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C++ IsArenaTypeValid函数代码示例

本文整理汇总了C++中IsArenaTypeValid函数的典型用法代码示例。如果您正苦于以下问题:C++ IsArenaTypeValid函数的具体用法?C++ IsArenaTypeValid怎么用?C++ IsArenaTypeValid使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了IsArenaTypeValid函数的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: ObjectGuid

bool ArenaTeam::LoadArenaTeamFromDB(QueryResult *arenaTeamDataResult)
{
    if(!arenaTeamDataResult)
        return false;

    Field *fields = arenaTeamDataResult->Fetch();

    m_TeamId             = fields[0].GetUInt32();
    m_Name               = fields[1].GetCppString();
    m_CaptainGuid        = ObjectGuid(HIGHGUID_PLAYER, fields[2].GetUInt32());
    m_Type               = ArenaType(fields[3].GetUInt32());

    if (!IsArenaTypeValid(m_Type))
        return false;

    m_BackgroundColor    = fields[4].GetUInt32();
    m_EmblemStyle        = fields[5].GetUInt32();
    m_EmblemColor        = fields[6].GetUInt32();
    m_BorderStyle        = fields[7].GetUInt32();
    m_BorderColor        = fields[8].GetUInt32();
    //load team stats
    m_stats.rating       = fields[9].GetUInt32();
    m_stats.games_week   = fields[10].GetUInt32();
    m_stats.wins_week    = fields[11].GetUInt32();
    m_stats.games_season = fields[12].GetUInt32();
    m_stats.wins_season  = fields[13].GetUInt32();
    m_stats.rank         = fields[14].GetUInt32();

    return true;
}
开发者ID:Archives,项目名称:easy-mangos,代码行数:30,代码来源:ArenaTeam.cpp

示例2: MAKE_NEW_GUID

bool ArenaTeam::LoadArenaTeamFromDB(QueryResult result)
{
    if (!result)
        return false;

    Field* fields = result->Fetch();

    TeamId            = fields[0].GetUInt32();
    TeamName          = fields[1].GetString();
    CaptainGuid       = MAKE_NEW_GUID(fields[2].GetUInt32(), 0, HIGHGUID_PLAYER);
    Type              = ArenaType(fields[3].GetUInt8());
    BackgroundColor   = fields[4].GetUInt32();
    EmblemStyle       = fields[5].GetUInt8();
    EmblemColor       = fields[6].GetUInt32();
    BorderStyle       = fields[7].GetUInt8();
    BorderColor       = fields[8].GetUInt32();
    Stats.Rating      = fields[9].GetUInt16();
    Stats.WeekGames   = fields[10].GetUInt16();
    Stats.WeekWins    = fields[11].GetUInt16();
    Stats.SeasonGames = fields[12].GetUInt16();
    Stats.SeasonWins  = fields[13].GetUInt16();
    Stats.Rank        = fields[14].GetUInt32();

    if (!IsArenaTypeValid(Type))
        return false;

    return true;
}
开发者ID:sk3tche,项目名称:TrinityCore,代码行数:28,代码来源:ArenaTeam.cpp

示例3: Create

bool ArenaTeam::Create(ObjectGuid captainGuid, ArenaType type, std::string arenaTeamName)
{
    if (!IsArenaTypeValid(type))
        return false;
    if (!sObjectMgr.GetPlayer(captainGuid))                 // player not exist
        return false;
    if (sObjectMgr.GetArenaTeamByName(arenaTeamName))       // arena team with this name already exist
        return false;

    DEBUG_LOG("GUILD: creating arena team %s to leader: %s", arenaTeamName.c_str(), captainGuid.GetString().c_str());

    m_CaptainGuid = captainGuid;
    m_Name = arenaTeamName;
    m_Type = type;

    m_TeamId = sObjectMgr.GenerateArenaTeamId();

    // ArenaTeamName already assigned to ArenaTeam::name, use it to encode string for DB
    CharacterDatabase.escape_string(arenaTeamName);

    CharacterDatabase.BeginTransaction();
    // CharacterDatabase.PExecute("DELETE FROM arena_team WHERE arenateamid='%u'", m_TeamId); - MAX(arenateam)+1 not exist
    CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid='%u'", m_TeamId);
    CharacterDatabase.PExecute("INSERT INTO arena_team (arenateamid,name,captainguid,type,BackgroundColor,EmblemStyle,EmblemColor,BorderStyle,BorderColor) "
        "VALUES('%u','%s','%u','%u','%u','%u','%u','%u','%u')",
        m_TeamId, arenaTeamName.c_str(), m_CaptainGuid.GetCounter(), m_Type, m_BackgroundColor, m_EmblemStyle, m_EmblemColor, m_BorderStyle, m_BorderColor);
    CharacterDatabase.PExecute("INSERT INTO arena_team_stats (arenateamid, rating, games_week, wins_week, games_season, wins_season, rank) VALUES "
        "('%u', '%u', '%u', '%u', '%u', '%u', '%u')", m_TeamId, m_stats.rating, m_stats.games_week, m_stats.wins_week, m_stats.games_season, m_stats.wins_season, m_stats.rank);

    CharacterDatabase.CommitTransaction();

    AddMember(m_CaptainGuid);
    return true;
}
开发者ID:Archives,项目名称:easy-mangos,代码行数:34,代码来源:ArenaTeam.cpp

示例4: Create

bool ArenaTeam::Create(uint32 captainGuid, ArenaType type, std::string teamName, uint32 backgroundColor, uint8 emblemStyle, uint32 emblemColor, uint8 borderStyle, uint32 borderColor)
{
    // Check if arena type is valid
    if (!IsArenaTypeValid(type))
        return false;

    // Check if captain is present
    if (!sObjectMgr->GetPlayer(captainGuid))
        return false;

    // Check if arena team name is already taken
    if (sArenaTeamMgr->GetArenaTeamByName(TeamName))
        return false;


    // Generate new arena team id
    TeamId = sArenaTeamMgr->GenerateArenaTeamId();

    // Assign member variables
    CaptainGuid = captainGuid;
    Type = type;
    TeamName = teamName;
    BackgroundColor = backgroundColor;
    EmblemStyle = emblemStyle;
    EmblemColor = emblemColor;
    BorderStyle = borderStyle;
    BorderColor = borderColor;

    // Save arena team to db
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_ARENA_TEAM);
    stmt->setUInt32(0, TeamId);
    stmt->setString(1, TeamName);
    stmt->setUInt32(2, GUID_LOPART(CaptainGuid));
    stmt->setUInt8(3, Type);
    stmt->setUInt16(4, Stats.Rating);
    stmt->setUInt32(5, BackgroundColor);
    stmt->setUInt8(6, EmblemStyle);
    stmt->setUInt32(7, EmblemColor);
    stmt->setUInt8(8, BorderStyle);
    stmt->setUInt32(9, BorderColor);
    CharacterDatabase.Execute(stmt);

    // Add captain as member
    AddMember(CaptainGuid);

    sLog->outArena("New ArenaTeam created [Id: %u] [Type: %u] [Captain low GUID: %u]", GetId(), GetType(), GUID_LOPART(CaptainGuid));
    return true;
}
开发者ID:sk3tche,项目名称:TrinityCore,代码行数:48,代码来源:ArenaTeam.cpp

示例5: DEBUG_LOG

void WorldSession::HandleTurnInPetitionOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("Received opcode CMSG_TURN_IN_PETITION"); // ok
    // recv_data.hexlike();

    ObjectGuid petitionGuid;

    recv_data >> petitionGuid;

    DEBUG_LOG("Petition %s turned in by %s", petitionGuid.GetString().c_str(), _player->GetGuidStr().c_str());

    /// Collect petition info data
    ObjectGuid ownerGuid;
    uint32 type;
    std::string name;

    // data
    QueryResult* result = CharacterDatabase.PQuery("SELECT ownerguid, name, type FROM petition WHERE petitionguid = '%u'", petitionGuid.GetCounter());
    if (result)
    {
        Field* fields = result->Fetch();
        ownerGuid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32());
        name = fields[1].GetCppString();
        type = fields[2].GetUInt32();
        delete result;
    }
    else
    {
        sLog.outError("CMSG_TURN_IN_PETITION: petition table not have data for guid %u!", petitionGuid.GetCounter());
        return;
    }

    if (type == 9)
    {
        if (_player->GetGuildId())
        {
            WorldPacket data(SMSG_TURN_IN_PETITION_RESULTS, 4);
            data << uint32(PETITION_TURN_ALREADY_IN_GUILD); // already in guild
            _player->GetSession()->SendPacket(data);
            return;
        }
    }
    else
    {
        if (!IsArenaTypeValid(ArenaType(type)))
            return;

        uint8 slot = ArenaTeam::GetSlotByType(ArenaType(type));
        if (slot >= MAX_ARENA_SLOT)
            return;

        if (_player->GetArenaTeamId(slot))
        {
            // data.Initialize(SMSG_TURN_IN_PETITION_RESULTS, 4);
            // data << (uint32)PETITION_TURN_ALREADY_IN_GUILD;   // already in guild
            //_player->GetSession()->SendPacket(data);
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, name, "", ERR_ALREADY_IN_ARENA_TEAM);
            return;
        }
    }

    if (_player->GetObjectGuid() != ownerGuid)
        return;

    // signs
    result = CharacterDatabase.PQuery("SELECT playerguid FROM petition_sign WHERE petitionguid = '%u'", petitionGuid.GetCounter());
    uint8 signs = result ? (uint8)result->GetRowCount() : 0;

    uint32 count = type == 9 ? sWorld.getConfig(CONFIG_UINT32_MIN_PETITION_SIGNS) : type - 1;
    if (signs < count)
    {
        WorldPacket data(SMSG_TURN_IN_PETITION_RESULTS, 4);
        data << uint32(PETITION_TURN_NEED_MORE_SIGNATURES); // need more signatures...
        SendPacket(data);
        delete result;
        return;
    }

    if (type == 9)
    {
        if (sGuildMgr.GetGuildByName(name))
        {
            SendGuildCommandResult(GUILD_CREATE_S, name, ERR_GUILD_NAME_EXISTS_S);
            delete result;
            return;
        }
    }
    else
    {
        if (sObjectMgr.GetArenaTeamByName(name))
        {
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, name, "", ERR_ARENA_TEAM_NAME_EXISTS_S);
            delete result;
            return;
        }
    }

    // and at last charter item check
    Item* item = _player->GetItemByGuid(petitionGuid);
    if (!item)
//.........这里部分代码省略.........
开发者ID:Ozerev,项目名称:mangos-tbc,代码行数:101,代码来源:PetitionsHandler.cpp

示例6: DEBUG_LOG

void WorldSession::HandleBattlemasterJoinArena(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_BATTLEMASTER_JOIN_ARENA");
    // recv_data.hexlike();

    uint8 arenaslot;                                        // 2v2, 3v3 or 5v5

    recv_data >> arenaslot;

    // ignore if we already in BG or BG queue
    if (_player->InBattleGround())
        return;

    ArenaType arenatype = ArenaTeam::GetTypeBySlot(arenaslot);
    uint32 arenaRating = 0;

    if (!IsArenaTypeValid(arenatype))
    {
        sLog.outError("Unknown arena slot %u at HandleBattlemasterJoinArena()", arenaslot);
        return;
    }

    // check existence
    BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(BATTLEGROUND_AA);
    if (!bg)
    {
        sLog.outError("Battleground: template bg (all arenas) not found");
        return;
    }

    BattleGroundTypeId bgTypeId = bg->GetTypeID();
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, arenatype);
    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), _player->getLevel());
    if (!bracketEntry)
        return;

    Group* grp = _player->GetGroup();
    // no group found, error
    if (!grp)
        return;
    if (grp->GetLeaderGuid() != _player->GetObjectGuid())
        return;

    uint32 ateamId = _player->GetArenaTeamId(arenaslot);
    // check real arena team existence only here (if it was moved to group->CanJoin .. () then we would have to get it twice)
    ArenaTeam* at = sObjectMgr.GetArenaTeamById(ateamId);
    if (!at)
    {
        _player->GetSession()->SendNotInArenaTeamPacket(arenatype);
        return;
    }
    // get the team rating for queue
    arenaRating = at->GetRating();
    // the arena team id must match for everyone in the group
    // get the personal ratings for queue
    uint32 avg_pers_rating = 0;

    for (Group::member_citerator citr = grp->GetMemberSlots().begin(); citr != grp->GetMemberSlots().end(); ++citr)
    {
        ArenaTeamMember const* at_member = at->GetMember(citr->guid);
        if (!at_member)                                 // group member joining to arena must be in leader arena team
            return;

        // calc avg personal rating
        avg_pers_rating += at_member->personal_rating;
    }

    avg_pers_rating /= grp->GetMembersCount();

    // if avg personal rating is more than 150 points below the teams rating, the team will be queued against an opponent matching or similar to the average personal rating
    if (avg_pers_rating + 150 < arenaRating)
        arenaRating = avg_pers_rating;

    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    uint32 avgTime = 0;

    // may be Group::CanJoinBattleGroundQueue should be moved to player class...
    GroupJoinBattlegroundResult err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, arenatype, arenatype, true, arenaslot);
    if (!err)
    {
        DEBUG_LOG("Battleground: arena join as group start");
        DEBUG_LOG("Battleground: arena team id %u, leader %s queued with rating %u for type %u", _player->GetArenaTeamId(arenaslot), _player->GetName(), arenaRating, arenatype);

        GroupQueueInfo* ginfo = bgQueue.AddGroup(_player, grp, bgTypeId, bracketEntry, arenatype, true, false, arenaRating, ateamId);
        avgTime = bgQueue.GetAverageQueueWaitTime(ginfo, bracketEntry->GetBracketId());
    }

    for (GroupReference* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player* member = itr->getSource();
        if (!member)
            continue;

        WorldPacket data;

        if (err)
        {
            sBattleGroundMgr.BuildBattleGroundStatusFailedPacket(&data, bg, member, 0, err);
            member->GetSession()->SendPacket(&data);
            continue;
//.........这里部分代码省略.........
开发者ID:Adeer,项目名称:server,代码行数:101,代码来源:BattleGroundHandler.cpp

示例7: DEBUG_LOG

void WorldSession::HandleBattleFieldPortOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Recvd CMSG_BATTLEFIELD_PORT Message");

    uint8 type;                                             // arenatype if arena
    uint8 unk2;                                             // unk, can be 0x0 (may be if was invited?) and 0x1
    uint32 bgTypeId_;                                       // type id from dbc
    uint16 unk;                                             // 0x1F90 constant?
    uint8 action;                                           // enter battle 0x1, leave queue 0x0

    recv_data >> type >> unk2 >> bgTypeId_ >> unk >> action;

    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))
    {
        sLog.outError("BattlegroundHandler: invalid bgtype (%u) received.", bgTypeId_);
        return;
    }

    if (type && !IsArenaTypeValid(ArenaType(type)))
    {
        sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), arena type wrong: %u.", _player->GetGUIDLow(), type);
        return;
    }

    if (!_player->InBattleGroundQueue())
    {
        sLog.outError("BattlegroundHandler: Invalid CMSG_BATTLEFIELD_PORT received from player (%u), he is not in bg_queue.", _player->GetGUIDLow());
        return;
    }

    // get GroupQueueInfo from BattleGroundQueue
    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);
    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, ArenaType(type));
    BattleGroundQueue& bgQueue = sBattleGroundMgr.m_BattleGroundQueues[bgQueueTypeId];
    // we must use temporary variable, because GroupQueueInfo pointer can be deleted in BattleGroundQueue::RemovePlayer() function
    GroupQueueInfo ginfo;
    if (!bgQueue.GetPlayerGroupInfoData(_player->GetObjectGuid(), &ginfo))
    {
        sLog.outError("BattlegroundHandler: itrplayerstatus not found.");
        return;
    }
    // if action == 1, then instanceId is required
    if (!ginfo.IsInvitedToBGInstanceGUID && action == 1)
    {
        sLog.outError("BattlegroundHandler: instance not found.");
        return;
    }

    BattleGround* bg = sBattleGroundMgr.GetBattleGround(ginfo.IsInvitedToBGInstanceGUID, bgTypeId);

    // bg template might and must be used in case of leaving queue, when instance is not created yet
    if (!bg && action == 0)
        bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
    if (!bg)
    {
        sLog.outError("BattlegroundHandler: bg_template not found for type id %u.", bgTypeId);
        return;
    }

    // some checks if player isn't cheating - it is not exactly cheating, but we cannot allow it
    if (action == 1 && ginfo.arenaType == ARENA_TYPE_NONE)
    {
        // if player is trying to enter battleground (not arena!) and he has deserter debuff, we must just remove him from queue
        if (!_player->CanJoinToBattleground())
        {
            // send bg command result to show nice message
            WorldPacket data2(SMSG_GROUP_JOINED_BATTLEGROUND, 4);
            data2 << uint32(0xFFFFFFFE);
            _player->GetSession()->SendPacket(&data2);
            action = 0;
            DEBUG_LOG("Battleground: player %s (%u) has a deserter debuff, do not port him to battleground!", _player->GetName(), _player->GetGUIDLow());
        }
        // if player don't match battleground max level, then do not allow him to enter! (this might happen when player leveled up during his waiting in queue
        if (_player->getLevel() > bg->GetMaxLevel())
        {
            sLog.outError("Battleground: Player %s (%u) has level (%u) higher than maxlevel (%u) of battleground (%u)! Do not port him to battleground!",
                          _player->GetName(), _player->GetGUIDLow(), _player->getLevel(), bg->GetMaxLevel(), bg->GetTypeID());
            action = 0;
        }
    }
    uint32 queueSlot = _player->GetBattleGroundQueueIndex(bgQueueTypeId);
    WorldPacket data;
    switch (action)
    {
        case 1:                                         // port to battleground
            if (!_player->IsInvitedForBattleGroundQueueType(bgQueueTypeId))
                return;                                 // cheating?

            // resurrect the player
            if (!_player->isAlive())
            {
                _player->ResurrectPlayer(1.0f);
                _player->SpawnCorpseBones();
            }
            // stop taxi flight at port
            if (_player->IsTaxiFlying())
            {
                _player->GetMotionMaster()->MovementExpired();
                _player->m_taxi.ClearTaxiDestinations();
            }
//.........这里部分代码省略.........
开发者ID:bread-and-butter,项目名称:server,代码行数:101,代码来源:BattleGroundHandler.cpp

示例8: GUID_LOPART

void WorldSession::HandleTurnInPetitionOpcode(WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "Received opcode CMSG_TURN_IN_PETITION");

    // Get petition guid from packet
    WorldPacket data;
    uint64 petitionGuid;

    recv_data >> petitionGuid;

    // Check if player really has the required petition charter
    Item* item = _player->GetItemByGuid(petitionGuid);
    if (!item)
        return;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "Petition %u turned in by %u", GUID_LOPART(petitionGuid), _player->GetGUIDLow());

    // Get petition data from db
    uint32 ownerguidlo;
    uint32 type;
    std::string name;

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_LOAD_PETITION);
    stmt->setUInt32(0, GUID_LOPART(petitionGuid));
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (result)
    {
        Field* fields = result->Fetch();
        ownerguidlo = fields[0].GetUInt32();
        name = fields[1].GetString();
        type = fields[2].GetUInt8();
    }
    else
    {
        sLog->outError("Player %s (guid: %u) tried to turn in petition (guid: %u) that is not present in the database", _player->GetName(), _player->GetGUIDLow(), GUID_LOPART(petitionGuid));
        return;
    }

    // Only the petition owner can turn in the petition
    if (_player->GetGUIDLow() != ownerguidlo)
        return;

    // Petition type (guild/arena) specific checks
    if (type == GUILD_CHARTER_TYPE)
    {
        // Check if player is already in a guild
        if (_player->GetGuildId())
        {
            data.Initialize(SMSG_TURN_IN_PETITION_RESULTS, 4);
            data << (uint32)PETITION_TURN_ALREADY_IN_GUILD;
            _player->GetSession()->SendPacket(&data);
            return;
        }

        // Check if guild name is already taken
        if (sGuildMgr->GetGuildByName(name))
        {
            Guild::SendCommandResult(this, GUILD_CREATE_S, ERR_GUILD_NAME_EXISTS_S, name);
            return;
        }
    }
    else
    {
        // Check for valid arena bracket (2v2, 3v3, 5v5)
        if (!IsArenaTypeValid(ArenaType(type)))
            return;

        uint8 slot = ArenaTeam::GetSlotByType(ArenaType(type));
        if (slot >= MAX_ARENA_SLOT)
            return;

        // Check if player is already in an arena team
        if (_player->GetArenaTeamId(slot))
        {
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, name, "", ERR_ALREADY_IN_ARENA_TEAM);
            return;
        }

        // Check if arena team name is already taken
        if (sArenaTeamMgr->GetArenaTeamByName(name))
        {
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, name, "", ERR_ARENA_TEAM_NAME_EXISTS_S);
            return;
        }
    }

    // Get petition signatures from db
    uint8 signatures;

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_LOAD_PETITION_SIGNATURE);
    stmt->setUInt32(0, GUID_LOPART(petitionGuid));
    result = CharacterDatabase.Query(stmt);

    if (result)
        signatures = uint8(result->GetRowCount());
    else
        signatures = 0;

    uint32 requiredSignatures;
//.........这里部分代码省略.........
开发者ID:sk3tche,项目名称:TrinityCore,代码行数:101,代码来源:PetitionsHandler.cpp

示例9: COUNT

void WorldSession::HandlePetitionSignOpcode(WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "Received opcode CMSG_PETITION_SIGN");    // ok
    //recv_data.hexlike();

    Field* fields;
    uint64 petitionguid;
    uint8 unk;
    recv_data >> petitionguid;                              // petition guid
    recv_data >> unk;

    QueryResult result = CharacterDatabase.PQuery(
        "SELECT ownerguid, "
        "  (SELECT COUNT(playerguid) FROM petition_sign WHERE petition_sign.petitionguid = '%u') AS signs, "
        "  type "
        "FROM petition WHERE petitionguid = '%u'", GUID_LOPART(petitionguid), GUID_LOPART(petitionguid));

    if (!result)
    {
        sLog->outError("Petition %u is not found for player %u %s", GUID_LOPART(petitionguid), GetPlayer()->GetGUIDLow(), GetPlayer()->GetName());
        return;
    }

    fields = result->Fetch();
    uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
    uint8 signs = fields[1].GetUInt8();
    uint32 type = fields[2].GetUInt32();

    uint32 plguidlo = _player->GetGUIDLow();
    if (GUID_LOPART(ownerguid) == plguidlo)
        return;

    // not let enemies sign guild charter
    if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD) && GetPlayer()->GetTeam() != sObjectMgr->GetPlayerTeamByGUID(ownerguid))
    {
        if (type != GUILD_CHARTER_TYPE)
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_INVITE_SS, "", "", ERR_ARENA_TEAM_NOT_ALLIED);
        else
            Guild::SendCommandResult(this, GUILD_CREATE_S, ERR_GUILD_NOT_ALLIED);
        return;
    }

    if (type != GUILD_CHARTER_TYPE)
    {
        if (_player->getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
        {
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_CREATE_S, "", _player->GetName(), ERR_ARENA_TEAM_TARGET_TOO_LOW_S);
            return;
        }

        if (!IsArenaTypeValid(ArenaType(type)))
            return;

        uint8 slot = ArenaTeam::GetSlotByType(ArenaType(type));
        if (slot >= MAX_ARENA_SLOT)
            return;

        if (_player->GetArenaTeamId(slot))
        {
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_INVITE_SS, "", _player->GetName(), ERR_ALREADY_IN_ARENA_TEAM_S);
            return;
        }

        if (_player->GetArenaTeamIdInvited())
        {
            SendArenaTeamCommandResult(ERR_ARENA_TEAM_INVITE_SS, "", _player->GetName(), ERR_ALREADY_INVITED_TO_ARENA_TEAM_S);
            return;
        }
    }
    else
    {
        if (_player->GetGuildId())
        {
            Guild::SendCommandResult(this, GUILD_INVITE_S, ERR_ALREADY_IN_GUILD_S, _player->GetName());
            return;
        }
        if (_player->GetGuildIdInvited())
        {
            Guild::SendCommandResult(this, GUILD_INVITE_S, ERR_ALREADY_INVITED_TO_GUILD_S, _player->GetName());
            return;
        }
    }

    if (++signs > type)                                        // client signs maximum
        return;

    //client doesn't allow to sign petition two times by one character, but not check sign by another character from same account
    //not allow sign another player from already sign player account
    result = CharacterDatabase.PQuery("SELECT playerguid FROM petition_sign WHERE player_account = '%u' AND petitionguid = '%u'", GetAccountId(), GUID_LOPART(petitionguid));

    if (result)
    {
        WorldPacket data(SMSG_PETITION_SIGN_RESULTS, (8+8+4));
        data << uint64(petitionguid);
        data << uint64(_player->GetGUID());
        data << (uint32)PETITION_SIGN_ALREADY_SIGNED;

        // close at signer side
        SendPacket(&data);

//.........这里部分代码省略.........
开发者ID:sk3tche,项目名称:TrinityCore,代码行数:101,代码来源:PetitionsHandler.cpp


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