#include "../ClientPacketFunctions.h" #include "../World.h" #include "../client.h" #include "../WorldDatabase.h" extern ConfigReader configReader; extern World world; extern WorldDatabase database; void ClientPacketFunctions::SendHousePurchace(Client* client, HouseZone* hz, int32 spawnID) { PacketStruct* packet = configReader.getStruct("WS_PlayerHousePurchase", client->GetVersion()); if (packet) { packet->setDataByName("house_name", hz->name.c_str()); packet->setDataByName("house_id", hz->id); packet->setDataByName("spawn_id", spawnID); packet->setDataByName("purchase_coins", hz->cost_coin); packet->setDataByName("purchace_status", hz->cost_status); packet->setDataByName("upkeep_coins", hz->upkeep_coin); packet->setDataByName("upkeep_status", hz->upkeep_status); packet->setDataByName("vendor_vault_slots", hz->vault_slots); string req; if (hz->alignment > 0) { req = "You must be of "; if (hz->alignment == 1) req.append("Good"); else req.append("Evil"); req.append(" alignment"); } if (hz->guild_level > 0) { if (req.length() > 0) { req.append(", and a guild level of "); char temp[5]; sprintf(temp, "%i", hz->guild_level); req.append(temp); //req.append(std::to_string(static_cast(hz->guild_level))); } else { req.append("Requires a guild of level "); char temp[5]; sprintf(temp, "%i", hz->guild_level); req.append(temp); //req.append(std::to_string(static_cast(hz->guild_level))) req.append(" or above"); } } if (req.length() > 0) { req.append(" in order to purchase a home within the "); req.append(hz->name); req.append("."); } packet->setDataByName("additional_reqs", req.c_str()); bool enable_buy = true; if (hz->alignment > 0 && client->GetPlayer()->GetAlignment() != hz->alignment) enable_buy = false; if (hz->guild_level > 0 && (!client->GetPlayer()->GetGuild() || (client->GetPlayer()->GetGuild() && client->GetPlayer()->GetGuild()->GetLevel() < hz->guild_level))) enable_buy = false; packet->setDataByName("enable_buy", enable_buy ? 1 : 0); client->QueuePacket(packet->serialize()); } safe_delete(packet); } void ClientPacketFunctions::SendHousingList(Client* client) { std::vector houses = world.GetAllPlayerHouses(client->GetCharacterID()); // this packet must be sent first otherwise it blocks out the enter house option after paying upkeep PacketStruct* packet = configReader.getStruct("WS_CharacterHousingList", client->GetVersion()); packet->setArrayLengthByName("num_houses", houses.size()); for (int i = 0; i < houses.size(); i++) { PlayerHouse* ph = (PlayerHouse*)houses[i]; HouseZone* hz = world.GetHouseZone(ph->house_id); string name; name = ph->player_name; name.append("'s "); name.append(hz->name); packet->setArrayDataByName("house_id", ph->unique_id, i); string* zone_name = database.GetZoneName(hz->zone_id); packet->setArrayDataByName("zone", zone_name->c_str(), i); packet->setArrayDataByName("house_city", hz->name.c_str(), i); packet->setArrayDataByName("house_address", "", i); // need this pulled from live packet->setArrayDataByName("house_description", name.c_str(), i); packet->setArrayDataByName("index", i, i); // they send 2, 4, 6, 8 as the index ID's on the client.. // this seems to be some kind of timestamp, if we keep updating then in conjunction with upkeep_due // in SendBaseHouseWindow/WS_PlayerHouseBaseScreen being a >0 number we can access 'enter house' if ( client->GetVersion() >= 63119 ) packet->setArrayDataByName("unknown2a", 1, i); else packet->setArrayDataByName("unknown2", 1, i); } client->QueuePacket(packet->serialize()); safe_delete(packet); } void ClientPacketFunctions::SendBaseHouseWindow(Client* client, HouseZone* hz, PlayerHouse* ph, int32 spawnID) { // if we don't send this then the enter house option won't be available if upkeep is paid if (!hz || !ph) { client->SimpleMessage(CHANNEL_COLOR_RED, "HouseZone or PlayerHouse missing and cannot send SendBaseHouseWindow"); return; } string name; name = ph->player_name; name.append("'s "); name.append(hz->name); if (spawnID) SendHousingList(client); PacketStruct* packet = configReader.getStruct("WS_PlayerHouseBaseScreen", client->GetVersion()); if (packet) { packet->setDataByName("house_id", ph->unique_id); packet->setDataByName("spawn_id", spawnID); packet->setDataByName("character_id", client->GetPlayer()->GetCharacterID()); packet->setDataByName("house_name", name.c_str()); packet->setDataByName("zone_name", hz->name.c_str()); packet->setDataByName("upkeep_cost_coins", hz->upkeep_coin); packet->setDataByName("upkeep_cost_status", hz->upkeep_status); int32 upkeep_due = 0; if (((sint64)ph->upkeep_due - (sint64)Timer::GetUnixTimeStamp()) > 0) upkeep_due = ph->upkeep_due - Timer::GetUnixTimeStamp(); packet->setDataByName("upkeep_due", upkeep_due); packet->setDataByName("escrow_balance_coins", ph->escrow_coins); packet->setDataByName("escrow_balance_status", ph->escrow_status); // temp - set priv level to owner for now packet->setDataByName("privlage_level", 4); // temp - set house type to personal house for now packet->setDataByName("house_type", 0); if (client->GetCurrentZone()->GetInstanceType() == PERSONAL_HOUSE_INSTANCE || client->GetCurrentZone()->GetInstanceType() == GUILD_HOUSE_INSTANCE) { // Inside a house need to set a flag and set the history for the tabs packet->setDataByName("inside_house", 1); packet->setDataByName("num_access", 0); packet->setDataByName("public_access_level", 1); packet->setDataByName("num_history", 0); // allows deposits/history to be seen -- at this point seems plausible supposed to be 'inside_house'..? packet->setDataByName("unknown3", (ph->deposits.size() || ph->history.size()) ? 1 : 0); packet->setArrayLengthByName("num_deposit", ph->deposits.size()); list::iterator itr; int d = 0; for (itr = ph->deposits.begin(); itr != ph->deposits.end(); itr++) { packet->setArrayDataByName("deposit_name", itr->name.c_str(), d); packet->setArrayDataByName("deposit_total_coin", itr->amount, d); packet->setArrayDataByName("deposit_time_stamp", itr->timestamp, d); packet->setArrayDataByName("deposit_last_coin", itr->last_amount, d); packet->setArrayDataByName("deposit_total_status", itr->status, d); packet->setArrayDataByName("deposit_last_status", itr->last_status, d); d++; } packet->setArrayLengthByName("num_history", ph->history.size()); list::iterator hitr; d = 0; for (hitr = ph->history.begin(); hitr != ph->history.end(); hitr++) { packet->setArrayDataByName("history_name", hitr->name.c_str(), d); packet->setArrayDataByName("history_coins", hitr->amount, d); packet->setArrayDataByName("history_status", hitr->status, d); packet->setArrayDataByName("history_time_stamp", hitr->timestamp, d); packet->setArrayDataByName("history_reason", hitr->reason.c_str(), d); packet->setArrayDataByName("history_add_flag", hitr->pos_flag, d); d++; } } client->QueuePacket(packet->serialize()); } safe_delete(packet); } void ClientPacketFunctions::SendHouseVisitWindow(Client* client, vector houses) { PacketStruct* packet = configReader.getStruct("WS_DisplayVisitScreen", client->GetVersion()); if (packet) { vector::iterator itr; packet->setArrayLengthByName("num_houses", houses.size()); int16 i = 0; for (itr = houses.begin(); itr != houses.end(); itr++) { PlayerHouse* ph = *itr; if (ph) { HouseZone* hz = world.GetHouseZone(ph->house_id); if (hz) { packet->setArrayDataByName("house_id", ph->unique_id, i); packet->setArrayDataByName("house_owner", ph->player_name.c_str(), i); packet->setArrayDataByName("house_location", hz->name.c_str(), i); packet->setArrayDataByName("house_zone", client->GetCurrentZone()->GetZoneName(), i); if ( string(client->GetPlayer()->GetName()).compare(ph->player_name) == 0 ) packet->setArrayDataByName("access_level", 4, i); else packet->setArrayDataByName("access_level", 1, i); packet->setArrayDataByName("visit_flag", 0, i); // 0 = allowed to visit, 1 = owner hasn't paid upkeep i++; } } } client->QueuePacket(packet->serialize()); } safe_delete(packet); } /* */ void 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6D 20 54 6F 77 65 .Concordium Towe 0450: 72 20 4D 61 67 69 63 61 6C 20 4D 61 6E 6F 72 07 r Magical Manor. 0460: 2B 00 00 00 15 00 41 72 63 61 6E 65 20 41 63 61 +.....Arcane Aca 0470: 64 65 6D 79 20 50 6F 72 74 61 6C 07 2C 00 00 00 demy Portal.,... 0480: 13 00 43 6F 75 72 74 20 6F 66 20 74 68 65 20 4D ..Court of the M 0490: 61 73 74 65 72 07 2D 00 00 00 13 00 43 69 74 79 aster.-.....City 04A0: 20 6F 66 20 4D 69 73 74 20 45 73 74 61 74 65 07 of Mist Estate. 04B0: 2E 00 00 00 10 00 44 61 72 6B 6C 69 67 68 74 20 ......Darklight 04C0: 50 61 6C 61 63 65 07 2F 00 00 00 11 00 44 65 65 Palace./.....Dee 04D0: 70 77 61 74 65 72 20 52 65 74 72 65 61 74 07 30 pwater Retreat.0 04E0: 00 00 00 24 00 44 68 61 6C 67 61 72 20 50 72 65 ...$.Dhalgar Pre 04F0: 63 69 70 69 63 65 20 6F 66 20 74 68 65 20 44 65 cipice of the De 0500: 65 70 20 50 6F 72 74 61 6C 07 31 00 00 00 12 00 ep Portal.1..... 0510: 44 69 6D 65 6E 73 69 6F 6E 61 6C 20 50 6F 63 6B Dimensional Pock 0520: 65 74 07 32 00 00 00 0B 00 44 6F 6A 6F 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