mirror of
https://github.com/SapphireServer/Sapphire.git
synced 2025-04-28 07:07:45 +00:00
382 lines
No EOL
11 KiB
C++
382 lines
No EOL
11 KiB
C++
#include <set>
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#include <Common.h>
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#include <Logging/Logger.h>
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#include <Util/Util.h>
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#include <Util/UtilMath.h>
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#include <Exd/ExdDataGenerated.h>
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#include <Database/DatabaseDef.h>
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#include <MySqlBase.h>
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#include <Connection.h>
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#include <Network/GamePacketNew.h>
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#include <Network/PacketDef/Zone/ServerZoneDef.h>
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#include "Actor/Player.h"
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#include "Inventory/ItemContainer.h"
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#include "Inventory/Item.h"
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#include "Inventory/ItemUtil.h"
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#include "Forwards.h"
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#include "Land.h"
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#include "Framework.h"
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#include "House.h"
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extern Sapphire::Framework g_fw;
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using namespace Sapphire::Common;
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Sapphire::Land::Land( uint16_t territoryTypeId, uint8_t wardNum, uint8_t landId, uint32_t landSetId,
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Sapphire::Data::HousingLandSetPtr info ) :
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m_currentPrice( 0 ),
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m_minPrice( 0 ),
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m_nextDrop( static_cast< uint32_t >( Util::getTimeSeconds() ) + 21600 ),
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m_ownerId( 0 ),
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m_landSetId( landSetId ),
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m_landInfo( info ),
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m_type( Common::LandType::none ),
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m_fcIcon( 0 ),
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m_fcIconColor( 0 ),
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m_fcId( 0 ),
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m_iconAddIcon( 0 )
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{
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memset( &m_tag, 0x00, 3 );
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m_landIdent.landId = landId;
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m_landIdent.territoryTypeId = territoryTypeId;
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m_landIdent.wardNum = wardNum;
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m_landIdent.worldId = 67; // todo: fix this
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m_minPrice = m_landInfo->minPrice[ m_landIdent.landId ];
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m_maxPrice = m_landInfo->initialPrice[ m_landIdent.landId ];
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}
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Sapphire::Land::~Land() = default;
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void Sapphire::Land::init( Common::LandType type, uint8_t size, uint8_t state, uint32_t currentPrice, uint64_t ownerId, uint64_t houseId )
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{
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m_type = type;
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m_size = size;
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m_state = state;
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m_currentPrice = currentPrice;
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m_ownerId = ownerId;
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// fetch the house if we have one for this land
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if( houseId > 0 )
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m_pHouse = make_House( houseId, m_landSetId, getLandIdent() );
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auto pExdData = g_fw.get< Data::ExdDataGenerated >();
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auto info = pExdData->get< Sapphire::Data::HousingMapMarkerInfo >( m_landIdent.territoryTypeId, m_landIdent.landId );
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if( info )
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{
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m_mapMarkerPosition.x = info->x;
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m_mapMarkerPosition.y = info->y;
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m_mapMarkerPosition.z = info->z;
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}
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switch( m_size )
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{
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case HouseSize::Cottage:
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m_maxPlacedExternalItems = 20;
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m_maxPlacedInternalItems = 200;
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break;
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case HouseSize::House:
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m_maxPlacedExternalItems = 30;
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m_maxPlacedInternalItems = 300;
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break;
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case HouseSize::Mansion:
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m_maxPlacedExternalItems = 40;
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m_maxPlacedInternalItems = 400;
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break;
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default:
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break;
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}
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// init item containers
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auto setupContainer = [ this ]( InventoryType type, uint16_t maxSize )
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{
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m_landInventoryMap[ type ] = make_ItemContainer( type, maxSize, "houseiteminventory", true, true );
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};
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setupContainer( InventoryType::HousingOutdoorAppearance, 8 );
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setupContainer( InventoryType::HousingOutdoorPlacedItems, m_maxPlacedExternalItems );
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setupContainer( InventoryType::HousingOutdoorStoreroom, m_maxPlacedExternalItems );
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setupContainer( InventoryType::HousingInteriorAppearance, 9 );
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// nb: so we're going to store these internally in one container because SE is fucked in the head
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// but when an inventory is requested, we will split them into groups of 50
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setupContainer( InventoryType::HousingInteriorPlacedItems1, m_maxPlacedInternalItems );
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setupContainer( InventoryType::HousingInteriorStoreroom1, m_maxPlacedInternalItems );
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loadItemContainerContents();
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}
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void Sapphire::Land::loadItemContainerContents()
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{
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if( !m_pHouse )
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return;
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auto ident = *reinterpret_cast< uint64_t* >( &m_landIdent );
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g_fw.get< Sapphire::Logger >()->debug( "Loading housing inventory for ident: " + std::to_string( ident ) );
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auto pDB = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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auto stmt = pDB->getPreparedStatement( Db::LAND_INV_SEL_HOUSE );
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stmt->setUInt64( 1, ident );
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auto res = pDB->query( stmt );
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std::unordered_map< uint16_t, std::vector< std::pair< uint16_t, uint32_t > > > items;
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while( res->next() )
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{
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auto containerId = res->getUInt( "ContainerId" );
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auto itemId = res->getUInt64( "ItemId" );
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auto slotId = res->getUInt( "SlotId" );
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items[ containerId ].push_back( std::make_pair( slotId, itemId ) );
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}
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res.reset();
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for( auto it = items.begin(); it != items.end(); it++ )
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{
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auto container = m_landInventoryMap[ it->first ];
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for( auto fuck = it->second.begin(); fuck != it->second.end(); fuck++ )
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{
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auto item = Sapphire::Items::Util::loadItem( fuck->second );
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if( item )
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container->setItem( fuck->first, item );
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}
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}
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}
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uint32_t Sapphire::Land::convertItemIdToHousingItemId( uint32_t itemId )
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{
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auto pExdData = g_fw.get< Data::ExdDataGenerated >();
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auto info = pExdData->get< Sapphire::Data::Item >( itemId );
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return info->additionalData;
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}
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uint32_t Sapphire::Land::getCurrentPrice() const
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{
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return m_currentPrice;
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}
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uint32_t Sapphire::Land::getMaxPrice() const
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{
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return m_maxPrice;
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}
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//Primary State
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void Sapphire::Land::setSize( uint8_t size )
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{
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m_size = size;
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}
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void Sapphire::Land::setState( uint8_t state )
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{
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m_state = state;
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}
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void Sapphire::Land::setSharing( uint8_t state )
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{
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m_iconAddIcon = state;
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}
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void Sapphire::Land::setLandType( Common::LandType type )
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{
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m_type = type;
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}
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uint8_t Sapphire::Land::getSize() const
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{
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return m_size;
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}
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uint8_t Sapphire::Land::getState() const
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{
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return m_state;
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}
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uint8_t Sapphire::Land::getSharing() const
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{
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return m_iconAddIcon;
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}
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uint32_t Sapphire::Land::getLandSetId() const
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{
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return m_landSetId;
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}
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Sapphire::Common::LandIdent Sapphire::Land::getLandIdent() const
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{
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return m_landIdent;
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}
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Sapphire::HousePtr Sapphire::Land::getHouse() const
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{
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return m_pHouse;
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}
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FFXIVARR_POSITION3 Sapphire::Land::getMapMarkerPosition()
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{
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return m_mapMarkerPosition;
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}
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Sapphire::Common::LandType Sapphire::Land::getLandType() const
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{
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return m_type;
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}
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//Free Comapny
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void Sapphire::Land::setFreeCompany( uint32_t id, uint32_t icon, uint32_t color )
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{
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m_fcId = id;
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m_fcIcon = icon;
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m_fcIconColor = color; //RGBA
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}
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uint32_t Sapphire::Land::getFcId()
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{
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return m_fcIcon;
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}
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uint32_t Sapphire::Land::getFcIcon()
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{
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return m_fcIcon;
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}
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uint32_t Sapphire::Land::getFcColor()
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{
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return m_fcIconColor;
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}
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//Player
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void Sapphire::Land::setOwnerId( uint64_t id )
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{
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m_ownerId = id;
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}
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uint64_t Sapphire::Land::getOwnerId()
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{
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return m_ownerId;
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}
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uint32_t Sapphire::Land::getDevaluationTime()
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{
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return m_nextDrop - static_cast< uint32_t >( Util::getTimeSeconds() );
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}
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void Sapphire::Land::setCurrentPrice( uint32_t currentPrice )
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{
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m_currentPrice = currentPrice;
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}
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void Sapphire::Land::setLandTag( uint8_t slot, uint8_t tag )
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{
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m_tag[ slot ] = tag;
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}
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uint8_t Sapphire::Land::getLandTag( uint8_t slot )
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{
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return m_tag[ slot ];
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}
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void Sapphire::Land::updateLandDb()
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{
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uint32_t houseId = 0;
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if( getHouse() )
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houseId = getHouse()->getHouseId();
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// todo: change to prepared statement
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auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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pDb->directExecute( "UPDATE land SET status = " + std::to_string( m_state )
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+ ", LandPrice = " + std::to_string( getCurrentPrice() )
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+ ", UpdateTime = " + std::to_string( getDevaluationTime() )
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+ ", OwnerId = " + std::to_string( getOwnerId() )
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+ ", HouseId = " + std::to_string( houseId )
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+ ", Type = " + std::to_string( static_cast< uint32_t >( m_type ) ) //TODO: add house id
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+ " WHERE LandSetId = " + std::to_string( m_landSetId )
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+ " AND LandId = " + std::to_string( m_landIdent.landId ) + ";" );
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if( auto house = getHouse() )
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house->updateHouseDb();
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}
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void Sapphire::Land::update( uint32_t currTime )
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{
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if( getState() == HouseState::forSale )
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{
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if( m_nextDrop < currTime && m_minPrice < m_currentPrice )
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{
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m_nextDrop = currTime + 21600;
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m_currentPrice = static_cast< uint32_t >( ( m_currentPrice / 100 ) * 99.58f );
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updateLandDb();
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}
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}
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}
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uint32_t Sapphire::Land::getNextHouseId()
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{
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auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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auto pQR = pDb->query( "SELECT MAX( HouseId ) FROM house" );
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if( !pQR->next() )
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return 0;
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return pQR->getUInt( 1 ) + 1;
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}
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bool Sapphire::Land::setPreset( uint32_t itemId )
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{
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auto housingItemId = convertItemIdToHousingItemId( itemId );
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auto exdData = g_fw.get< Sapphire::Data::ExdDataGenerated >();
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if( !exdData )
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return false;
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auto housingPreset = exdData->get< Sapphire::Data::HousingPreset >( housingItemId );
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if( !housingPreset )
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return false;
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if( !getHouse() )
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{
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// todo: i guess we'd create a house here?
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auto newId = getNextHouseId();
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m_pHouse = make_House( newId, getLandSetId(), getLandIdent() );
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}
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorRoof, convertItemIdToHousingItemId( housingPreset->exteriorRoof ) );
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorWall, convertItemIdToHousingItemId( housingPreset->exteriorWall ) );
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorWindow, convertItemIdToHousingItemId( housingPreset->exteriorWindow ) );
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getHouse()->setHousePart( Common::HousePartSlot::ExteriorDoor, convertItemIdToHousingItemId( housingPreset->exteriorDoor ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorWall, convertItemIdToHousingItemId( housingPreset->interiorWall ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorFloor, convertItemIdToHousingItemId( housingPreset->interiorFlooring ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorLight, convertItemIdToHousingItemId( housingPreset->interiorLighting ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorWall_Attic, convertItemIdToHousingItemId( housingPreset->otherFloorWall ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorFloor_Attic, convertItemIdToHousingItemId( housingPreset->otherFloorFlooring ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorLight_Attic, convertItemIdToHousingItemId( housingPreset->otherFloorLighting ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorWall_Basement, convertItemIdToHousingItemId( housingPreset->basementWall ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorFloor_Basement, convertItemIdToHousingItemId( housingPreset->basementFlooring ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorLight_Basement, convertItemIdToHousingItemId( housingPreset->basementLighting ) );
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getHouse()->setHouseInteriorPart( Common::HousingInteriorSlot::InteriorLight_Mansion, convertItemIdToHousingItemId( housingPreset->mansionLighting ) );
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return true;
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}
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Sapphire::ItemContainerPtr Sapphire::Land::getItemContainer( uint16_t inventoryType ) const
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{
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auto container = m_landInventoryMap.find( inventoryType );
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if( container == m_landInventoryMap.end() )
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return nullptr;
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return container->second;
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} |