Пример #1
0
bool HouseTransferItem::onTradeEvent(TradeEvents_t event, Player* owner)
{
	House* house;
	switch(event){
		case ON_TRADE_TRANSFER:
		{
			house = getHouse();
			if(house){
				house->executeTransfer(this, owner);
			}

			g_game.internalRemoveItem(this, 1);
			break;
		}

		case ON_TRADE_CANCEL:
		{
			house = getHouse();
			if(house){
				house->resetTransferItem();
			}

			break;
		}

		default:
			break;
	}

	return true;
}
Пример #2
0
int HouseLevelSpec::computeReligionLevel(House &house)
{
   int res = 0;
   if (house.hasServiceAccess(S_TEMPLE_MERCURE))
   {
      res++;
   }
   if (house.hasServiceAccess(S_TEMPLE_VENUS))
   {
      res++;
   }
   if (house.hasServiceAccess(S_TEMPLE_MARS))
   {
      res++;
   }
   if (house.hasServiceAccess(S_TEMPLE_NEPTUNE))
   {
      res++;
   }
   if (house.hasServiceAccess(S_TEMPLE_CERES))
   {
      res++;
   }
   return res;
}
Пример #3
0
float HouseLevelSpec::evaluateEducationNeed(House &house, const ServiceType service)
{
   float res = 0;
   int houseLevel = house.getLevelSpec().getHouseLevel();
   int minLevel = HouseSpecHelper::getInstance().getHouseLevelSpec(houseLevel+1)._minEducationLevel;
   if (minLevel == 1)
   {
      // need school or library
      if (service != S_COLLEGE)
      {
         res = (float)( 100 - std::max(house.getServiceAccess(S_SCHOOL), house.getServiceAccess(S_LIBRARY)) );
      } 
   }
   else if (minLevel == 2)
   {
      // need school and library
      if (service != S_COLLEGE)
      {
         res = (float)( 100 - house.getServiceAccess(service) );
      }
   }
   else if (minLevel == 3)
   {
      // need school and library and college
      res = (float)( 100 - house.getServiceAccess(service) );
   }
   // std::cout << "education need: " << service << " " << res << std::endl;
   return res;
}
Пример #4
0
bool IOMapSerialize::updateAuctions()
{
	Database* db = Database::getInstance();
	DBQuery query;

	time_t now = time(NULL);
	query << "SELECT `house_id`, `player_id`, `bid` FROM `house_auctions` WHERE `endtime` < " << now;

	DBResult* result;
	if(!(result = db->storeQuery(query.str())))
		return true;

	bool success = true;
	House* house = NULL;
	do
	{
		query.str("");
		query << "DELETE FROM `house_auctions` WHERE `house_id` = " << result->getDataInt("house_id");
		if(!(house = Houses::getInstance()->getHouse(result->getDataInt(
			"house_id"))) || !db->query(query.str()))
		{
			success = false;
			continue;
		}

		house->setOwner(result->getDataInt("player_id"));
		Houses::getInstance()->payHouse(house, now, result->getDataInt("bid"));
	}
	while(result->next());
	result->free();
	return success;
}
Пример #5
0
boolean Floor::handle_xml_tag(Tag tag, xml_node *node) {
   switch (tag) {
      case ON_FLOOR_TAG: 
		case INSIDE_TAG: // new on 040803
			// following called reset_items prior to 240203
			just_add_items(xml_load_sprites(node),xml_get_attribute_int(node,L"TopLevel",0)); // new on 110803 to add to screen if pasting in the floor by itself		
		   // rewritten on 171202 to just do above rather than below
         // Sprites *floor_items = xml_load_sprites(node);
         // if (floor_items != NULL) {
		      //Sprites *remaining = floor_items;
		      //while (remaining != NULL) {
			     // // new on 101099 if priority of item is fixed then don't reset it
			     // // so Marty, for example, loads in with correct priority
			     // add_item(remaining->first(),FALSE); 
			     // // FALSE replaced !remaining->first()->priority_fixed() above on 211199 since priority is now saved correctly
			     // remaining = remaining->rest();
		      //};
		      //floor_items->recursively_propagate_changes();
		      //floor_items->activate();
         //    floor_items->remove_all();
         //    delete floor_items;
         // };
			current_priority = xml_get_attribute_int(node,L"Z",max_long);
         return(TRUE);
		case PREVIOUS_MOUSE_TAG:
			set_previous_mouse((Mouse *) xml_get_sprite(node,previous_mouse,MOUSE_WITH_HAMMER)); // args added on 070103
			return(TRUE);
		case MAIN_BOX_TAG: 
			body_cubby = (Cubby *) xml_get_sprite(node,body_cubby,CUBBY);
			if (body_cubby != NULL) { // new on 090203 - not clear if better to use set_body_cubby instead but it does much more
				body_cubby->increment_ref_count(); 
			};
			return(body_cubby != NULL);
		case ALTERNATIVES_FOR_MY_BOX_TAG:
			alternative_body_cubbies = xml_load_sprites(node);
			return(alternative_body_cubbies != NULL);
		case INITIAL_ROBOT_TAG: 
			set_initial_robot((Robot *) xml_get_sprite(node,initial_robot,ROBOT));
			return(initial_robot != NULL);
		case HOUSE_LOCATION_TAG: {
			House *house = house_at_location(node);
			if (house == NULL) return(FALSE);
			room = house->pointer_to_room();
			return(room != NULL);
									  };
      case NO_MORE_TAGS:
			// commented out on 041103 since this causes problem when jumping between segments in time travel and is only an optimization anyway
//			toolbox_status = (ToolboxCacheStatus) xml_get_attribute_int(node,L"ToolBoxStatusCode",TOOLBOX_CACHE_STATUS_UNINITIALIZED);
			floor_id = xml_get_attribute_int(node,L"FloorID",floor_id);
			at_left_wall = xml_get_attribute_int(node,L"AtLeftWall",0); // prior to 210404 at_left_wall
			at_right_wall = xml_get_attribute_int(node,L"AtRightWall",0); // prior to 210404 at_right_wall
			at_front_wall = xml_get_attribute_int(node,L"AtFrontWall",0); // prior to 210404 at_front_wall
         return(TRUE); // had been commented out on 090404 to fall through to call to super -- trying to fix time travel bug with containment region
			// restored 090404 since Floor is "self contained"
      default:
 //        return(FALSE); // extra_xml?? 051102
			return(Visible_Background::handle_xml_tag(tag,node)); // new on 090404 - though super doesn't do much better...
   };
};
Пример #6
0
void HousePalettePanel::OnListBoxDoubleClick(wxCommandEvent& event)
{
	House* house = reinterpret_cast<House*>(event.GetClientData());
	// I find it extremly unlikely that one actually wants the exit at 0,0,0, so just treat it as the null value
	if(house && house->getExit() != Position(0,0,0)) {
		gui.CenterOnPosition(house->getExit());
	}
}
Пример #7
0
House* Houses::getHouseByPlayerId(uint32_t playerId)
{
	for(HouseMap::iterator it = houseMap.begin(); it != houseMap.end(); ++it){
		House* house = it->second;
		if(house->getHouseOwner() == playerId){
			return house;
		}
	}
	return NULL;
}
void RadarClass::destroy()
{
    House* owner = getOwner();

	StructureClass::destroy();

	if(!owner->hasRadar()) {
		owner->changeRadar(false);
	}
}
Пример #9
0
void Commands::sellHouse(Player& player, const std::string& param)
{
	Player* tradePartner = g_game.getPlayerByName(param);
	if (!tradePartner || tradePartner == &player) {
		player.sendCancel("Trade player not found.");
		return;
	}

	if (!Position::areInRange<2, 2, 0>(tradePartner->getPosition(), player.getPosition())) {
		player.sendCancel("Trade player is too far away.");
		return;
	}

	if (!tradePartner->isPremium()) {
		player.sendCancel("Trade player does not have a premium account.");
		return;
	}

	HouseTile* houseTile = dynamic_cast<HouseTile*>(player.getTile());
	if (!houseTile) {
		player.sendCancel("You must stand in your house to initiate the trade.");
		return;
	}

	House* house = houseTile->getHouse();
	if (!house || house->getOwner() != player.getGUID()) {
		player.sendCancel("You don't own this house.");
		return;
	}

	if (Houses::getInstance().getHouseByPlayerId(tradePartner->getGUID())) {
		player.sendCancel("Trade player already owns a house.");
		return;
	}

	if (IOLoginData::hasBiddedOnHouse(tradePartner->getGUID())) {
		player.sendCancel("Trade player is currently the highest bidder of an auctioned house.");
		return;
	}

	Item* transferItem = house->getTransferItem();
	if (!transferItem) {
		player.sendCancel("You can not trade this house.");
		return;
	}

	transferItem->getParent()->setParent(&player);

	if (!g_game.internalStartTrade(&player, tradePartner, transferItem)) {
		house->resetTransferItem();
	}
}
Пример #10
0
void Commands::sellHouse(Player* player, const std::string& cmd, const std::string& param)
{
	House* house = Houses::getInstance().getHouseByPlayerId(player->guid);
	if (!house) {
		player->sendCancel("You do not own any house.");
		return;
	}

	Player* tradePartner = g_game.getPlayerByName(param);
	if (!(tradePartner && tradePartner != player)) {
		player->sendCancel("Trade player not found.");
		return;
	}

	if (tradePartner->level < 1) {
		player->sendCancel("Trade player level is too low.");
		return;
	}

	if (!Position::areInRange<2, 2, 0>(tradePartner->getPosition(), player->getPosition())) {
		player->sendCancel("Trade player is too far away.");
		return;
	}

	if (!tradePartner->isPremium()) {
		player->sendCancel("Trade player does not have a premium account.");
		return;
	}

	if (Houses::getInstance().getHouseByPlayerId(tradePartner->guid)) {
		player->sendCancel("Trade player already owns a house.");
		return;
	}

	if (IOLoginData::getInstance()->hasBiddedOnHouse(tradePartner->guid)) {
		player->sendCancel("Trade player is currently the highest bidder of an auctioned house.");
		return;
	}

	Item* transferItem = house->getTransferItem();
	if (!transferItem) {
		player->sendCancel("You can not trade this house.");
		return;
	}

	transferItem->getParent()->setParent(player);

	if (!g_game.internalStartTrade(player, tradePartner, transferItem)) {
		house->resetTransferItem();
	}
}
Пример #11
0
bool IOMapSerialize::saveMap()
{
	int64_t start = OTSYS_TIME();
	Database* db = Database::getInstance();
	std::ostringstream query;

	//Start the transaction
	DBTransaction transaction;
	if (!transaction.begin()) {
		return false;
	}

	//clear old tile data
	if (!db->executeQuery("DELETE FROM `tile_store`")) {
		return false;
	}

	DBInsert stmt;
	stmt.setQuery("INSERT INTO `tile_store` (`house_id`, `data`) VALUES ");

	PropWriteStream stream;
	for (const auto& it : Houses::getInstance().getHouses()) {
		//save house items
		House* house = it.second;
		for (HouseTile* tile : house->getTiles()) {
			saveTile(stream, tile);

			size_t attributesSize;
			const char* attributes = stream.getStream(attributesSize);
			if (attributesSize > 0) {
				query << house->getId() << ',' << db->escapeBlob(attributes, attributesSize);
				if (!stmt.addRow(query)) {
					return false;
				}
			}

			stream.clear();
		}
	}

	if (!stmt.execute()) {
		return false;
	}

	//End the transaction
	bool success = transaction.commit();
	std::cout << "> Saved house items in: " <<
	          (OTSYS_TIME() - start) / (1000.) << " s" << std::endl;
	return success;
}
Пример #12
0
void Commands::buyHouse(Player* player, const std::string& cmd, const std::string& param)
{
	if (!player->isPremium()) {
		player->sendCancelMessage(RET_YOUNEEDPREMIUMACCOUNT);
		return;
	}

	Position pos = player->getPosition();
	pos = getNextPosition(player->direction, pos);

	Tile* tile = g_game.getTile(pos.x, pos.y, pos.z);

	if (!tile) {
		player->sendCancel("You have to be looking at the door of the house you would like to buy.");
		return;
	}

	HouseTile* houseTile = dynamic_cast<HouseTile*>(tile);
	if (!houseTile) {
		player->sendCancel("You have to be looking at the door of the house you would like to buy.");
		return;
	}

	House* house = houseTile->getHouse();
	if (!house || !house->getDoorByPosition(pos)) {
		player->sendCancel("You have to be looking at the door of the house you would like to buy.");
		return;
	}

	if (house->getHouseOwner()) {
		player->sendCancel("This house alreadly has an owner.");
		return;
	}

	for (const auto& it : Houses::getInstance().getHouses()) {
		if (it.second->getHouseOwner() == player->guid) {
			player->sendCancel("You are already the owner of a house.");
			return;
		}
	}

	uint64_t price = house->getHouseTiles().size() * g_config.getNumber(ConfigManager::HOUSE_PRICE);
	if (!g_game.removeMoney(player, price)) {
		player->sendCancel("You do not have enough money.");
		return;
	}

	house->setHouseOwner(player->guid);
	player->sendTextMessage(MSG_INFO_DESCR, "You have successfully bought this house, be sure to have the money for the rent in the bank.");
}
Пример #13
0
        static Target create( const Option& o )
        {

            House* house = new House( &o );
            TargetValue* THIS = new TargetValue( house );
            house->setTHIS(THIS);
            Target target = THIS;

            house->build(o);

            // Added to level in build()
            // l.addFeature( target );

            return target;
        }
Пример #14
0
float HouseLevelSpec::evaluateReligionNeed(House &house, const ServiceType service)
{
   int houseLevel = house.getLevelSpec().getHouseLevel();
   int minLevel = HouseSpecHelper::getInstance().getHouseLevelSpec(houseLevel+1)._minReligionLevel;

   return (float)minLevel;
}
Пример #15
0
int HouseLevelSpec::computeFoodLevel(House &house)
{
   int res = 0;

   GoodStore& goodStore = house.getGoodStore();
   if (goodStore.getCurrentQty(G_WHEAT) > 0)
   {
      res++;
   }
   if (goodStore.getCurrentQty(G_FISH) > 0)
   {
      res++;
   }
   if (goodStore.getCurrentQty(G_MEAT) > 0)
   {
      res++;
   }
   if (goodStore.getCurrentQty(G_FRUIT) > 0)
   {
      res++;
   }
   if (goodStore.getCurrentQty(G_VEGETABLE) > 0)
   {
      res++;
   }

   return res;
}
Пример #16
0
void printHouse(House house)
{
	//print the house information using
	//the dot operator
	cout<<"House Color: "<<house.getColor()
			<<"\nNumber Bathrooms: "
			<<house.getNumBath()
			<<"\nNumberBedrooms: "
			<<house.getSqft()<<endl;
	cout<<"Total Square feet: "
			<<house.getSqft()<<endl;
	cout<<endl<<endl;
	
	//since it is a void function,
	//I do not need a return statement
}
Пример #17
0
void mouse(int button, int state, int x, int y)
{
	if (state == GLUT_DOWN) {
		int view[4];
		//   double modelview[16];
		double proj[16];
		glGetIntegerv(GL_VIEWPORT, view);
		glGetDoublev(GL_PROJECTION_MATRIX, proj);
		int realy = view[3] - (GLint)y - 1;
		int check = gluUnProject(x, realy, -1, WorldT, proj, view, objectNear, objectNear + 1, objectNear + 2);
		cout << "unprojected near co-ords are ";
		for (int i = 0; i<4; i++) {
			cout << objectNear[i] << " ";
		} cout << "\n";
		check = gluUnProject(x, realy, 1, WorldT, proj, view, objectFar, objectFar + 1, objectFar + 2);
		cout << "unprojected far co-ords are ";
		for (int i = 0; i<4; i++) {
			cout << objectFar[i] << " ";
		} cout << "\n";
		//prepare for collision test by making a ray
		Vector d(objectFar[0], objectFar[1], objectFar[2]);
		Vector p(objectNear[0], objectNear[1], objectNear[2]);
		Ray ray1;  //this is the ray cast
		ray1.SetOrigin(p);      //initialise ray with origin and direction vector
		ray1.SetDirection(d - p);
		if (myhouse.isBoundSphereIntersect(ray1))
			cout << "hit" << endl;
		else
			cout << "miss" << endl;


		glutPostRedisplay();

	}
}
Пример #18
0
bool Commands::sellHouse(Creature* creature, const std::string& cmd, const std::string& param)
{
	Player* player = creature->getPlayer();
	if(player){
		House* house = Houses::getInstance().getHouseByPlayerId(player->getGUID());
		if(!house){
			player->sendCancel("You do not own any house.");
			return false;
		}

		Player* tradePartner = g_game.getPlayerByName(param);
		if(!(tradePartner && tradePartner != player)){
			player->sendCancel("Trade player not found.");
			return false;
		}

		if(tradePartner->getPlayerInfo(PLAYERINFO_LEVEL) < 1){
			player->sendCancel("Trade player level is too low.");
			return false;
		}

		if(Houses::getInstance().getHouseByPlayerId(tradePartner->getGUID())){
			player->sendCancel("Trade player already owns a house.");
			return false;
		}

		if(!Position::areInRange<2,2,0>(tradePartner->getPosition(), player->getPosition())){
			player->sendCancel("Trade player is too far away.");
			return false;
		}

		Item* transferItem = house->getTransferItem();
		if(!transferItem){
			player->sendCancel("You can not trade this house.");
			return false;
		}

		transferItem->getParent()->setParent(player);
		if(g_game.internalStartTrade(player, tradePartner, transferItem)){
			return true;
		}
		else{
			house->resetTransferItem();
		}
	}
	return false;
}
Пример #19
0
bool IOMapSerialize::loadHouses()
{
	Database* db = Database::getInstance();
	DBQuery query;

	query << "SELECT * FROM `houses` WHERE `world_id` = " << g_config.getNumber(ConfigManager::WORLD_ID);
	DBResult* result;
	if(!(result = db->storeQuery(query.str())))
		return false;

	House* house = NULL;
	do
	{
		if(!(house = Houses::getInstance()->getHouse(result->getDataInt("id"))))
			continue;

		house->setRentWarnings(result->getDataInt("warnings"));
		house->setLastWarning(result->getDataInt("lastwarning"));
		house->setPaidUntil(result->getDataInt("paid"));

		house->setOwner(result->getDataInt("owner"));
		if(result->getDataInt("clear"))
			house->setPendingTransfer(true);
	}
	while(result->next());
	result->free();

	for(HouseMap::iterator it = Houses::getInstance()->getHouseBegin(); it != Houses::getInstance()->getHouseEnd(); ++it)
	{
		if(!(house = it->second) || !house->getId() || !house->getOwner())
			continue;

		query.str("");
		query << "SELECT `listid`, `list` FROM `house_lists` WHERE `house_id` = " << house->getId();
		query << " AND `world_id` = " << g_config.getNumber(ConfigManager::WORLD_ID);
		if(!(result = db->storeQuery(query.str())))
			continue;

		do
			house->setAccessList(result->getDataInt("listid"), result->getDataString("list"));
		while(result->next());
		result->free();
	}

	return true;
}
Пример #20
0
void HousePalettePanel::OnClickEditHouse(wxCommandEvent& event)
{
	if(house_list->GetCount() == 0)
		return;
	if(map == nullptr)
		return;

	House* house = reinterpret_cast<House*>(house_list->GetClientData(house_list->GetSelection()));
	if(house) {
		wxDialog* d = newd EditHouseDialog(gui.root, map, house);
		int ret = d->ShowModal();
		if(ret == 1) {
			// Something changed, change name of house
			house_list->SetString(house_list->GetSelection(), wxstr(house->getDescription()));
			refresh_timer.Start(300, true);
		}
	}
}
Пример #21
0
int main()
{
    House house;
    Player player;
    player.moveTo(house.getRoom("living room"));

    InputHandler input;
    generateControls(input, player);
    
    do 
    {
        input.updateInput();
    } while (!input.isEndSignal);

    std::cout << "Thanks for playing." << std::endl;

    return 0;
}
Пример #22
0
void Commands::getHouse(Player* player, const std::string& cmd, const std::string& param)
{
	std::string name = param;
	uint32_t guid;

	if (!IOLoginData::getInstance()->getGuidByName(guid, name)) {
		return;
	}

	std::ostringstream str(name);
	House* house = Houses::getInstance().getHouseByPlayerId(guid);
	if (house) {
		str << " owns house: " << house->getName() << ".";
	} else {
		str << " does not own any house.";
	}

	player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, str.str());
}
Пример #23
0
int HouseLevelSpec::computeWaterLevel(House &house, std::string &oMissingRequirement)
{
   // no water=0, well=1, fountain=2
   int res = 0;
   if (house.hasServiceAccess(S_FOUNTAIN))
   {
      res = 2;
   }
   else if (house.hasServiceAccess(S_WELL))
   {
      res = 1;
      oMissingRequirement = _("need fountain");
   }
   else
   {
      oMissingRequirement = _("need water");
   }
   return res;
}
Пример #24
0
int HouseLevelSpec::computeMonthlyConsumption(House &house, const GoodType goodType)
{
   int res = 0;
   if (_requiredGoods[goodType] != 0)
   {
      res = house.getMaxHabitants() * _requiredGoods[goodType];
   }

   return res;
}
Пример #25
0
int main() {

	House* myHouse = new House();
	ifstream RoomInfo;
	RoomInfo.open("roomInfo.txt");

	string roomline;

	while (getline(RoomInfo, roomline)) {
		myHouse->addRoom(roomline);
	}

	myHouse->printRoomNames();
	cout << "the area of my house is " << myHouse->calculateArea()
		<< " square feet" << endl;

	cin.get();
	return 0;
}
Пример #26
0
void IOLoginData::updateHouseOwners()
{
	Database* db = Database::getInstance();

	std::ostringstream query;
	DBResult* result;
	query << "SELECT `id`, `highest_bidder`, `last_bid` FROM `houses` WHERE `owner` = 0 AND `bid_end` != 0 AND `bid_end` < " << time(nullptr);

	if ((result = db->storeQuery(query.str()))) {
		do {
			House* house = Houses::getInstance().getHouse(result->getDataInt("id"));

			if (house) {
				DBResult* result2;
				query.str("");
				query << "SELECT `balance` FROM `players` WHERE `id` = " << result->getDataInt("highest_bidder");
				bool canPay = false;

				if ((result2 = db->storeQuery(query.str()))) {
					if (result2->getDataInt("balance") >= result->getDataInt("last_bid")) {
						canPay = true;
					}

					db->freeResult(result2);
				}

				if (canPay) {
					query.str("");
					query << "UPDATE `players` SET `balance` = `balance` - " << result->getDataInt("last_bid") << " WHERE `id` = " << result->getDataInt("highest_bidder");
					db->executeQuery(query.str());

					house->setHouseOwner(result->getDataInt("highest_bidder"));
				}

				query.str("");
				query << "UPDATE `houses` SET `last_bid` = 0, `bid_end` = 0, `highest_bidder` = 0, `bid` = 0 WHERE `id` = " << result->getDataInt("id");
				db->executeQuery(query.str());
			}
		} while (result->next());

		db->freeResult(result);
	}
}
Пример #27
0
std::string getHousePrintNum(House &house) {
  switch (house.getKind()) {
  case HouseKind::Row:
    return getID(house.num);
  case HouseKind::Col:
  case HouseKind::Box: {
    std::stringstream ss;
    ss << house.num;
    return ss.str();
  }
  }
}
Пример #28
0
int HouseLevelSpec::computeEntertainmentLevel(House &house)
{
   int res = 0;
   if (house.hasServiceAccess(S_THEATER))
   {
      res += 10;
   }
   if (house.hasServiceAccess(S_AMPHITHEATER))
   {
      res += 20;
   }
   if (house.hasServiceAccess(S_COLLOSSEUM))
   {
      res += 30;
   }
   if (house.hasServiceAccess(S_HIPPODROME))
   {
      res += 40;
   }
   return res;
}
bool IOMapSerialize::loadHouseInfo()
{
	Database& db = Database::getInstance();

	DBResult_ptr result = db.storeQuery("SELECT `id`, `owner`, `paid`, `warnings` FROM `houses`");
	if (!result) {
		return false;
	}

	do {
		House* house = g_game.map.houses.getHouse(result->getNumber<uint32_t>("id"));
		if (house) {
			house->setOwner(result->getNumber<uint32_t>("owner"), false);
			house->setPaidUntil(result->getNumber<time_t>("paid"));
			house->setPayRentWarnings(result->getNumber<uint32_t>("warnings"));
		}
	} while (result->next());

	result = db.storeQuery("SELECT `house_id`, `listid`, `list` FROM `house_lists`");
	if (result) {
		do {
			House* house = g_game.map.houses.getHouse(result->getNumber<uint32_t>("house_id"));
			if (house) {
				house->setAccessList(result->getNumber<uint32_t>("listid"), result->getString("list"));
			}
		} while (result->next());
	}
	return true;
}
Пример #30
0
bool IOMapSerialize::loadHouseInfo()
{
	Database* db = Database::getInstance();

	DBResult* result = db->storeQuery("SELECT `id`, `owner`, `paid`, `warnings` FROM `houses`");
	if (!result) {
		return false;
	}

	do {
		House* house = Houses::getInstance().getHouse(result->getDataInt("id"));
		if (house) {
			house->setOwner(result->getDataInt("owner"), false);
			house->setPaidUntil(result->getDataInt("paid"));
			house->setPayRentWarnings(result->getDataInt("warnings"));
		}
	} while (result->next());
	db->freeResult(result);

	result = db->storeQuery("SELECT `house_id`, `listid`, `list` FROM `house_lists`");
	if (result) {
		do {
			House* house = Houses::getInstance().getHouse(result->getDataInt("house_id"));
			if (house) {
				house->setAccessList(result->getDataInt("listid"), result->getDataString("list"));
			}
		} while (result->next());
		db->freeResult(result);
	}
	return true;
}