#ifndef SAPPHIRE_HOUSINGMGR_H #define SAPPHIRE_HOUSINGMGR_H #include "Forwards.h" #include "Territory/HousingZone.h" #include #include namespace Sapphire::Data { using HousingZonePtr = std::shared_ptr< HousingZone >; } namespace Sapphire::World::Manager { class HousingMgr { public: struct LandCacheEntry { // land table uint64_t m_landSetId; uint64_t m_landId; Common::LandType m_type; uint8_t m_size; uint8_t m_status; uint64_t m_currentPrice; uint64_t m_updateTime; uint64_t m_ownerId; uint64_t m_houseId; // house table std::string m_estateWelcome; std::string m_estateComment; std::string m_estateName; uint64_t m_buildTime; uint64_t m_endorsements; }; /*! * @brief Maps land id to a list of cached entries */ using LandSetLandCacheMap = std::unordered_map< uint64_t, std::vector< LandCacheEntry > >; /*! * @brief Maps container IDs to their relevant ItemContainerPtr */ using ContainerIdToContainerMap = std::unordered_map< uint16_t, ItemContainerPtr >; /*! * @brief Maps land idents to a container containing ItemContainerPtrs */ using LandIdentToInventoryContainerMap = std::unordered_map< uint64_t, ContainerIdToContainerMap >; HousingMgr(); virtual ~HousingMgr(); bool init(); uint32_t toLandSetId( uint16_t territoryTypeId, uint8_t wardId ) const; Sapphire::Data::HousingZonePtr getHousingZoneByLandSetId( uint32_t id ); Sapphire::LandPtr getLandByOwnerId( uint32_t id ); void sendLandSignOwned( Entity::Player& player, const Common::LandIdent ident ); void sendLandSignFree( Entity::Player& player, const Common::LandIdent ident ); LandPurchaseResult purchaseLand( Entity::Player& player, uint8_t plot, uint8_t state ); /*! * @brief Converts param1 of a client trigger into a Common::LandIndent */ Common::LandIdent clientTriggerParamsToLandIdent( uint32_t param11, uint32_t param12, bool use16bits = true ) const; void sendWardLandInfo( Entity::Player& player, uint8_t wardId, uint16_t territoryTypeId ); bool relinquishLand( Entity::Player& player, uint8_t plot ); void buildPresetEstate( Entity::Player& player, uint8_t plotNum, uint32_t presetItem ); void requestEstateRename( Entity::Player& player, const Common::LandIdent ident ); void requestEstateEditGreeting( Entity::Player& player, const Common::LandIdent ident ); void updateEstateGreeting( Entity::Player& player, const Common::LandIdent ident, const std::string& greeting ); void requestEstateEditGuestAccess( Entity::Player& player, const Common::LandIdent ident ); void sendEstateGreeting( Entity::Player& player, const Common::LandIdent ident ); /*! * @brief Updates the cached models on a house from the relevant apperance inventories. * Does not send the subsequent update to clients. * * @param house The house to update the models for */ void updateHouseModelsFromDb( HousePtr house ); /*! * @brief Sends the house inventory for the specified type to a player. * * This enforces permissions on the inventory too so random players can't request an estates items */ void sendEstateInventory( Entity::Player& player, uint16_t inventoryType, uint8_t plotNum ); /*! * @brief Get the land & house data that was cached on world startup. * @return */ const LandSetLandCacheMap& getLandCacheMap(); /*! * @brief Get all loaded inventories for housing estates * @return */ LandIdentToInventoryContainerMap& getEstateInventories(); /*! * @brief Get an estate inventory for a specific estate * @param ident LandIdent for the specified estate * @return A map containing container ids to ItemContainerPtr */ ContainerIdToContainerMap& getEstateInventory( uint64_t ident ); /*! * @brief Get an estate inventory for a specific estate * @param ident LandIdent for the specified estate * @return A map containing container ids to ItemContainerPtr */ ContainerIdToContainerMap& getEstateInventory( Common::LandIdent ident ); private: void loadLandCache(); bool loadEstateInventories(); LandSetLandCacheMap m_landCache; LandIdentToInventoryContainerMap m_estateInventories; }; } #endif // SAPPHIRE_HOUSINGMGR_H