a12
commit ccc31353e6
9 changed files with 47 additions and 29 deletions

View file

@ -758,7 +758,7 @@ namespace Core::Common
SubTag2
};
enum LandPermissionSlot
enum LandStateSlot
{
FreeCompany,
Private,
@ -782,7 +782,7 @@ namespace Core::Common
int16_t worldId; //06
};
struct LandPermissionSet
struct LandStateSet
{
LandIdent landIdent;
uint32_t permissionMask; //08

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@ -193,7 +193,7 @@ namespace Core::Network::Packets
HousingEstateGreeting = 0x0227, // updated 4.4
LandPermissionSlot = 0x0228, // updated 4.4
LandStateSlot = 0x0228, // updated 4.4
LandPermission = 0x0229, // updated 4.4
LandSetYardInitialize = 0x022C, // updated 4.4

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@ -1575,24 +1575,24 @@ struct FFXIVIpcPerformNote : FFXIVIpcBasePacket< PerformNote >
uint8_t data[32];
};
struct FFXIVIpcLandPermissionSlot : FFXIVIpcBasePacket< LandPermissionSlot >
struct FFXIVIpcLandStateSlot : FFXIVIpcBasePacket< LandStateSlot >
{
uint32_t type;
uint32_t unknown;
Common::LandPermissionSet permissionSet;
Common::LandStateSet permissionSet;
};
struct FFXIVIpcLandPermission : FFXIVIpcBasePacket< LandPermission >
{
Common::LandPermissionSet freeCompanyHouse; // 00
Common::LandStateSet freeCompanyHouse; // 00
uint64_t unkown1;
Common::LandPermissionSet privateHouse; // 24
Common::LandStateSet privateHouse; // 24
uint64_t unkown2;
Common::LandPermissionSet apartment; // 48
Common::LandStateSet apartment; // 48
uint64_t unkown3;
Common::LandPermissionSet sharedHouse[2]; //72
Common::LandStateSet sharedHouse[2]; //72
uint64_t unkown4;
Common::LandPermissionSet unkownHouse;
Common::LandStateSet unkownHouse;
uint64_t unkown5;
};

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@ -1587,7 +1587,7 @@ void Core::Entity::Player::sendZonePackets()
auto pHousingMgr = g_fw.get< HousingMgr >();
if( Core::LandPtr pLand = pHousingMgr->getLandByOwnerId( getId() ) )
{
setLandPermissions( LandPermissionSlot::Private, 0x00, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
setLandState( LandStateSlot::Private, 0x00, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
}
sendLandPermissions();
@ -1768,7 +1768,7 @@ bool Core::Entity::Player::isOnEnterEventDone() const
return m_onEnterEventDone;
}
void Core::Entity::Player::setLandPermissions( uint8_t permissionSet, uint32_t permissionMask,
void Core::Entity::Player::setLandState( uint8_t permissionSet, uint32_t permissionMask,
int16_t landId, int16_t wardNum, int16_t zoneId )
{
m_landPermission[ permissionSet ].landIdent.landId = landId;
@ -1783,11 +1783,11 @@ void Core::Entity::Player::sendLandPermissions()
{
auto landPermissions = makeZonePacket< FFXIVIpcLandPermission >( getId() );
landPermissions->data().freeCompanyHouse = m_landPermission[Common::LandPermissionSlot::FreeCompany];
landPermissions->data().privateHouse = m_landPermission[Common::LandPermissionSlot::Private];
landPermissions->data().apartment = m_landPermission[Common::LandPermissionSlot::Apartment];
landPermissions->data().sharedHouse[0] = m_landPermission[Common::LandPermissionSlot::SharedHouse1];
landPermissions->data().sharedHouse[1] = m_landPermission[Common::LandPermissionSlot::SharedHouse2];
landPermissions->data().freeCompanyHouse = m_landPermission[Common::LandStateSlot::FreeCompany];
landPermissions->data().privateHouse = m_landPermission[Common::LandStateSlot::Private];
landPermissions->data().apartment = m_landPermission[Common::LandStateSlot::Apartment];
landPermissions->data().sharedHouse[0] = m_landPermission[Common::LandStateSlot::SharedHouse1];
landPermissions->data().sharedHouse[1] = m_landPermission[Common::LandStateSlot::SharedHouse2];
memset( &landPermissions->data().unkownHouse, 0xFF, 8 );
memset( &landPermissions->data().unkownHouse.permissionMask, 0, 8 );
landPermissions->data().unkownHouse.permissionMask = 2;
@ -1800,9 +1800,9 @@ void Core::Entity::Player::sendLandPermissions()
queuePacket( landPermissions );
}
void Core::Entity::Player::sendLandPermissionSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId )
void Core::Entity::Player::sendLandStateSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId )
{
auto landPermissions = makeZonePacket< FFXIVIpcLandPermissionSlot >( getId() );
auto landPermissions = makeZonePacket< FFXIVIpcLandStateSlot >( getId() );
landPermissions->data().type = slotId;
landPermissions->data().permissionSet.landIdent.landId = landId;

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@ -763,10 +763,10 @@ namespace Core::Entity
// Housing Handling
//////////////////////////////////////////////////////////////////////////////////////////////////////
void setLandPermissions( uint8_t permissionSet, uint32_t permissionMask, int16_t landId, int16_t wardNum, int16_t zoneId );
void setLandState( uint8_t permissionSet, uint32_t permissionMask, int16_t landId, int16_t wardNum, int16_t zoneId );
void sendLandPermissions();
void sendLandPermissionSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId );
void sendLandStateSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId );
// Player Battle Handling
//////////////////////////////////////////////////////////////////////////////////////////////////////
@ -1025,7 +1025,7 @@ namespace Core::Entity
uint8_t m_searchSelectClass; // class selected to show up in profile
// housing info
Common::LandPermissionSet m_landPermission[5];
Common::LandStateSet m_landPermission[5];
Common::ActiveLand m_activeLand;

View file

@ -1018,7 +1018,7 @@ void Core::DebugCommandHandler::housing( char* data, Entity::Player& player, std
auto pHousing = std::dynamic_pointer_cast< HousingZone >( pZone );
if( pHousing )
{
player.setLandPermissions( permissionSet, 0, pHousing->getLandSetId(), pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
player.setLandState( permissionSet, 0, pHousing->getLandSetId(), pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
player.sendLandPermissions();
}
else

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@ -35,6 +35,9 @@ Core::House::House( uint32_t houseId, uint32_t landSetId, uint8_t landId, uint8_
stmt->setUInt( 2, m_houseId );
pDB->execute( stmt );
// todo: make this nicer/configurable?
m_houseName = "Estate #" + std::to_string( landId + 1 );
}
else
{
@ -45,11 +48,10 @@ Core::House::House( uint32_t houseId, uint32_t landSetId, uint8_t landId, uint8_
auto housePartColours = res->getBlobVector( "HousePartColours" );
auto models = reinterpret_cast< uint32_t* >( &housePartModels[ 0 ] );
auto colours = &housePartColours[ 0 ];
for( auto i = 0; i < 8; i++ )
{
m_houseParts[ i ] = { models[ i ], colours[ i ] };
m_houseParts[ i ] = { models[ i ], housePartColours[ i ] };
}
}
}
@ -143,4 +145,14 @@ uint32_t Core::House::getHousePart( Common::HousePartSlot slot ) const
Core::House::HousePartsArray const& Core::House::getHouseParts() const
{
return m_houseParts;
}
const std::string& Core::House::getHouseName() const
{
return m_houseName;
}
const std::string& Core::House::getHouseGreeting() const
{
return m_estateMessage;
}

View file

@ -25,6 +25,12 @@ namespace Core
uint16_t getTerritoryTypeId() const;
uint32_t getHouseId() const;
const std::string& getHouseName() const;
void setHouseName( std::string& name );
const std::string& getHouseGreeting() const;
void setHouseGreeting( std::string& greeting );
//functions
void setHousePart( Common::HousePartSlot slot, uint32_t id );
void setHousePartColor( Common::HousePartSlot slot, uint32_t id );

View file

@ -157,10 +157,10 @@ Core::LandPurchaseResult Core::HousingMgr::purchaseLand( Entity::Player& player,
pLand->setState( HouseState::sold );
pLand->setLandType( Common::LandType::Private );
player.setLandPermissions( LandPermissionSlot::Private, 0x00, plot,
player.setLandState( LandStateSlot::Private, 0x00, plot,
pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
player.sendLandPermissionSlot( static_cast< uint8_t >( LandType::Private ), plot, pHousing->getWardNum(),
player.sendLandStateSlot( static_cast< uint8_t >( LandType::Private ), plot, pHousing->getWardNum(),
pHousing->getTerritoryTypeId() );
//pLand->setLandName( "Private Estate" + std::to_string( pHousing->getWardNum() ) + "-" + std::to_string( plot ) );
@ -210,9 +210,9 @@ bool Core::HousingMgr::relinquishLand( Entity::Player& player, uint8_t plot )
pLand->setLandType( Common::LandType::none );
pLand->updateLandDb();
player.setLandPermissions( LandPermissionSlot::Private, 0x00, 0xFF, 0xFF, 0xFF );
player.setLandState( LandStateSlot::Private, 0x00, 0xFF, 0xFF, 0xFF );
player.sendLandPermissionSlot( static_cast< uint8_t >( LandType::Private ), 0xFF, 0xFF, 0xFF );
player.sendLandStateSlot( static_cast< uint8_t >( LandType::Private ), 0xFF, 0xFF, 0xFF );
auto screenMsgPkt2 = makeActorControl143( player.getId(), ActorControl::LogMsg, 3351, 0x1AA,
pLand->getWardNum() + 1, plot + 1 );