Exemple #1
0
void House::updateDoorDescription(std::string _name/* = ""*/, Door* door/* = NULL*/)
{
	std::string tmp = "house";
	if(isGuild())
		tmp = "hall";

	char houseDescription[200];
	if(owner)
	{
		if(isGuild())
			IOGuild::getInstance()->getGuildById(_name, owner);
		else if(_name.empty())
			IOLoginData::getInstance()->getNameByGuid(owner, _name);

		sprintf(houseDescription, "It belongs to %s '%s'. %s owns this %s.", tmp.c_str(), name.c_str(), _name.c_str(), tmp.c_str());
	}
	else
		sprintf(houseDescription, "It belongs to %s '%s'. Nobody owns this %s. It costs %d gold coins.", tmp.c_str(), name.c_str(), tmp.c_str(), price);

	if(!door)
	{
		for(HouseDoorList::iterator it = doorList.begin(); it != doorList.end(); ++it)
			(*it)->setSpecialDescription(houseDescription);
	}
	else
		door->setSpecialDescription(houseDescription);
}
Exemple #2
0
bool House::transferToDepot()
{
	if(!townId)
		return false;

	Player* player = NULL;
	if(owner)
	{
		uint32_t tmp = owner;
		if(isGuild() && !IOGuild::getInstance()->swapGuildIdToOwner(tmp))
			tmp = 0;

		if(tmp)
			player = g_game.getPlayerByGuidEx(tmp);
	}

	Item* item = NULL;
	Container* tmpContainer = NULL;

	ItemList moveList;
	for(HouseTileList::iterator it = houseTiles.begin(); it != houseTiles.end(); ++it)
	{
		for(uint32_t i = 0; i < (*it)->getThingCount(); ++i)
		{
			if(!(item = (*it)->__getThing(i)->getItem()))
				continue;

			if(item->isPickupable())
				moveList.push_back(item);
			else if((tmpContainer = item->getContainer()))
			{
				for(ItemList::const_iterator it = tmpContainer->getItems(); it != tmpContainer->getEnd(); ++it)
					moveList.push_back(*it);
			}
		}
	}

	if(player)
	{
		Depot* depot = player->getDepot(townId, true);
		for(ItemList::iterator it = moveList.begin(); it != moveList.end(); ++it)
			g_game.internalMoveItem(NULL, (*it)->getParent(), depot, INDEX_WHEREEVER, (*it), (*it)->getItemCount(), NULL, FLAG_NOLIMIT);

		if(player->isVirtual())
		{
			IOLoginData::getInstance()->savePlayer(player);
			delete player;
		}
	}
	else
	{
		for(ItemList::iterator it = moveList.begin(); it != moveList.end(); ++it)
			g_game.internalRemoveItem(NULL, (*it), (*it)->getItemCount(), false, FLAG_NOLIMIT);
	}

	return true;
}
Exemple #3
0
bool House::transferToDepot()
{
	if(!townId)
		return false;

	Player* player = NULL;
	if(owner)
	{
		uint32_t tmp = owner;
		if(isGuild() && !IOGuild::getInstance()->swapGuildIdToOwner(tmp))
			tmp = 0;

		if(tmp)
			player = g_game.getPlayerByGuidEx(tmp);
	}

	Container* tmpContainer = NULL;
	TileItemVector* items = NULL;

	ItemList moveList;
	for(HouseTileList::iterator it = houseTiles.begin(); it != houseTiles.end(); ++it)
	{
		if(!(items = (*it)->getItemList()))
			continue;

		for(ItemVector::iterator iit = items->begin(); iit != items->end(); ++iit)
		{
			if((*iit)->isPickupable())
				moveList.push_back(*iit);
			else if((tmpContainer = (*iit)->getContainer()))
			{
				for(ItemList::const_iterator cit = tmpContainer->getItems(); cit != tmpContainer->getEnd(); ++cit)
					moveList.push_back(*cit);
			}
		}
	}

	if(player)
	{
		for(ItemList::iterator it = moveList.begin(); it != moveList.end(); ++it)
			g_game.internalMoveItem(NULL, (*it)->getParent(), player->getInbox(), INDEX_WHEREEVER, (*it), (*it)->getItemCount(), NULL, FLAG_NOLIMIT);

		if(player->isVirtual())
		{
			IOLoginData::getInstance()->savePlayer(player);
			delete player;
		}
	}
	else
	{
		for(ItemList::iterator it = moveList.begin(); it != moveList.end(); ++it)
			g_game.internalRemoveItem(NULL, (*it), (*it)->getItemCount(), false, FLAG_NOLIMIT);
	}

	return true;
}
Exemple #4
0
bool House::setOwnerEx(uint32_t guid, bool transfer)
{
	if(owner == guid)
		return true;

	if(isGuild() && guid)
	{
		Player* player = g_game.getPlayerByGuidEx(guid);
		if(!player)
			return false;

		guid = player->getGuildId();
	}

	if(owner)
	{
		rentWarnings = paidUntil = 0;
		if(transfer)
			clean();

		setAccessList(SUBOWNER_LIST, "", !transfer);
		setAccessList(GUEST_LIST, "", !transfer);
		for(HouseDoorList::iterator it = doorList.begin(); it != doorList.end(); ++it)
			(*it)->setAccessList("");
	}

	setOwner(guid);
	if(guid)
		lastWarning = time(NULL);
	else
		lastWarning = 0;

	Database* db = Database::getInstance();
	DBTransaction trans(db);
	if(!trans.begin())
		return false;

	IOMapSerialize::getInstance()->saveHouse(db, this);
	return trans.commit();
}
Exemple #5
0
AccessHouseLevel_t House::getHouseAccessLevel(const Player* player)
{
	if(!player)
		return HOUSE_NO_INVITED;

	if(player->hasFlag(PlayerFlag_CanEditHouses))
		return HOUSE_OWNER;

	if(!owner)
		return HOUSE_NO_INVITED;

	AccessHouseLevel_t tmp = HOUSE_NO_INVITED;
	if(isGuild())
	{
		if(player->getGuildId() == owner)
		{
			switch(player->getGuildLevel())
			{
				case GUILDLEVEL_LEADER:
					return HOUSE_OWNER;
				case GUILDLEVEL_VICE:
					return HOUSE_SUBOWNER;
				default:
					tmp = HOUSE_GUEST;
			}
		}
	}
	else if(player->getGUID() == owner || player->marriage == owner)
		return HOUSE_OWNER;

	if(subOwnerList.isInList(player))
		return HOUSE_SUBOWNER;

	if(guestList.isInList(player))
		return HOUSE_GUEST;

	return tmp;
}