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refactor landpermission -> landstate
This commit is contained in:
parent
2a5ee25a12
commit
ccc31353e6
9 changed files with 47 additions and 29 deletions
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@ -758,7 +758,7 @@ namespace Core::Common
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SubTag2
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};
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enum LandPermissionSlot
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enum LandStateSlot
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{
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FreeCompany,
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Private,
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@ -782,7 +782,7 @@ namespace Core::Common
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int16_t worldId; //06
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};
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struct LandPermissionSet
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struct LandStateSet
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{
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LandIdent landIdent;
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uint32_t permissionMask; //08
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@ -193,7 +193,7 @@ namespace Core::Network::Packets
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HousingEstateGreeting = 0x0227, // updated 4.4
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LandPermissionSlot = 0x0228, // updated 4.4
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LandStateSlot = 0x0228, // updated 4.4
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LandPermission = 0x0229, // updated 4.4
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LandSetYardInitialize = 0x022C, // updated 4.4
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@ -1575,24 +1575,24 @@ struct FFXIVIpcPerformNote : FFXIVIpcBasePacket< PerformNote >
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uint8_t data[32];
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};
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struct FFXIVIpcLandPermissionSlot : FFXIVIpcBasePacket< LandPermissionSlot >
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struct FFXIVIpcLandStateSlot : FFXIVIpcBasePacket< LandStateSlot >
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{
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uint32_t type;
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uint32_t unknown;
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Common::LandPermissionSet permissionSet;
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Common::LandStateSet permissionSet;
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};
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struct FFXIVIpcLandPermission : FFXIVIpcBasePacket< LandPermission >
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{
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Common::LandPermissionSet freeCompanyHouse; // 00
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Common::LandStateSet freeCompanyHouse; // 00
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uint64_t unkown1;
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Common::LandPermissionSet privateHouse; // 24
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Common::LandStateSet privateHouse; // 24
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uint64_t unkown2;
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Common::LandPermissionSet apartment; // 48
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Common::LandStateSet apartment; // 48
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uint64_t unkown3;
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Common::LandPermissionSet sharedHouse[2]; //72
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Common::LandStateSet sharedHouse[2]; //72
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uint64_t unkown4;
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Common::LandPermissionSet unkownHouse;
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Common::LandStateSet unkownHouse;
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uint64_t unkown5;
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};
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@ -1587,7 +1587,7 @@ 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->getTerritoryTypeId() );
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setLandState( LandStateSlot::Private, 0x00, pLand->getLandId(), pLand->getWardNum(), pLand->getTerritoryTypeId() );
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}
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sendLandPermissions();
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@ -1768,7 +1768,7 @@ bool Core::Entity::Player::isOnEnterEventDone() const
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return m_onEnterEventDone;
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}
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void Core::Entity::Player::setLandPermissions( uint8_t permissionSet, uint32_t permissionMask,
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void Core::Entity::Player::setLandState( uint8_t permissionSet, uint32_t permissionMask,
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int16_t landId, int16_t wardNum, int16_t zoneId )
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{
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m_landPermission[ permissionSet ].landIdent.landId = landId;
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@ -1783,11 +1783,11 @@ void Core::Entity::Player::sendLandPermissions()
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{
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auto landPermissions = makeZonePacket< FFXIVIpcLandPermission >( getId() );
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landPermissions->data().freeCompanyHouse = m_landPermission[Common::LandPermissionSlot::FreeCompany];
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landPermissions->data().privateHouse = m_landPermission[Common::LandPermissionSlot::Private];
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landPermissions->data().apartment = m_landPermission[Common::LandPermissionSlot::Apartment];
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landPermissions->data().sharedHouse[0] = m_landPermission[Common::LandPermissionSlot::SharedHouse1];
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landPermissions->data().sharedHouse[1] = m_landPermission[Common::LandPermissionSlot::SharedHouse2];
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landPermissions->data().freeCompanyHouse = m_landPermission[Common::LandStateSlot::FreeCompany];
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landPermissions->data().privateHouse = m_landPermission[Common::LandStateSlot::Private];
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landPermissions->data().apartment = m_landPermission[Common::LandStateSlot::Apartment];
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landPermissions->data().sharedHouse[0] = m_landPermission[Common::LandStateSlot::SharedHouse1];
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landPermissions->data().sharedHouse[1] = m_landPermission[Common::LandStateSlot::SharedHouse2];
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memset( &landPermissions->data().unkownHouse, 0xFF, 8 );
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memset( &landPermissions->data().unkownHouse.permissionMask, 0, 8 );
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landPermissions->data().unkownHouse.permissionMask = 2;
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@ -1800,9 +1800,9 @@ void Core::Entity::Player::sendLandPermissions()
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queuePacket( landPermissions );
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}
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void Core::Entity::Player::sendLandPermissionSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId )
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void Core::Entity::Player::sendLandStateSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId )
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{
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auto landPermissions = makeZonePacket< FFXIVIpcLandPermissionSlot >( getId() );
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auto landPermissions = makeZonePacket< FFXIVIpcLandStateSlot >( getId() );
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landPermissions->data().type = slotId;
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landPermissions->data().permissionSet.landIdent.landId = landId;
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@ -763,10 +763,10 @@ namespace Core::Entity
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// Housing Handling
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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void setLandPermissions( uint8_t permissionSet, uint32_t permissionMask, int16_t landId, int16_t wardNum, int16_t zoneId );
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void setLandState( uint8_t permissionSet, uint32_t permissionMask, int16_t landId, int16_t wardNum, int16_t zoneId );
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void sendLandPermissions();
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void sendLandPermissionSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId );
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void sendLandStateSlot( uint8_t slotId, uint8_t landId, uint8_t wardId, uint16_t zoneId );
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// Player Battle Handling
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -1025,7 +1025,7 @@ namespace Core::Entity
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uint8_t m_searchSelectClass; // class selected to show up in profile
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// housing info
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Common::LandPermissionSet m_landPermission[5];
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Common::LandStateSet m_landPermission[5];
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Common::ActiveLand m_activeLand;
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@ -1018,7 +1018,7 @@ void Core::DebugCommandHandler::housing( char* data, Entity::Player& player, std
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auto pHousing = std::dynamic_pointer_cast< HousingZone >( pZone );
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if( pHousing )
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{
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player.setLandPermissions( permissionSet, 0, pHousing->getLandSetId(), pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
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player.setLandState( permissionSet, 0, pHousing->getLandSetId(), pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
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player.sendLandPermissions();
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}
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else
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@ -35,6 +35,9 @@ Core::House::House( uint32_t houseId, uint32_t landSetId, uint8_t landId, uint8_
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stmt->setUInt( 2, m_houseId );
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pDB->execute( stmt );
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// todo: make this nicer/configurable?
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m_houseName = "Estate #" + std::to_string( landId + 1 );
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}
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else
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{
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@ -45,11 +48,10 @@ Core::House::House( uint32_t houseId, uint32_t landSetId, uint8_t landId, uint8_
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auto housePartColours = res->getBlobVector( "HousePartColours" );
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auto models = reinterpret_cast< uint32_t* >( &housePartModels[ 0 ] );
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auto colours = &housePartColours[ 0 ];
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for( auto i = 0; i < 8; i++ )
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{
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m_houseParts[ i ] = { models[ i ], colours[ i ] };
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m_houseParts[ i ] = { models[ i ], housePartColours[ i ] };
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}
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}
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}
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@ -143,4 +145,14 @@ uint32_t Core::House::getHousePart( Common::HousePartSlot slot ) const
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Core::House::HousePartsArray const& Core::House::getHouseParts() const
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{
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return m_houseParts;
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}
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const std::string& Core::House::getHouseName() const
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{
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return m_houseName;
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}
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const std::string& Core::House::getHouseGreeting() const
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{
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return m_estateMessage;
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}
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@ -25,6 +25,12 @@ namespace Core
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uint16_t getTerritoryTypeId() const;
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uint32_t getHouseId() const;
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const std::string& getHouseName() const;
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void setHouseName( std::string& name );
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const std::string& getHouseGreeting() const;
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void setHouseGreeting( std::string& greeting );
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//functions
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void setHousePart( Common::HousePartSlot slot, uint32_t id );
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void setHousePartColor( Common::HousePartSlot slot, uint32_t id );
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@ -157,10 +157,10 @@ Core::LandPurchaseResult Core::HousingMgr::purchaseLand( Entity::Player& player,
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pLand->setState( HouseState::sold );
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pLand->setLandType( Common::LandType::Private );
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player.setLandPermissions( LandPermissionSlot::Private, 0x00, plot,
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player.setLandState( LandStateSlot::Private, 0x00, plot,
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pHousing->getWardNum(), pHousing->getTerritoryTypeId() );
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player.sendLandPermissionSlot( static_cast< uint8_t >( LandType::Private ), plot, pHousing->getWardNum(),
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player.sendLandStateSlot( static_cast< uint8_t >( LandType::Private ), plot, pHousing->getWardNum(),
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pHousing->getTerritoryTypeId() );
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//pLand->setLandName( "Private Estate" + std::to_string( pHousing->getWardNum() ) + "-" + std::to_string( plot ) );
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@ -210,9 +210,9 @@ bool Core::HousingMgr::relinquishLand( Entity::Player& player, uint8_t plot )
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pLand->setLandType( Common::LandType::none );
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pLand->updateLandDb();
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player.setLandPermissions( LandPermissionSlot::Private, 0x00, 0xFF, 0xFF, 0xFF );
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player.setLandState( LandStateSlot::Private, 0x00, 0xFF, 0xFF, 0xFF );
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player.sendLandPermissionSlot( static_cast< uint8_t >( LandType::Private ), 0xFF, 0xFF, 0xFF );
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player.sendLandStateSlot( static_cast< uint8_t >( LandType::Private ), 0xFF, 0xFF, 0xFF );
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auto screenMsgPkt2 = makeActorControl143( player.getId(), ActorControl::LogMsg, 3351, 0x1AA,
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pLand->getWardNum() + 1, plot + 1 );
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