#include "HousingMgr.h" #include #include #include #include #include #include #include #include #include #include #include "Actor/Player.h" #include "Actor/EventObject.h" #include "Event/EventDefs.h" #include "TerritoryMgr.h" #include "Territory/Zone.h" #include "Territory/HousingZone.h" #include "Territory/Housing/HousingInteriorTerritory.h" #include "HousingMgr.h" #include "Territory/Land.h" #include "Framework.h" #include "ServerMgr.h" #include "Territory/House.h" #include "InventoryMgr.h" #include "Inventory/HousingItem.h" #include "Inventory/ItemContainer.h" #include "Util/UtilMath.h" using namespace Sapphire::Common; using namespace Sapphire::Network; using namespace Sapphire::Network::Packets; using namespace Sapphire::Network::Packets::Server; Sapphire::World::Manager::HousingMgr::HousingMgr( FrameworkPtr pFw ) : BaseManager( pFw ) { m_containerMap[ 0 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems1, InventoryType::HousingInteriorStoreroom1 ); m_containerMap[ 1 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems2, InventoryType::HousingInteriorStoreroom2 ); m_containerMap[ 2 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems3, InventoryType::HousingInteriorStoreroom3 ); m_containerMap[ 3 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems4, InventoryType::HousingInteriorStoreroom4 ); m_containerMap[ 4 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems5, InventoryType::HousingInteriorStoreroom5 ); m_containerMap[ 5 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems6, InventoryType::HousingInteriorStoreroom6 ); m_containerMap[ 6 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems7, InventoryType::HousingInteriorStoreroom7 ); m_containerMap[ 7 ] = std::make_pair( InventoryType::HousingInteriorPlacedItems8, InventoryType::HousingInteriorStoreroom8 ); m_internalPlacedItemContainers = { InventoryType::HousingInteriorPlacedItems1, InventoryType::HousingInteriorPlacedItems2, InventoryType::HousingInteriorPlacedItems3, InventoryType::HousingInteriorPlacedItems4, InventoryType::HousingInteriorPlacedItems5, InventoryType::HousingInteriorPlacedItems6, InventoryType::HousingInteriorPlacedItems7, InventoryType::HousingInteriorPlacedItems8, }; m_internalStoreroomContainers = { InventoryType::HousingInteriorStoreroom1, InventoryType::HousingInteriorStoreroom2, InventoryType::HousingInteriorStoreroom3, InventoryType::HousingInteriorStoreroom4, InventoryType::HousingInteriorStoreroom5, InventoryType::HousingInteriorStoreroom6, InventoryType::HousingInteriorStoreroom7, InventoryType::HousingInteriorStoreroom8, }; } Sapphire::World::Manager::HousingMgr::~HousingMgr() = default; bool Sapphire::World::Manager::HousingMgr::init() { Logger::info( "HousingMgr: Caching housing land init data" ); //LAND_SEL_ALL // 18 wards per territory, 4 territories m_landCache.reserve( 18 * 4 ); initLandCache(); Logger::debug( "HousingMgr: Checking land counts" ); uint32_t houseCount = 0; for( auto& landSet : m_landCache ) { auto count = landSet.second.size(); houseCount += count; if( landSet.second.size() != 60 ) { Logger::fatal( "LandSet " + std::to_string( landSet.first ) + " is missing land entries. Only have " + std::to_string( count ) + " land entries." ); return false; } } Logger::info( "HousingMgr: Cached " + std::to_string( houseCount ) + " houses" ); ///// if( !loadEstateInventories() ) return false; return true; } bool Sapphire::World::Manager::HousingMgr::loadEstateInventories() { Logger::info( "HousingMgr: Loading inventories for estates" ); auto pDb = framework()->get< Db::DbWorkerPool< Db::ZoneDbConnection > >(); auto stmt = pDb->getPreparedStatement( Db::LAND_INV_SEL_ALL ); auto res = pDb->query( stmt ); uint32_t itemCount = 0; while( res->next() ) { //uint64_t uId, uint32_t catalogId, uint64_t model1, uint64_t model2, bool isHq auto ident = res->getUInt64( "LandIdent" ); auto containerId = res->getUInt16( "ContainerId" ); auto itemId = res->getUInt64( "ItemId" ); auto slot = res->getUInt16( "SlotId" ); auto catalogId = res->getUInt( "catalogId" ); auto stain = res->getUInt8( "stain" ); auto characterId = res->getUInt64( "CharacterId" ); auto item = Inventory::make_HousingItem( itemId, catalogId, framework() ); item->setStain( stain ); item->setStackSize( 1 ); // todo: need to set the owner character id on the item // set world pos on item if its in an placed item container if( isPlacedItemsInventory( static_cast< Common::InventoryType >( containerId ) ) ) { item->setPos( { res->getUInt16( "PosX" ), res->getUInt16( "PosY" ), res->getUInt16( "PosZ" ) } ); item->setRot( res->getUInt16( "Rotation" ) ); } ContainerIdToContainerMap& estateInv = m_estateInventories[ ident ]; // check if containerId exists, it always should - if it doesn't, something went wrong auto container = estateInv.find( containerId ); assert( container != estateInv.end() ); container->second->setItem( slot, item ); itemCount++; } Logger::debug( "HousingMgr: Loaded " + std::to_string( itemCount ) + " inventory items" ); return true; } void Sapphire::World::Manager::HousingMgr::initLandCache() { auto pDb = framework()->get< Db::DbWorkerPool< Db::ZoneDbConnection > >(); auto stmt = pDb->getPreparedStatement( Db::LAND_SEL_ALL ); auto res = pDb->query( stmt ); while( res->next() ) { LandCacheEntry entry; // land stuff entry.m_landSetId = res->getUInt64( "LandSetId" ); entry.m_landId = res->getUInt( "LandId" ); entry.m_type = static_cast< Common::LandType >( res->getUInt( "Type" ) ); entry.m_size = static_cast< Common::HouseSize >( res->getUInt8( "Size" ) ); entry.m_status = static_cast< Common::HouseStatus >( res->getUInt8( "Status" ) ); entry.m_currentPrice = res->getUInt64( "LandPrice" ); entry.m_updateTime = res->getUInt64( "UpdateTime" ); entry.m_ownerId = res->getUInt64( "OwnerId" ); entry.m_houseId = res->getUInt64( "HouseId" ); // house stuff entry.m_estateWelcome = res->getString( "Welcome" ); entry.m_estateComment = res->getString( "Comment" ); entry.m_estateName = res->getString( "HouseName" ); entry.m_buildTime = res->getUInt64( "BuildTime" ); entry.m_endorsements = res->getUInt64( "Endorsements" ); entry.m_hasAetheryte = res->getBoolean( "Aetheryte" ); m_landCache[ entry.m_landSetId ].push_back( entry ); uint16_t maxExternalItems = 0; uint16_t maxInternalItems = 0; // init inventory containers switch( entry.m_size ) { case HouseSize::Cottage: entry.m_maxPlacedExternalItems = 20; entry.m_maxPlacedInternalItems = 200; break; case HouseSize::House: entry.m_maxPlacedExternalItems = 30; entry.m_maxPlacedInternalItems = 300; break; case HouseSize::Mansion: entry.m_maxPlacedExternalItems = 40; entry.m_maxPlacedInternalItems = 400; break; default: // this should never ever happen, if it does the db is fucked Logger::error( "HousingMgr: Plot " + std::to_string( entry.m_landId ) + " in landset " + std::to_string( entry.m_landSetId ) + " has an invalid land size, defaulting to cottage." ); entry.m_maxPlacedExternalItems = 20; entry.m_maxPlacedInternalItems = 200; break; } // setup containers // todo: this is pretty garbage Common::LandIdent ident; ident.territoryTypeId = entry.m_landSetId >> 16; ident.wardNum = entry.m_landSetId & 0xFFFF; ident.landId = entry.m_landId; ident.worldId = 67; auto& containers = getEstateInventory( ident ); auto makeContainer = [ &containers, this ]( Common::InventoryType type, uint16_t size ) { containers[ type ] = make_ItemContainer( type, size, "houseiteminventory", false, framework(), false ); }; uint16_t count = 0; for( int i = 0; i < 8; ++i ) { if( count > entry.m_maxPlacedInternalItems ) break; auto& pair = m_containerMap[ i ]; makeContainer( pair.first, 50 ); makeContainer( pair.second, 50 ); count += 50; } // exterior makeContainer( InventoryType::HousingExteriorPlacedItems, entry.m_maxPlacedExternalItems ); makeContainer( InventoryType::HousingExteriorStoreroom, entry.m_maxPlacedExternalItems ); // fixed containers makeContainer( InventoryType::HousingInteriorAppearance, 10 ); makeContainer( InventoryType::HousingExteriorAppearance, 9 ); } } uint64_t Sapphire::World::Manager::HousingMgr::getNextHouseId() { auto pDb = framework()->get< Db::DbWorkerPool< Db::ZoneDbConnection > >(); auto pQR = pDb->query( "SELECT MAX( HouseId ) FROM house" ); if( !pQR->next() ) return 0; return pQR->getUInt64( 1 ) + 1; } uint32_t Sapphire::World::Manager::HousingMgr::toLandSetId( uint16_t territoryTypeId, uint8_t wardId ) const { return ( static_cast< uint32_t >( territoryTypeId ) << 16 ) | wardId; } Sapphire::Data::HousingZonePtr Sapphire::World::Manager::HousingMgr::getHousingZoneByLandSetId( uint32_t id ) { auto pTeriMgr = framework()->get< TerritoryMgr >(); return std::dynamic_pointer_cast< HousingZone >( pTeriMgr->getZoneByLandSetId( id ) ); } Sapphire::LandPtr Sapphire::World::Manager::HousingMgr::getLandByOwnerId( uint32_t id ) { auto pDb = framework()->get< Db::DbWorkerPool< Db::ZoneDbConnection > >(); auto res = pDb->query( "SELECT LandSetId, LandId FROM land WHERE OwnerId = " + std::to_string( id ) ); if( !res->next() ) return nullptr; auto hZone = getHousingZoneByLandSetId( res->getUInt( 1 ) ); if( !hZone ) return nullptr; return hZone->getLand( res->getUInt( 2 ) ); } void Sapphire::World::Manager::HousingMgr::sendLandSignOwned( Entity::Player& player, const Common::LandIdent ident ) { player.setActiveLand( ident.landId, ident.wardNum ); auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto hZone = getHousingZoneByLandSetId( landSetId ); if( !hZone ) return; auto land = hZone->getLand( ident.landId ); if( !land ) return; auto landInfoSignPacket = makeZonePacket< Server::FFXIVIpcLandInfoSign >( player.getId() ); landInfoSignPacket->data().houseSize = land->getSize(); landInfoSignPacket->data().houseType = static_cast< uint8_t >( land->getLandType() ); landInfoSignPacket->data().landIdent = ident; landInfoSignPacket->data().houseIconAdd = land->getSharing(); landInfoSignPacket->data().ownerId = player.getContentId(); // todo: should be real owner contentId, not player.contentId() if( auto house = land->getHouse() ) { std::strcpy( landInfoSignPacket->data().estateName, house->getHouseName().c_str() ); std::strcpy( landInfoSignPacket->data().estateGreeting, house->getHouseGreeting().c_str() ); } uint32_t playerId = land->getOwnerId(); std::string playerName = framework()->get< World::ServerMgr >()->getPlayerNameFromDb( playerId ); memcpy( &landInfoSignPacket->data().ownerName, playerName.c_str(), playerName.size() ); player.queuePacket( landInfoSignPacket ); } void Sapphire::World::Manager::HousingMgr::sendLandSignFree( Entity::Player& player, const Common::LandIdent ident ) { player.setActiveLand( ident.landId, ident.wardNum ); auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto hZone = getHousingZoneByLandSetId( landSetId ); if( !hZone ) return; auto land = hZone->getLand( ident.landId ); auto plotPricePacket = makeZonePacket< Server::FFXIVIpcLandPriceUpdate >( player.getId() ); plotPricePacket->data().price = land->getCurrentPrice(); plotPricePacket->data().timeLeft = land->getDevaluationTime(); player.queuePacket( plotPricePacket ); } Sapphire::LandPurchaseResult Sapphire::World::Manager::HousingMgr::purchaseLand( Entity::Player& player, uint8_t plot, uint8_t state ) { auto pHousing = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ); auto plotPrice = pHousing->getLand( plot )->getCurrentPrice(); auto gilAvailable = player.getCurrency( CurrencyType::Gil ); auto pLand = pHousing->getLand( plot ); if( !pLand ) return LandPurchaseResult::ERR_INTERNAL; if( pLand->getStatus() != HouseStatus::ForSale ) return LandPurchaseResult::ERR_NOT_AVAILABLE; if( gilAvailable < plotPrice ) return LandPurchaseResult::ERR_NOT_ENOUGH_GIL; switch( static_cast< LandPurchaseMode >( state ) ) { case LandPurchaseMode::FC: player.sendDebug( "Free company house purchase aren't supported at this time." ); return LandPurchaseResult::ERR_INTERNAL; case LandPurchaseMode::PRIVATE: { auto pOldLand = getLandByOwnerId( player.getId() ); if( pOldLand ) return LandPurchaseResult::ERR_NO_MORE_LANDS_FOR_CHAR; player.removeCurrency( CurrencyType::Gil, plotPrice ); pLand->setOwnerId( player.getId() ); pLand->setStatus( HouseStatus::Sold ); pLand->setLandType( Common::LandType::Private ); player.setLandFlags( LandFlagsSlot::Private, 0x00, pLand->getLandIdent() ); player.sendLandFlagsSlot( LandFlagsSlot::Private ); //pLand->setLandName( "Private Estate" + std::to_string( pHousing->getWardNum() ) + "-" + std::to_string( plot ) ); pLand->updateLandDb(); pHousing->sendLandUpdate( plot ); return LandPurchaseResult::SUCCESS; } default: return LandPurchaseResult::ERR_INTERNAL; } } bool Sapphire::World::Manager::HousingMgr::relinquishLand( Entity::Player& player, uint8_t plot ) { // TODO: Fix "permissions" being sent incorrectly // TODO: Add checks for land state before relinquishing auto pHousing = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ); auto pLand = pHousing->getLand( plot ); auto plotMaxPrice = pLand->getCurrentPrice(); // can't relinquish when you are not the owner // TODO: actually use permissions here for FC houses if( !hasPermission( player, *pLand, 0 ) ) { auto msgPkt = makeActorControl143( player.getId(), ActorControl::LogMsg, 3304, 0 ); player.queuePacket( msgPkt ); return false; } // unable to relinquish if there is a house built // TODO: additionally check for yard items if( pLand->getHouse() ) { auto msgPkt = makeActorControl143( player.getId(), ActorControl::LogMsg, 3315, 0 ); player.queuePacket( msgPkt ); return false; } pLand->setCurrentPrice( pLand->getMaxPrice() ); pLand->setOwnerId( 0 ); pLand->setStatus( HouseStatus::ForSale ); pLand->setLandType( Common::LandType::none ); pLand->updateLandDb(); Common::LandIdent ident { 0xFF, 0xFF, 0xFF, 0xFF }; player.setLandFlags( LandFlagsSlot::Private, 0x00, ident ); player.sendLandFlagsSlot( LandFlagsSlot::Private ); auto screenMsgPkt2 = makeActorControl143( player.getId(), ActorControl::LogMsg, 3351, 0x1AA, pLand->getLandIdent().wardNum + 1, plot + 1 ); player.queuePacket( screenMsgPkt2 ); pHousing->sendLandUpdate( plot ); return true; } void Sapphire::World::Manager::HousingMgr::sendWardLandInfo( Entity::Player& player, uint8_t wardId, uint16_t territoryTypeId ) { auto landSetId = toLandSetId( territoryTypeId, wardId ); auto hZone = getHousingZoneByLandSetId( landSetId ); if( !hZone ) return; auto wardInfoPacket = makeZonePacket< Server::FFXIVIpcHousingWardInfo >( player.getId() ); wardInfoPacket->data().landIdent.wardNum = wardId; wardInfoPacket->data().landIdent.territoryTypeId = territoryTypeId; // todo: properly get worldId wardInfoPacket->data().landIdent.worldId = 67; for( int i = 0; i < 60; i++ ) { auto land = hZone->getLand( i ); assert( land ); auto& entry = wardInfoPacket->data().houseInfoEntry[ i ]; // retail always sends the house price in this packet, even after the house has been Sold // so I guess we do the same entry.housePrice = land->getCurrentPrice(); if( land->getStatus() == Common::HouseStatus::ForSale ) continue; if( auto house = land->getHouse() ) { if( !house->getHouseGreeting().empty() ) entry.infoFlags |= WardlandFlags::HasEstateGreeting; } switch( land->getLandType() ) { case LandType::FreeCompany: entry.infoFlags |= Common::WardlandFlags::IsEstateOwned | Common::WardlandFlags::IsFreeCompanyEstate; // todo: send FC name break; case LandType::Private: entry.infoFlags |= Common::WardlandFlags::IsEstateOwned; auto owner = land->getOwnerId(); auto playerName = framework()->get< World::ServerMgr >()->getPlayerNameFromDb( owner ); memcpy( &entry.estateOwnerName, playerName.c_str(), playerName.size() ); break; } // todo: check we have an estate message and set the flag // todo: check if estate allows public entry } player.queuePacket( wardInfoPacket ); } void Sapphire::World::Manager::HousingMgr::sendEstateGreeting( Entity::Player& player, const Common::LandIdent ident ) { auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto hZone = getHousingZoneByLandSetId( landSetId ); if( !hZone ) return; auto land = hZone->getLand( ident.landId ); if( !land ) return; auto house = land->getHouse(); if( !house ) return; auto greetingPacket = makeZonePacket< FFXIVIpcHousingEstateGreeting >( player.getId() ); greetingPacket->data().landIdent = ident; auto greeting = house->getHouseGreeting(); memcpy( &greetingPacket->data().message, greeting.c_str(), greeting.size() ); player.queuePacket( greetingPacket ); } bool Sapphire::World::Manager::HousingMgr::initHouseModels( Entity::Player& player, LandPtr land, uint32_t presetCatalogId ) { auto house = land->getHouse(); assert( house ); auto itemMax = land->getInventoryItemMax(); // type, maxSize, tableName, isMultiStorage auto intContainer = make_ItemContainer( InventoryType::HousingInteriorAppearance, itemMax.second, "houseiteminventory", true, framework() ); auto extContainer = make_ItemContainer( InventoryType::HousingExteriorAppearance, itemMax.first, "houseiteminventory", true, framework() ); // add containers to inv collection auto& houseInventory = getEstateInventory( house->getLandIdent() ); houseInventory[ InventoryType::HousingInteriorAppearance ] = intContainer; houseInventory[ InventoryType::HousingExteriorAppearance ] = extContainer; auto exdData = framework()->get< Sapphire::Data::ExdDataGenerated >(); auto preset = exdData->get< Sapphire::Data::HousingPreset >( getItemAdditionalData( presetCatalogId ) ); if( !preset ) return false; // remove preset item Inventory::InventoryContainerPair foundItem; if( !player.findFirstItemWithId( presetCatalogId, foundItem ) ) return false; auto item = player.dropInventoryItem( foundItem.first, foundItem.second ); if( !item ) return false; // move preset item into ext appearance container houseInventory[ InventoryType::HousingExteriorAppearance ]->setItem( HouseExteriorSlot::HousePermit, item ); // high iq shit auto invMap = std::map< uint16_t, std::map< uint32_t, int32_t > > { // external { InventoryType::HousingExteriorAppearance, { { HouseExteriorSlot::ExteriorRoof, preset->exteriorRoof }, { HouseExteriorSlot::ExteriorWall, preset->exteriorWall }, { HouseExteriorSlot::ExteriorWindow, preset->exteriorWindow }, { HouseExteriorSlot::ExteriorDoor, preset->exteriorDoor } } }, // internal { InventoryType::HousingInteriorAppearance, { // lobby/middle floor { HouseInteriorSlot::InteriorWall, preset->interiorWall }, { HouseInteriorSlot::InteriorFloor, preset->interiorFlooring }, { HouseInteriorSlot::InteriorLight, preset->interiorLighting }, // attic { HouseInteriorSlot::InteriorWall_Attic, preset->otherFloorWall }, { HouseInteriorSlot::InteriorFloor_Attic, preset->otherFloorFlooring }, { HouseInteriorSlot::InteriorLight_Attic, preset->otherFloorLighting }, // basement { HouseInteriorSlot::InteriorWall_Basement, preset->basementWall }, { HouseInteriorSlot::InteriorFloor_Basement, preset->basementFlooring }, { HouseInteriorSlot::InteriorLight_Basement, preset->basementLighting }, } } }; auto invMgr = framework()->get< InventoryMgr >(); // create and link items for( auto& destContainer : invMap ) { auto& container = houseInventory[ destContainer.first ]; for( auto& item : destContainer.second ) { // small houses attic is just 0, ignore them if( item.second == 0 ) continue; auto pItem = invMgr->createItem( player, item.second ); container->setItem( item.first, pItem ); } invMgr->saveHousingContainer( land->getLandIdent(), container ); } // lift off updateHouseModels( house ); return true; } void Sapphire::World::Manager::HousingMgr::createHouse( Sapphire::HousePtr house ) const { auto pDb = framework()->get< Db::DbWorkerPool< Db::ZoneDbConnection > >(); auto stmt = pDb->getPreparedStatement( Db::HOUSING_HOUSE_INS ); // LandSetId, HouseId, HouseName stmt->setUInt( 1, house->getLandSetId() ); stmt->setUInt( 2, house->getId() ); stmt->setString( 3, house->getHouseName() ); pDb->execute( stmt ); } void Sapphire::World::Manager::HousingMgr::buildPresetEstate( Entity::Player& player, uint8_t plotNum, uint32_t presetCatalogId ) { auto hZone = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ); if( !hZone ) return; auto pLand = hZone->getLand( plotNum ); if( !pLand ) return; if( !hasPermission( player, *pLand, 0 ) ) return; // create house auto ident = pLand->getLandIdent(); auto house = make_House( getNextHouseId(), pLand->getLandSetId(), ident, "Estate #" + std::to_string( ident.landId + 1 ), "", framework() ); pLand->setHouse( house ); // create inventory items if( !initHouseModels( player, pLand, presetCatalogId ) ) { pLand->setHouse( nullptr ); return; } createHouse( house ); pLand->setStatus( HouseStatus::PrivateEstate ); pLand->setLandType( LandType::Private ); hZone->sendLandUpdate( plotNum ); auto pSuccessBuildingPacket = makeActorControl142( player.getId(), ActorControl::BuildPresetResponse, plotNum ); player.queuePacket( pSuccessBuildingPacket ); pLand->updateLandDb(); // start house built event // CmnDefHousingBuildHouse_00149 player.eventStart( player.getId(), 0x000B0095, Event::EventHandler::EventType::Housing, 1, 1 ); player.playScene( 0x000B0095, 0, SET_BASE | HIDE_HOTBAR , 0, 1, plotNum, nullptr ); player.setLandFlags( LandFlagsSlot::Private, EstateBuilt, ident ); player.sendLandFlagsSlot( LandFlagsSlot::Private ); hZone->registerEstateEntranceEObj( plotNum ); } void Sapphire::World::Manager::HousingMgr::requestEstateRename( Entity::Player& player, const Common::LandIdent ident ) { auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto hZone = getHousingZoneByLandSetId( landSetId ); if( !hZone ) return; auto land = hZone->getLand( ident.landId ); auto house = land->getHouse(); if( !house ) return; auto landRenamePacket = makeZonePacket< Server::FFXIVIpcLandRename >( player.getId() ); landRenamePacket->data().landIdent = ident; memcpy( &landRenamePacket->data().houseName, house->getHouseName().c_str(), 20 ); player.queuePacket( landRenamePacket ); } void Sapphire::World::Manager::HousingMgr::requestEstateEditGreeting( Entity::Player& player, const Common::LandIdent ident ) { auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto hZone = getHousingZoneByLandSetId( landSetId ); if( !hZone ) return; auto land = hZone->getLand( ident.landId ); if( !land ) return; auto house = land->getHouse(); if( !house ) return; auto estateGreetingPacket = makeZonePacket< Server::FFXIVIpcHousingEstateGreeting >( player.getId() ); estateGreetingPacket->data().landIdent = ident; memcpy( &estateGreetingPacket->data().message, house->getHouseGreeting().c_str(), sizeof( estateGreetingPacket->data().message ) ); player.queuePacket( estateGreetingPacket ); } void Sapphire::World::Manager::HousingMgr::updateEstateGreeting( Entity::Player& player, const Common::LandIdent ident, const std::string& greeting ) { auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto zone = getHousingZoneByLandSetId( landSetId ); if( !zone ) return; auto land = zone->getLand( ident.landId ); if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; auto house = land->getHouse(); if( !house ) return; house->setHouseGreeting( greeting ); // Greeting updated. player.sendLogMessage( 3381 ); } void Sapphire::World::Manager::HousingMgr::requestEstateEditGuestAccess( Entity::Player& player, const Common::LandIdent ident ) { auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto hZone = getHousingZoneByLandSetId( landSetId ); if( !hZone ) return; auto land = hZone->getLand( ident.landId ); if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; auto packet = makeZonePacket< Server::FFXIVIpcHousingShowEstateGuestAccess >( player.getId() ); packet->data().ident = ident; player.queuePacket( packet ); } Sapphire::Common::LandIdent Sapphire::World::Manager::HousingMgr::clientTriggerParamsToLandIdent( uint32_t param11, uint32_t param12, bool use16bits ) const { Common::LandIdent ident; ident.worldId = param11 >> 16; ident.territoryTypeId = param11 & 0xFFFF; if( use16bits ) { ident.wardNum = param12 >> 16; ident.landId = param12 & 0xFFFF; } else { ident.wardNum = (param12 >> 8) & 0xFF; ident.landId = param12 & 0xFF; } return ident; } void Sapphire::World::Manager::HousingMgr::sendEstateInventory( Entity::Player& player, uint16_t inventoryType, uint8_t plotNum ) { Sapphire::LandPtr targetLand; // plotNum will be 255 in the event that it's an internal zone // and we have to switch up our way of getting the LandPtr if( plotNum == 255 ) { auto internalZone = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ); if( !internalZone ) return; auto ident = internalZone->getLandIdent(); auto landSetId = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto exteriorZone = getHousingZoneByLandSetId( landSetId ); if( !exteriorZone ) return; targetLand = exteriorZone->getLand( ident.landId ); } else { auto zone = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ); if( !zone ) return; targetLand = zone->getLand( plotNum ); } if( !targetLand ) return; if( !hasPermission( player, *targetLand, 0 ) ) return; auto& containers = getEstateInventory( targetLand->getLandIdent() ); auto needle = containers.find( inventoryType ); if( needle == containers.end() ) return; auto invMgr = framework()->get< Manager::InventoryMgr >(); invMgr->sendInventoryContainer( player, needle->second ); } const Sapphire::World::Manager::HousingMgr::LandSetLandCacheMap& Sapphire::World::Manager::HousingMgr::getLandCacheMap() { return m_landCache; } Sapphire::World::Manager::HousingMgr::LandIdentToInventoryContainerMap& Sapphire::World::Manager::HousingMgr::getEstateInventories() { return m_estateInventories; } Sapphire::World::Manager::HousingMgr::ContainerIdToContainerMap& Sapphire::World::Manager::HousingMgr::getEstateInventory( uint64_t ident ) { return m_estateInventories[ ident ]; } Sapphire::World::Manager::HousingMgr::ContainerIdToContainerMap& Sapphire::World::Manager::HousingMgr::getEstateInventory( Sapphire::Common::LandIdent ident ) { auto u64ident = *reinterpret_cast< uint64_t* >( &ident ); return getEstateInventory( u64ident ); } void Sapphire::World::Manager::HousingMgr::updateHouseModels( Sapphire::HousePtr house ) { assert( house ); auto& containers = getEstateInventory( house->getLandIdent() ); auto extContainer = containers.find( static_cast< uint16_t >( InventoryType::HousingExteriorAppearance ) ); if( extContainer != containers.end() ) { for( auto& item : extContainer->second->getItemMap() ) { // in the Slot array, the first slot is actually the permit // but the models array starts from the 2nd entry of the enum // so we skip the first one, and then any subsequent entries is slotid - 1 auto slotId = item.first - 1; if( slotId < 0 ) continue; house->setExteriorModel( static_cast< Common::HouseExteriorSlot >( slotId ), getItemAdditionalData( item.second->getId() ), item.second->getStain() ); } } else { Logger::error( "Plot " + std::to_string( house->getLandIdent().landId ) + " has an invalid inventory configuration for outdoor appearance." ); } auto intContainer = containers.find( static_cast< uint16_t >( InventoryType::HousingInteriorAppearance ) ); if( intContainer != containers.end() ) { for( auto& item : intContainer->second->getItemMap() ) { house->setInteriorModel( static_cast< Common::HouseInteriorSlot >( item.first ), getItemAdditionalData( item.second->getId() ) ); } } else { Logger::error( "Plot " + std::to_string( house->getLandIdent().landId ) + " has an invalid inventory configuration for indoor appearance." ); } } uint32_t Sapphire::World::Manager::HousingMgr::getItemAdditionalData( uint32_t catalogId ) { auto pExdData = framework()->get< Data::ExdDataGenerated >(); auto info = pExdData->get< Sapphire::Data::Item >( catalogId ); return info->additionalData; } bool Sapphire::World::Manager::HousingMgr::isPlacedItemsInventory( Sapphire::Common::InventoryType type ) { return type == InventoryType::HousingExteriorPlacedItems || type == InventoryType::HousingInteriorPlacedItems1 || type == InventoryType::HousingInteriorPlacedItems2 || type == InventoryType::HousingInteriorPlacedItems3 || type == InventoryType::HousingInteriorPlacedItems4 || type == InventoryType::HousingInteriorPlacedItems5 || type == InventoryType::HousingInteriorPlacedItems6; } void Sapphire::World::Manager::HousingMgr::reqPlaceHousingItem( Sapphire::Entity::Player& player, uint16_t landId, uint16_t containerId, uint16_t slotId, Sapphire::Common::FFXIVARR_POSITION3 pos, float rotation ) { // retail process is: // - unlink item from current container // - add it to destination container // - resend container // - send spawn packet // - send actrl 3f3, all params are 0 LandPtr land; bool isOutside = false; // inside housing territory if( auto zone = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ) ) { land = zone->getLand( landId ); isOutside = true; } // otherwise, inside a house. landId is 0 when inside a plot else if( auto zone = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ) ) { // todo: this whole process is retarded and needs to be fixed // perhaps maintain a list of estates by ident inside housingmgr? auto ident = zone->getLandIdent(); auto landSet = toLandSetId( ident.territoryTypeId, ident.wardNum ); land = getHousingZoneByLandSetId( landSet )->getLand( ident.landId ); } // wtf? else return; if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; // todo: check item position and make sure it's not outside the plot // anecdotal evidence on reddit seems to imply retail uses a radius based check // unlink item Inventory::HousingItemPtr item; if( containerId == InventoryType::Bag0 || containerId == InventoryType::Bag1 || containerId == InventoryType::Bag2 || containerId == InventoryType::Bag3 ) { auto tmpItem = player.dropInventoryItem( static_cast< Common::InventoryType >( containerId ), slotId ); if( !tmpItem ) return; item = Inventory::make_HousingItem( tmpItem->getUId(), tmpItem->getId(), framework() ); // set params item->setPos( { Util::floatToUInt16( pos.x ), Util::floatToUInt16( pos.y ), Util::floatToUInt16( pos.z ) } ); item->setRot( Util::floatToUInt16Rot( rotation ) ); } else { player.sendUrgent( "The inventory you are using to place an item is not supported." ); return; } auto ident = land->getLandIdent(); bool status = false; if( isOutside ) status = placeExternalItem( player, item, ident ); else status = placeInteriorItem( player, item ); if( status ) player.queuePacket( Server::makeActorControl143( player.getId(), 0x3f3 ) ); else player.sendUrgent( "An internal error occurred when placing the item." ); } void Sapphire::World::Manager::HousingMgr::reqPlaceItemInStore( Sapphire::Entity::Player& player, uint16_t landId, uint16_t containerId, uint16_t slotId ) { LandPtr land; bool isOutside = false; if( auto zone = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ) ) { land = zone->getLand( landId ); isOutside = true; } else if( auto zone = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ) ) { // todo: this whole process is retarded and needs to be fixed // perhaps maintain a list of estates by ident inside housingmgr? auto ident = zone->getLandIdent(); auto landSet = toLandSetId( ident.territoryTypeId, ident.wardNum ); land = getHousingZoneByLandSetId( landSet )->getLand( ident.landId ); } if( !hasPermission( player, *land, 0 ) ) return; auto invMgr = framework()->get< InventoryMgr >(); auto ident = land->getLandIdent(); auto& containers = getEstateInventory( ident ); if( isOutside ) { auto& container = containers[ InventoryType::HousingExteriorStoreroom ]; auto freeSlot = container->getFreeSlot(); if( freeSlot == -1 ) return; auto item = player.dropInventoryItem( static_cast< Common::InventoryType >( containerId ), slotId ); if( !item ) return; container->setItem( freeSlot, item ); invMgr->sendInventoryContainer( player, container ); invMgr->saveHousingContainer( ident, container ); } else { for( auto houseContainer : m_internalStoreroomContainers ) { auto needle = containers.find( houseContainer ); if( needle == containers.end() ) continue; auto container = needle->second; auto freeSlot = container->getFreeSlot(); if( freeSlot == -1 ) { continue; } auto item = player.dropInventoryItem( static_cast< Common::InventoryType >( containerId ), slotId ); if( !item ) return; container->setItem( freeSlot, item ); invMgr->sendInventoryContainer( player, container ); invMgr->saveHousingContainer( ident, container ); } } } bool Sapphire::World::Manager::HousingMgr::placeExternalItem( Entity::Player& player, Inventory::HousingItemPtr item, Common::LandIdent ident ) { auto invMgr = framework()->get< InventoryMgr >(); auto& container = getEstateInventory( ident )[ InventoryType::HousingExteriorPlacedItems ]; auto freeSlot = container->getFreeSlot(); // todo: what happens when this fails? at the moment the player will just lose the item if( freeSlot == -1 ) return false; // add item to inv container->setItem( freeSlot, item ); // we need to save the item again as removing it from the container on the player will remove it from charaglobalitem // todo: this needs to be handled a bit better as it might be possible to overwrite another item that is created in the meantime invMgr->saveItem( player, item ); invMgr->sendInventoryContainer( player, container ); invMgr->saveHousingContainer( ident, container ); invMgr->updateHousingItemPosition( item ); // add to zone and spawn auto zone = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ); assert( zone ); zone->spawnYardObject( ident.landId, freeSlot, *item ); return true; } bool Sapphire::World::Manager::HousingMgr::placeInteriorItem( Entity::Player& player, Inventory::HousingItemPtr item ) { auto invMgr = framework()->get< InventoryMgr >(); auto zone = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ); assert( zone ); auto ident = zone->getLandIdent(); auto& containers = getEstateInventory( ident ); // find first free container uint8_t containerIdx = 0; for( auto containerId : m_internalPlacedItemContainers ) { auto needle = containers.find( containerId ); if( needle == containers.end() ) continue; auto container = needle->second; auto freeSlot = container->getFreeSlot(); if( freeSlot == -1 ) { containerIdx++; continue; } // have a free slot container->setItem( freeSlot, item ); // resend container invMgr->sendInventoryContainer( player, container ); invMgr->saveHousingContainer( ident, container ); invMgr->updateHousingItemPosition( item ); auto zone = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ); assert( zone ); zone->spawnHousingObject( containerIdx, freeSlot, containerId, item ); return true; } return false; } Sapphire::Common::HousingObject Sapphire::World::Manager::HousingMgr::getYardObjectForItem( Inventory::HousingItemPtr item ) const { Sapphire::Common::HousingObject obj {}; obj.pos = item->getPos(); obj.itemRotation = item->getRot(); obj.itemId = item->getAdditionalData(); return obj; } void Sapphire::World::Manager::HousingMgr::sendInternalEstateInventoryBatch( Sapphire::Entity::Player& player, bool storeroom ) { auto zone = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ); if( !zone ) return; // todo: perms check Inventory::InventoryTypeList containerIds; if( storeroom ) containerIds = m_internalStoreroomContainers; else containerIds = m_internalPlacedItemContainers; auto invMgr = framework()->get< Manager::InventoryMgr >(); auto& containers = getEstateInventory( zone->getLandIdent() ); for( auto containerId : containerIds ) { auto container = containers.find( containerId ); if( container == containers.end() ) break; invMgr->sendInventoryContainer( player, container->second ); } } void Sapphire::World::Manager::HousingMgr::reqMoveHousingItem( Entity::Player& player, Common::LandIdent ident, uint16_t slot, Common::FFXIVARR_POSITION3 pos, float rot ) { auto landSet = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto land = getHousingZoneByLandSetId( landSet )->getLand( ident.landId ); if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; // todo: what happens when either of these fail? how does the server let the client know that the moment failed // as is, if it does fail, the client will be locked and unable to move any item until reentering the territory if( auto terri = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ) ) { moveInternalItem( player, ident, *terri, slot, pos, rot ); } else if( auto terri = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ) ) { moveExternalItem( player, ident, slot, *terri, pos, rot ); } } bool Sapphire::World::Manager::HousingMgr::moveInternalItem( Entity::Player& player, Common::LandIdent ident, Territory::Housing::HousingInteriorTerritory& terri, uint16_t slot, Common::FFXIVARR_POSITION3 pos, float rot ) { auto containerIdx = static_cast< uint16_t >( slot / 50 ); auto slotIdx = slot % 50; uint16_t containerId = 0; try { containerId = m_internalPlacedItemContainers.at( containerIdx ); } catch( const std::out_of_range& ex ) { return false; } auto& containers = getEstateInventory( ident ); auto needle = containers.find( containerId ); if( needle == containers.end() ) return false; auto container = needle->second; auto item = std::dynamic_pointer_cast< Inventory::HousingItem >( container->getItem( slotIdx ) ); if( !item ) return false; item->setPos( { Util::floatToUInt16( pos.x ), Util::floatToUInt16( pos.y ), Util::floatToUInt16( pos.z ) } ); item->setRot( Util::floatToUInt16Rot( rot ) ); // save auto invMgr = framework()->get< InventoryMgr >(); invMgr->updateHousingItemPosition( item ); terri.updateHousingObjectPosition( player, slot, item->getPos(), item->getRot() ); // send confirmation to player uint32_t param1 = ( ident.landId << 16 ) | containerId; player.queuePacket( Server::makeActorControl143( player.getId(), ActorControl::HousingItemMoveConfirm, param1, slotIdx ) ); return true; } bool Sapphire::World::Manager::HousingMgr::moveExternalItem( Entity::Player& player, Common::LandIdent ident, uint16_t slot, Sapphire::HousingZone& terri, Common::FFXIVARR_POSITION3 pos, float rot ) { auto land = terri.getLand( ident.landId ); if( !hasPermission( player, *land, 0 ) ) return false; auto& containers = getEstateInventory( ident ); auto needle = containers.find( InventoryType::HousingExteriorPlacedItems ); if( needle == containers.end() ) return false; auto container = needle->second; auto item = std::dynamic_pointer_cast< Inventory::HousingItem >( container->getItem( slot ) ); if( !item ) return false; item->setPos( { Util::floatToUInt16( pos.x ), Util::floatToUInt16( pos.y ), Util::floatToUInt16( pos.z ) } ); item->setRot( Util::floatToUInt16Rot( rot ) ); auto invMgr = framework()->get< InventoryMgr >(); invMgr->updateHousingItemPosition( item ); terri.updateYardObjectPos( player, slot, ident.landId, *item ); uint32_t param1 = ( ident.landId << 16 ) | InventoryType::HousingExteriorPlacedItems; player.queuePacket( Server::makeActorControl143( player.getId(), ActorControl::HousingItemMoveConfirm, param1, slot ) ); return true; } void Sapphire::World::Manager::HousingMgr::reqRemoveHousingItem( Sapphire::Entity::Player& player, uint16_t plot, uint16_t containerId, uint16_t slot, bool sendToStoreroom ) { if( auto terri = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ) ) { auto ident = terri->getLandIdent(); auto landSet = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto land = getHousingZoneByLandSetId( landSet )->getLand( ident.landId ); if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; removeInternalItem( player, *terri, containerId, slot, sendToStoreroom ); } else if( auto terri = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ) ) { auto land = terri->getLand( plot ); if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; auto containerType = static_cast< Common::InventoryType >( containerId ); removeExternalItem( player, *terri, *land, containerType, slot, sendToStoreroom ); } } bool Sapphire::World::Manager::HousingMgr::removeInternalItem( Entity::Player& player, Territory::Housing::HousingInteriorTerritory& terri, uint16_t containerId, uint16_t slotId, bool sendToStoreroom ) { auto& containers = getEstateInventory( terri.getLandIdent() ); uint8_t containerIdx = 0; if( isPlacedItemsInventory( static_cast< Common::InventoryType >( containerId ) ) ) { for( auto cId : m_internalPlacedItemContainers ) { if( containerId == cId ) break; containerIdx++; } } else containerIdx = -1; // its possible to remove an item from any container in basically all these remove functions // eg, remove a permit and reuse it elsewhere // I'm not going to bother fixing it for now, but worth noting for future reference auto needle = containers.find( containerId ); if( needle == containers.end() ) return false; auto container = needle->second; auto item = std::dynamic_pointer_cast< Inventory::HousingItem >( container->getItem( slotId ) ); if( !item ) return false; if( !sendToStoreroom ) { // make sure the player has a free inv slot first Inventory::InventoryContainerPair containerPair; if( !player.getFreeInventoryContainerSlot( containerPair ) ) return false; auto invMgr = framework()->get< InventoryMgr >(); // remove it from housing inventory container->removeItem( slotId ); invMgr->sendInventoryContainer( player, container ); invMgr->removeHousingItemPosition( *item ); invMgr->removeItemFromHousingContainer( terri.getLandIdent(), containerId, slotId ); // add to player inv player.insertInventoryItem( containerPair.first, containerPair.second, item ); // todo: set item as bound/unsellable/untradable } else { ItemContainerPtr freeContainer; Inventory::InventoryContainerPair freeSlotPair; freeContainer = getFreeEstateInventorySlot( terri.getLandIdent(), freeSlotPair, m_internalStoreroomContainers ); if( !freeContainer ) return false; auto invMgr = framework()->get< InventoryMgr >(); container->removeItem( slotId ); invMgr->sendInventoryContainer( player, container ); invMgr->removeHousingItemPosition( *item ); invMgr->removeItemFromHousingContainer( terri.getLandIdent(), containerId, slotId ); freeContainer->setItem( slotId, item ); invMgr->sendInventoryContainer( player, freeContainer ); invMgr->saveHousingContainer( terri.getLandIdent(), freeContainer ); } // despawn if( containerIdx != -1 ) { auto arraySlot = ( containerIdx * 50 ) + slotId; terri.removeHousingObject( arraySlot ); } return true; } bool Sapphire::World::Manager::HousingMgr::removeExternalItem( Entity::Player& player, HousingZone& terri, Land& land, Common::InventoryType containerType, uint16_t slotId, bool sendToStoreroom ) { auto& containers = getEstateInventory( land.getLandIdent() ); auto needle = containers.find( containerType ); if( needle == containers.end() ) return false; auto& sourceContainer = needle->second; auto item = std::dynamic_pointer_cast< Inventory::HousingItem >( sourceContainer->getItem( slotId ) ); if( !item ) return false; bool shouldDespawnItem = containerType != InventoryType::HousingExteriorStoreroom; auto invMgr = framework()->get< InventoryMgr >(); if( sendToStoreroom ) { auto& storeroomContainer = containers[ containerType ]; auto freeSlot = storeroomContainer->getFreeSlot(); if( freeSlot == -1 ) return false; sourceContainer->removeItem( slotId ); invMgr->sendInventoryContainer( player, sourceContainer ); invMgr->removeItemFromHousingContainer( land.getLandIdent(), sourceContainer->getId(), slotId ); invMgr->removeHousingItemPosition( *item ); storeroomContainer->setItem( freeSlot, item ); invMgr->sendInventoryContainer( player, storeroomContainer ); invMgr->saveHousingContainer( land.getLandIdent(), storeroomContainer ); } else { Inventory::InventoryContainerPair containerPair; if( !player.getFreeInventoryContainerSlot( containerPair ) ) return false; // remove from housing inv sourceContainer->removeItem( slotId ); invMgr->sendInventoryContainer( player, sourceContainer ); invMgr->removeHousingItemPosition( *item ); invMgr->removeItemFromHousingContainer( land.getLandIdent(), sourceContainer->getId(), slotId ); // add to player inv player.insertInventoryItem( containerPair.first, containerPair.second, item ); } if( shouldDespawnItem ) terri.despawnYardObject( land.getLandIdent().landId, slotId ); return true; } Sapphire::ItemContainerPtr Sapphire::World::Manager::HousingMgr::getFreeEstateInventorySlot( Common::LandIdent ident, Inventory::InventoryContainerPair& pair, Inventory::InventoryTypeList bagList ) { auto& estateContainers = getEstateInventory( ident ); for( auto bag : bagList ) { auto needle = estateContainers.find( bag ); if( needle == estateContainers.end() ) continue; auto container = needle->second; auto freeSlot = container->getFreeSlot(); if( freeSlot == -1 ) continue; pair = std::make_pair( bag, freeSlot ); return container; } return nullptr; } void Sapphire::World::Manager::HousingMgr::reqEstateExteriorRemodel( Sapphire::Entity::Player& player, uint16_t plot ) { auto terri = std::dynamic_pointer_cast< HousingZone >( player.getCurrentZone() ); if( !terri ) return; auto land = terri->getLand( plot ); if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; auto& inv = getEstateInventory( land->getLandIdent() ); auto needle = inv.find( InventoryType::HousingExteriorAppearance ); if( needle == inv.end() ) return; auto invMgr = framework()->get< InventoryMgr >(); invMgr->sendInventoryContainer( player, needle->second ); auto pkt = Server::makeActorControl143( player.getId(), Network::ActorControl::ShowEstateExternalAppearanceUI, plot ); player.queuePacket( pkt ); } void Sapphire::World::Manager::HousingMgr::reqEstateInteriorRemodel( Sapphire::Entity::Player& player ) { auto terri = std::dynamic_pointer_cast< Territory::Housing::HousingInteriorTerritory >( player.getCurrentZone() ); if( !terri ) return; auto ident = terri->getLandIdent(); auto landSet = toLandSetId( ident.territoryTypeId, ident.wardNum ); auto land = getHousingZoneByLandSetId( landSet )->getLand( ident.landId ); if( !land ) return; if( !hasPermission( player, *land, 0 ) ) return; auto& inv = getEstateInventory( land->getLandIdent() ); auto needle = inv.find( InventoryType::HousingInteriorAppearance ); if( needle == inv.end() ) return; auto invMgr = framework()->get< InventoryMgr >(); invMgr->sendInventoryContainer( player, needle->second ); auto pkt = Server::makeActorControl143( player.getId(), Network::ActorControl::ShowEstateInternalAppearanceUI ); player.queuePacket( pkt ); } bool Sapphire::World::Manager::HousingMgr::hasPermission( Sapphire::Entity::Player& player, Sapphire::Land& land, uint32_t permission ) { // todo: proper perms checks pls if( land.getOwnerId() == player.getId() ) return true; // todo: check perms here return false; }