Example #1
0
BOOL KLootList::IsEmpty()
{
    BOOL bRetCode = FALSE;
    int nItem = GetSize();
    int nMoney = GetMoney();

    KG_PROCESS_ERROR(nItem == 0 && nMoney == 0);

    bRetCode = TRUE;
Exit0:
    return bRetCode;
}
Example #2
0
bool CPlayer::BuyBackItemFromMultiVendor(uint32 slot)
{
    DEBUG_LOG("WORLD: BuyBackItemFromMultiVendor");

    uint32 entry;
    ObjectGuid vendorGuid;
    GetMultiVendor(entry, vendorGuid);

    Creature* pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_NONE);
    if (!pCreature)
    {
        DEBUG_LOG("WORLD: BuyBackItemFromMultiVendor - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
        SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, ObjectGuid(), 0);
        return false;
    }

    // remove fake death
    if (hasUnitState(UNIT_STAT_DIED))
        RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item* pItem = GetItemFromBuyBackSlot(slot);
    if (pItem)
    {
        uint32 price = GetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + slot - BUYBACK_SLOT_START);
        if (GetMoney() < price)
        {
            SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, pItem->GetEntry(), 0);
            return false;
        }

        ItemPosCountVec dest;
        InventoryResult msg = CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg == EQUIP_ERR_OK)
        {
            ModifyMoney(-(int32)price);
            RemoveItemFromBuyBackSlot(slot, false);
            ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
            StoreItem(dest, pItem, true);
        }
        else
            SendEquipError(msg, pItem, NULL);

        return true;
    }
    else
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, 0, 0);

    return false;
}
Example #3
0
void CPlayer::AddReward(std::string name, float amount)
{
    m_Rewards.push_back(name + "|r");
    m_PendingReward += amount;

    if (m_PendingReward >= 1)
    {
        uint32 Reward = m_PendingReward * 10000.f;
        m_PendingReward = 0;

        SetMoney(GetMoney() + Reward);
        BoxChat << "You were rewarded with " << GetGoldString(Reward) << " for the kills of " << GetRewardNames(false) << std::endl;
        m_Rewards.clear();
    }
}
Example #4
0
/**
 * Sends a mail.
 *
 * @param receiver             The MailReceiver to which this mail is sent.
 * @param sender               The MailSender from which this mail is originated.
 * @param checked              The mask used to specify the mail.
 * @param deliver_delay        The delay after which the mail is delivered in seconds
 */
void MailDraft::SendMailTo(MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{

    Player* pReceiver = receiver.GetPlayer();               // can be NULL

    uint32 pReceiverAccount = 0;
    if (!pReceiver)
        pReceiverAccount = sObjectMgr.GetPlayerAccountIdByGUID(receiver.GetPlayerGuid());

    if (!pReceiver && !pReceiverAccount)                    // receiver not exist
    {
        deleteIncludedItems(true);
        return;
    }

    bool has_items = !m_items.empty();

    // generate mail template items for online player, for offline player items will generated at open
    if (pReceiver)
    {
        if (prepareItems(pReceiver))
            has_items = true;
    }

    uint32 mailId = sObjectMgr.GenerateMailID();

    time_t deliver_time = time(NULL) + deliver_delay;

    uint32 expire_delay;
    // auction mail without any items and money (auction sale note) pending 1 hour
    if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
        expire_delay = HOUR;
    // default case: expire time if COD 3 days, if no COD 30 days
    else
        expire_delay = (m_COD > 0) ? 3 * DAY : 30 * DAY;

    time_t expire_time = deliver_time + expire_delay;

    // Add to DB
    std::string safe_subject = GetSubject();
    CharacterDatabase.escape_string(safe_subject);

    std::string safe_body = GetBody();
    CharacterDatabase.escape_string(safe_body);

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("INSERT INTO mail (id,messageType,stationery,mailTemplateId,sender,receiver,subject,body,has_items,expire_time,deliver_time,money,cod,checked) "
        "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%s', '%s', '%u', '" UI64FMTD "','" UI64FMTD "', '%u', '%u', '%u')",
        mailId, sender.GetMailMessageType(), sender.GetStationery(), GetMailTemplateId(), sender.GetSenderId(), receiver.GetPlayerGuid().GetCounter(), safe_subject.c_str(), safe_body.c_str(), (has_items ? 1 : 0), (uint64)expire_time, (uint64)deliver_time, m_money, m_COD, checked);

    for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
    {
        Item* item = mailItemIter->second;
        CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')",
            mailId, item->GetGUIDLow(), item->GetEntry(), receiver.GetPlayerGuid().GetCounter());
    }
    CharacterDatabase.CommitTransaction();

    // For online receiver update in game mail status and data
    if (pReceiver)
    {
        pReceiver->AddNewMailDeliverTime(deliver_time);

        Mail *m = new Mail;
        m->messageID = mailId;
        m->mailTemplateId = GetMailTemplateId();
        m->subject = GetSubject();
        m->body = GetBody();
        m->money = GetMoney();
        m->COD = GetCOD();

        for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
        {
            Item* item = mailItemIter->second;
            m->AddItem(item->GetGUIDLow(), item->GetEntry());
        }

        m->messageType = sender.GetMailMessageType();
        m->stationery = sender.GetStationery();
        m->sender = sender.GetSenderId();
        m->receiverGuid = receiver.GetPlayerGuid();
        m->expire_time = expire_time;
        m->deliver_time = deliver_time;
        m->checked = checked;
        m->state = MAIL_STATE_UNCHANGED;

        pReceiver->AddMail(m);                           // to insert new mail to beginning of maillist

        if (!m_items.empty())
        {
            for(MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
                pReceiver->AddMItem(mailItemIter->second);
        }
    }
    else if (!m_items.empty())
        deleteIncludedItems();
}
Example #5
0
void MailDraft::SendMailTo(SQLTransaction& trans, MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
    Player* pReceiver = receiver.GetPlayer();               // can be NULL
    Player* pSender = sObjectMgr->GetPlayerByLowGUID(sender.GetSenderId());

    if (pReceiver)
        prepareItems(pReceiver, trans);                            // generate mail template items

    uint32 mailId = sObjectMgr->GenerateMailID();

    time_t deliver_time = time(NULL) + deliver_delay;

    //expire time if COD 3 days, if no COD 30 days, if auction sale pending 1 hour
    uint32 expire_delay;

    // auction mail without any items and money
    if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
        expire_delay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY);
    // mail from battlemaster (rewardmarks) should last only one day
    else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattlegroundMgr->GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
        expire_delay = DAY;
     // default case: expire time if COD 3 days, if no COD 30 days (or 90 days if sender is a game master)
    else
    {
        if (m_COD)
            expire_delay = 3 * DAY;
        else
            expire_delay = pSender && pSender->IsGameMaster() ? 90 * DAY : 30 * DAY;
    }

    time_t expire_time = deliver_time + expire_delay;

    // Add to DB
    uint8 index = 0;
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL);
    stmt->setUInt32(  index, mailId);
    stmt->setUInt8 (++index, uint8(sender.GetMailMessageType()));
    stmt->setInt8  (++index, int8(sender.GetStationery()));
    stmt->setUInt16(++index, GetMailTemplateId());
    stmt->setUInt32(++index, sender.GetSenderId());
    stmt->setUInt32(++index, receiver.GetPlayerGUIDLow());
    stmt->setString(++index, GetSubject());
    stmt->setString(++index, GetBody());
    stmt->setBool  (++index, !m_items.empty());
    stmt->setUInt64(++index, uint64(expire_time));
    stmt->setUInt64(++index, uint64(deliver_time));
    stmt->setUInt32(++index, m_money);
    stmt->setUInt32(++index, m_COD);
    stmt->setUInt8 (++index, uint8(checked));
    trans->Append(stmt);

    for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
    {
        Item* pItem = mailItemIter->second;
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_MAIL_ITEM);
        stmt->setUInt32(0, mailId);
        stmt->setUInt32(1, pItem->GetGUID().GetCounter());
        stmt->setUInt32(2, receiver.GetPlayerGUIDLow());
        trans->Append(stmt);
    }

    // For online receiver update in game mail status and data
    if (pReceiver)
    {
        pReceiver->AddNewMailDeliverTime(deliver_time);

        if (pReceiver->IsMailsLoaded())
        {
            Mail* m = new Mail;
            m->messageID = mailId;
            m->mailTemplateId = GetMailTemplateId();
            m->subject = GetSubject();
            m->body = GetBody();
            m->money = GetMoney();
            m->COD = GetCOD();

            for (MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
            {
                Item* item = mailItemIter->second;
                m->AddItem(item->GetGUID().GetCounter(), item->GetEntry());
            }

            m->messageType = sender.GetMailMessageType();
            m->stationery = sender.GetStationery();
            m->sender = sender.GetSenderId();
            m->receiver = receiver.GetPlayerGUIDLow();
            m->expire_time = expire_time;
            m->deliver_time = deliver_time;
            m->checked = checked;
            m->state = MAIL_STATE_UNCHANGED;

            pReceiver->AddMail(m);                           // to insert new mail to beginning of maillist

            if (!m_items.empty())
            {
                for (MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
                    pReceiver->AddMItem(mailItemIter->second);
            }
        }
        else if (!m_items.empty())
        {
            SQLTransaction temp = SQLTransaction(NULL);
            deleteIncludedItems(temp);
        }
    }
    else if (!m_items.empty())
    {
        SQLTransaction temp = SQLTransaction(NULL);
        deleteIncludedItems(temp);
    }
}
Example #6
0
void MailDraft::SendMailTo(MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
    Player* pReceiver = receiver.GetPlayer();               // can be NULL
    
    if (pReceiver)
        prepareItems(pReceiver);                            // generate mail template items


    uint32 mailId = objmgr.GenerateMailID();

    time_t deliver_time = time(NULL) + deliver_delay;

    uint32 expire_delay;
    // auction mail without any items and money (auction sale note) pending 1 hour
    if (sender.GetMailMessageType() == MAIL_AUCTION && m_items.empty() && !m_money)
        expire_delay = HOUR;
    // mail from battlemaster (rewardmarks) should last only one day
    else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattleGroundMgr.GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
        expire_delay = DAY;
    // default case: expire time if COD 3 days, if no COD 30 days
    else
        expire_delay = (m_COD > 0) ? 3 * DAY : 30 * DAY;

    time_t expire_time = deliver_time + expire_delay;

    // Add to DB
    std::string safe_subject = GetSubject();

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.escape_string(safe_subject);
    CharacterDatabase.PExecute("INSERT INTO mail (id,messageType,stationery,mailTemplateId,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked) "
        "VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%s', '%u', '%u', '" UI64FMTD "','" UI64FMTD "', '%u', '%u', '%d')",
        mailId, sender.GetMailMessageType(), sender.GetStationery(), GetMailTemplateId(), sender.GetSenderId(), receiver.GetPlayerGUIDLow(), safe_subject.c_str(), GetBodyId(), (m_items.empty() ? 0 : 1), (uint64)expire_time, (uint64)deliver_time, m_money, m_COD, checked);

    for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
    {
        Item* item = mailItemIter->second;
        CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')", mailId, item->GetGUIDLow(), item->GetEntry(), receiver.GetPlayerGUIDLow());
    }
    CharacterDatabase.CommitTransaction();

    // For online receiver update in game mail status and data
    if (pReceiver)
    {
        pReceiver->AddNewMailDeliverTime(deliver_time);

        if (pReceiver->IsMailsLoaded())
        {
            Mail *m = new Mail;
            m->messageID = mailId;
            m->mailTemplateId = GetMailTemplateId();
            m->subject = GetSubject();
            m->itemTextId = GetBodyId();
            m->money = GetMoney();
            m->COD = GetCOD();

            for(MailItemMap::const_iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
            {
                Item* item = mailItemIter->second;
                m->AddItem(item->GetGUIDLow(), item->GetEntry());
            }

            m->messageType = sender.GetMailMessageType();
            m->stationery = sender.GetStationery();
            m->sender = sender.GetSenderId();
            m->receiver = receiver.GetPlayerGUIDLow();
            m->expire_time = expire_time;
            m->deliver_time = deliver_time;
            m->checked = checked;
            m->state = MAIL_STATE_UNCHANGED;

            pReceiver->AddMail(m);                           // to insert new mail to beginning of maillist

            if (!m_items.empty())
            {
                for(MailItemMap::iterator mailItemIter = m_items.begin(); mailItemIter != m_items.end(); ++mailItemIter)
                    pReceiver->AddMItem(mailItemIter->second);
            }
        }
        else if (!m_items.empty())
            deleteIncludedItems();
    }
    else if (!m_items.empty())
        deleteIncludedItems();
}
void QuizRoom::TakeInput()
{
	system("CLS");

	char Answer[50];
	std::cout << "You passed my puzzle room pretty easily, but can you stand the heat of my quiz  room?\n";
	std::cout << "\nThere are 5 questions in total can you muster your brain power to get all 5 right? if so they might be something in it for you\n";
	std::cout << "\nRight lets begin, Question 1 What piece in chess has the least value?\n\nBishop\nRook\nPawn\n";
	String input1;
	input1.setString();
	if (input1.lowerCase().compare("pawn"))
	{
		system("CLS");
		Correct++;
		std::cout << "Correct, Onto the second question!\n";
		totalScore++; 
		std::cout << "\n" << totalScore << " / 1\n";
		AddMoney(500);
		std::cout << "$" << GetMoney();
	}
	else
	{
		system("CLS");
		std::cout << "Nice try, try the next one!\n";
	}
	String input2;
	std::cout << "\nQuestion 2 What is the name of the main antagonist in the mario franchise?\nKamek\nBowser\nGoomba\n";

	input2.setString();
	if (input2.lowerCase().compare("bowser"))
	{
		system("CLS");
		Correct++;
		std::cout << "Correct, Onto the Third question!\n";
		totalScore++;
		std::cout << "\n" << totalScore << " / 2\n";
		AddMoney(500);
		std::cout << "$" << GetMoney() << "\n";
	}
	else
	{
		system("CLS");
		std::cout << "\n" << "Nice try, the next one!\n";
	}
	String input3;
	std::cout << "\nQuestion 3 What is the name of playstations marsupial mascot?\nCrash\nCoco\nSteve\n";
	input3.setString();
	if (input3.lowerCase().compare("crash"))
	{
		system("CLS");
		Correct++;
		std::cout << "\nCorrect, Onto the Fourth question!  \n";
		totalScore++;
		std::cout << "\n" << totalScore << " / 3\n";
		AddMoney(500);
		std::cout << "$" << GetMoney() << "\n";
	}
	else
	{
		system("CLS");
		std::cout << "Nice try, the next one!\n";
	}
	
	std::cout << "\nQuestion 4, The OUYA isnt a well known console amongst gamers, but who made it?\nAndroid\nApple\nSony\nMicrosoft\n";
	String input4;
	input4.setString();
	if (input4.lowerCase().compare("android"))
	{
		system("CLS");
		Correct++;
		std::cout << "\nCorrect, Onto the Last question!  \n";
		totalScore++;
		std::cout << "\n" << totalScore << " / 4 \n";
		AddMoney(500);
		std::cout << "$" << GetMoney() << "\n";
	}
	else
	{
		system("CLS");
		std::cout << "Nice attempt, that was a hard question, onto the grand finale\n";
	}
	std::cout << "\nFinal Question!, Which character does this quote originate from, *Show me your moves!*\nBloodFalcon\nCaptainFalcon\nFox\nMario\n";
	String input5;
	input5.setString();
	if (input5.lowerCase().compare("captainfalcon"))
	{
		system("CLS");
		Correct++;
		std::cout << "\nWell done! you completed the Quiz\n";
		totalScore++;
		AddMoney(500);
		std::cout << "$" << GetMoney() << "\n";
		std::cout << "Your total score was" << totalScore << " / 5";
	}
	else
	{
		system("CLS");
		std::cout << "\nYour total score was" << totalScore << " / 5";
	}
	if (totalScore == 5)
	{
		std::cout << "\nWell done your preformance in the quizzing room has opened up the treasure room for you\nHead to the east\n";
		std::cout << "\nyour total money is now $" << GetMoney() << '\n';
	}
	else
	{
		std::cout << "\nnice attempt east is the way to go now, but you dont get access to the bonuses  in that room\n";
		std::cout << "\nyour total money is now $" << GetMoney() << '\n';
	}

}
Example #8
0
// Return true is the bought item has a max count to force refresh of window by caller
bool CPlayer::BuyItemFromMultiVendor(uint32 item, uint8 count, uint8 bag, uint8 slot)
{
    DEBUG_LOG("WORLD: BuyItemFromMultiVendor");

    // cheating attempt
    if (count < 1) count = 1;

    if (!isAlive())
        return false;

    ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item);
    if (!pProto)
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
        return false;
    }

    uint32 entry;
    ObjectGuid guid;
    GetMultiVendor(entry, guid);

    CreatureInfo const *cinfo = sObjectMgr.GetCreatureTemplate(entry);
    if (!cinfo)
    {
        BoxChat << MSG_COLOR_WHITE << "This vendor seems to be removed from the database. Please report that creature " << entry << " is missing." << std::endl;
        return false;
    }

    Creature* pCreature = GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
    if (!pCreature)
    {
        DEBUG_LOG("WORLD: BuyItemFromMultiVendor - %s not found or you can't interact with him.", guid.GetString().c_str());
        SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
        return false;
    }

    VendorItemData const* vItems = sObjectMgr.GetNpcVendorItemList(entry);
    VendorItemData const* tItems = cinfo->VendorTemplateId ? sObjectMgr.GetNpcVendorTemplateItemList(cinfo->VendorTemplateId) : NULL;

    if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty()))
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
        return false;
    }

    uint32 vCount = vItems ? vItems->GetItemCount() : 0;
    uint32 tCount = tItems ? tItems->GetItemCount() : 0;

    size_t vendorslot = vItems ? vItems->FindItemSlot(item) : vCount;
    if (vendorslot >= vCount)
        vendorslot = vCount + (tItems ? tItems->FindItemSlot(item) : tCount);

    if (vendorslot >= vCount + tCount)
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
        return false;
    }

    VendorItem const* crItem = vendorslot < vCount ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - vCount);
    if (!crItem || crItem->item != item) // store diff item (cheating)
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
        return false;
    }

    uint32 totalCount = pProto->BuyCount * count;

    // check current item amount if it limited
    if (crItem->maxcount != 0)
    {
        if (pCreature->GetVendorItemCurrentCount(crItem) < totalCount)
        {
            SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
            return false;
        }
    }

    if (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
    {
        SendBuyError(BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
        return false;
    }

    if (uint32 extendedCostId = crItem->ExtendedCost)
    {
        ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId);
        if (!iece)
        {
            sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, extendedCostId);
            return false;
        }

        // honor points price
        if (GetHonorPoints() < (iece->reqhonorpoints * count))
        {
            SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
            return false;
        }

        // arena points price
        if (GetArenaPoints() < (iece->reqarenapoints * count))
        {
            SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
            return false;
        }

        // item base price
        for (auto i = 0; i < MAX_EXTENDED_COST_ITEMS; ++i)
        {
            if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], iece->reqitemcount[i] * count))
            {
                SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
                return false;
            }
        }

        // check for personal arena rating requirement
        if (GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating)
        {
            // probably not the proper equip err
            SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL);
            return false;
        }
    }

    if (crItem->conditionId && !isGameMaster() && !sObjectMgr.IsPlayerMeetToCondition(crItem->conditionId, ToPlayer(), pCreature->GetMap(), pCreature, CONDITION_FROM_VENDOR))
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
        return false;
    }

    uint32 price = pProto->BuyPrice * count;

    // reputation discount
    price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));

    if (GetMoney() < price)
    {
        SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
        return false;
    }

    //     if (GetAverageItemLevel() < crItem->itemlevel && !isGameMaster())
    //     {
    //         // probably not the proper equip err
    //         SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL);
    //         SendChatMessage("You need at least %u averange itemlevel.", crItem->itemlevel);
    //         SendChatMessage("You currently have a averange itemlevel %u.", uint32(floor(GetAverageItemLevel())));
    //         return false;
    //     }

    Item* pItem = NULL;

    if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
    {
        ItemPosCountVec dest;
        InventoryResult msg = CanStoreNewItem(bag, slot, dest, item, totalCount);
        if (msg != EQUIP_ERR_OK)
        {
            SendEquipError(msg, NULL, NULL, item);
            return false;
        }

        ModifyMoney(-int32(price));

        if (crItem->ExtendedCost)
            TakeExtendedCost(crItem->ExtendedCost, count);

        pItem = StoreNewItem(dest, item, true);
    }
    else if (IsEquipmentPos(bag, slot))
    {
        if (totalCount != 1)
        {
            SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL);
            return false;
        }

        uint16 dest;
        InventoryResult msg = CanEquipNewItem(slot, dest, item, false);
        if (msg != EQUIP_ERR_OK)
        {
            SendEquipError(msg, NULL, NULL, item);
            return false;
        }

        ModifyMoney(-int32(price));

        if (crItem->ExtendedCost)
            TakeExtendedCost(crItem->ExtendedCost, count);

        pItem = EquipNewItem(dest, item, true);

        if (pItem)
            AutoUnequipOffhandIfNeed();
    }
    else
    {
        SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return false;
    }

    if (!pItem)
        return false;

    uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem, totalCount);

    WorldPacket data(SMSG_BUY_ITEM, 8 + 4 + 4 + 4);
    data << pCreature->GetObjectGuid();
    data << uint32(vendorslot + 1); // numbered from 1 at client
    data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
    data << uint32(count);
    GetSession()->SendPacket(&data);

    SendNewItem(pItem, totalCount, true, false, false);

    return crItem->maxcount != 0;
}
void CFSPlayer::SetAutoDonate(CFSPlayer* pplayer, Money amount, bool bSend)
{
  assert (pplayer != this);

  ShipID    sidDonateBy = GetShipID();
  ShipID    sidDonateTo;

  IshipIGC* pship;
  if (pplayer)
  {
      pship = pplayer->GetIGCShip()->GetAutoDonate();
      if (pship == NULL)
          pship = pplayer->GetIGCShip();
      else
      {
          assert (pship->GetAutoDonate() == NULL);

          CFSPlayer*    pplayerNew = ((CFSShip*)(pship->GetPrivateData()))->GetPlayer();

          if (pplayerNew == this)
          {
              //We are trying to autodonate to someone who is already autodonating to us
              //Tell them to stop first (but don't send any messages)
              pplayer->SetAutoDonate(NULL, 0, false);

              //and then set our autodonate to go to them anyhow
              pship = pplayer->GetIGCShip();
          }
          else
          {
              //The person we would like to donate to was already donating to someone else
              //donate to who ever they were donating to.
              pplayer = pplayerNew;
          }
      }

      assert (pship->GetAutoDonate() == NULL);
      assert (pplayer->GetIGCShip() == pship);

      sidDonateTo = pship->GetObjectID();

      if (amount != 0)
      {
          TrapHack(GetMoney() >= amount);
          pplayer->SetMoney(amount + pplayer->GetMoney());
          SetMoney(GetMoney() - amount);
      }
  }
  else
  {
      pship = NULL;
      sidDonateTo = NA;
  }

  GetIGCShip()->SetAutoDonate(pship);

  BEGIN_PFM_CREATE(g.fm, pfmAD, S, AUTODONATE)
  END_PFM_CREATE
  pfmAD->sidDonateBy = sidDonateBy;
  pfmAD->sidDonateTo = sidDonateTo;
  pfmAD->amount = amount;

  if (bSend)
    g.fm.SendMessages(CFSSide::FromIGC(GetSide())->GetGroup(), FM_GUARANTEED, FM_FLUSH);
}