Example #1
0
void Guild::WithdrawMoney(WorldSession * pClient, uint32 uAmount)
{
    GuildMember * pMember = pClient->GetPlayer()->m_playerInfo->guildMember;
    if (pMember == NULL)
        return;

    // sanity checks
    if (pMember->pRank->iGoldLimitPerDay > 0)
    {
        if (pMember->CalculateAvailableAmount() < uAmount)
        {
            pClient->SystemMessage("You have already withdrawn too much today.");
            return;
        }
    }

    if (pMember->pRank->iGoldLimitPerDay == 0)
    {
        pClient->SystemMessage("You don't have permission to do that.");
        return;
    }

    if (m_bankBalance < uAmount)
        return;

    if (sWorld.GoldCapEnabled)
    {
        if ((pClient->GetPlayer()->GetUInt32Value(PLAYER_FIELD_COINAGE) + uAmount) > sWorld.GoldLimit)
        {
            pClient->GetPlayer()->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_TOO_MUCH_GOLD);
            return;
        }
    }

    // update his bank state
    pMember->OnMoneyWithdraw(uAmount);

    // give the gold! GM PLS GOLD PLS 1 COIN
    pClient->GetPlayer()->ModUnsigned32Value(PLAYER_FIELD_COINAGE, (uint32)uAmount);

    // subtract the balance
    m_bankBalance -= uAmount;

    // update in db
    CharacterDatabase.Execute("UPDATE guilds SET bankBalance = %u WHERE guildId = %u", (m_bankBalance > 0) ? m_bankBalance : 0, m_guildId);

    // notify everyone with the new balance
    char buf[20];
    snprintf(buf, 20, I64FMT, (uint64)m_bankBalance);
    LogGuildEvent(GUILD_EVENT_SETNEWBALANCE, 1, buf);

    // log it!
    LogGuildBankActionMoney(GUILD_BANK_LOG_EVENT_WITHDRAW_MONEY, pClient->GetPlayer()->GetLowGUID(), uAmount);
}
Example #2
0
void Guild::WithdrawMoney(WorldSession * pClient, uint32 uAmount)
{
	PlayerInfo * pPlayer = pClient->GetPlayer()->m_playerInfo;
	GuildMember * pMember = pClient->GetPlayer()->m_playerInfo->guildMember;
	if(pMember==NULL)
		return;

	if(uAmount == 0)
		return;

	if(m_bankBalance < uAmount)
	{
		pClient->SystemMessage("You cannot withdraw more money then the account holds.");
		return;
	}

	// sanity checks (execpt for guildmasters)
	if( pPlayer->guildRank->iId !=0 )
	{
		if(pMember->pRank->iGoldLimitPerDay > 0 && pMember->CalculateAvailableAmount() < uAmount )
		{
			pClient->SystemMessage("You have already withdrawn too much today.");
			return;
		}
		if(pMember->pRank->iGoldLimitPerDay == 0 )
		{
			pClient->SystemMessage("You don't have permission to withdraw money.");
			return;
		}
	}

	// update his bank state
	pMember->OnMoneyWithdraw(uAmount);

	// give the gold! GM PLS GOLD PLS 1 COIN
	pClient->GetPlayer()->ModUnsigned32Value(PLAYER_FIELD_COINAGE, (uint32)uAmount);

	// subtract the balance
	m_bankBalance -= uAmount;

	// update in db
	CharacterDatabase.Execute("UPDATE guilds SET bankBalance = %u WHERE guildId = %u", (m_bankBalance>0)?m_bankBalance:0, m_guildId);

	// notify everyone with the new balance
	char buf[20];
	snprintf(buf, 20, I64FMT, (long long unsigned int)m_bankBalance);
	LogGuildEvent(GUILD_EVENT_SETNEWBALANCE, 1, buf);

	// log it!
	LogGuildBankActionMoney(GUILD_BANK_LOG_EVENT_WITHDRAW_MONEY, pClient->GetPlayer()->GetLowGUID(), uAmount);
}
Example #3
0
void Guild::WithdrawMoney(WorldSession* pClient, uint32 uAmount)
{
	GuildMember* pMember = pClient->GetPlayer()->getPlayerInfo()->guildMember;
	if(pMember == NULL)
		return;

	// sanity checks
	if(pMember->pRank->iGoldLimitPerDay > 0)
	{
		if(pMember->CalculateAvailableAmount() < uAmount)
		{
			pClient->SystemMessage("You have already withdrawn too much today.");
			return;
		}
	}

	if(pMember->pRank->iGoldLimitPerDay == 0)
	{

		pClient->SystemMessage("You don't have permission to do that.");
		return;
	}

	if(m_bankBalance < uAmount)
		return;

	// Check they dont have more than the max gold
	if(sWorld.GoldCapEnabled)
	{
		if((pClient->GetPlayer()->GetGold() + uAmount) > sWorld.GoldLimit)
		{
			pClient->GetPlayer()->GetItemInterface()->BuildInventoryChangeError(NULL, NULL, INV_ERR_TOO_MUCH_GOLD);
			return;
		}
	}

	// update his bank state
	pMember->OnMoneyWithdraw(uAmount);

	// give the gold! GM PLS GOLD PLS 1 COIN
	pClient->GetPlayer()->ModGold((uint32)uAmount);

	SpendMoney(uAmount);

	// log it!
	LogGuildBankActionMoney(GUILD_BANK_LOG_EVENT_WITHDRAW_MONEY, pClient->GetPlayer()->GetLowGUID(), uAmount);
}
Example #4
0
void Guild::DepositMoney(WorldSession * pClient, uint32 uAmount)
{
	if(pClient->GetPlayer()->GetUInt32Value(PLAYER_FIELD_COINAGE) < uAmount)
		return;

	// add to the bank balance
	m_bankBalance += uAmount;

	// update in db
	CharacterDatabase.Execute("UPDATE guilds SET bankBalance = %u WHERE guildId = %u", m_bankBalance, m_guildId);

	// take the money, oh noes gm pls gief gold mi hero poor
	pClient->GetPlayer()->ModUnsigned32Value(PLAYER_FIELD_COINAGE, -(int32)uAmount);

	// broadcast guild event telling everyone the new balance
	char buf[20];
	snprintf(buf, 20, I64FMT, (uint64)m_bankBalance);
	LogGuildEvent(GUILD_EVENT_SETNEWBALANCE, 1, buf);

	// log it!
	LogGuildBankActionMoney(GUILD_BANK_LOG_EVENT_DEPOSIT_MONEY, pClient->GetPlayer()->GetLowGUID(), uAmount);
}
Example #5
0
void Guild::DepositMoney(WorldSession* pClient, uint32 uAmount)
{
	// does player have required money?
	if(!pClient->GetPlayer()->HasGold(uAmount))
		return;

	// add to the bank balance
	m_bankBalance += uAmount;

	// update in db
	CharacterDatabase.Execute("UPDATE guilds SET bankBalance = %llu WHERE guildId = %u", m_bankBalance, m_guildId);

	// take the money, oh noes gm pls gief gold mi hero poor
	pClient->GetPlayer()->ModGold(-(int32)uAmount);

	// broadcast guild event telling everyone the new balance
	char buf[20];
	snprintf(buf, 20, I64FMT, m_bankBalance);
	LogGuildEvent(GUILD_EVENT_SETNEWBALANCE, 1, buf);

	// log it!
	LogGuildBankActionMoney(GUILD_BANK_LOG_EVENT_DEPOSIT_MONEY, pClient->GetPlayer()->GetLowGUID(), uAmount);
}