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;
}
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;
}
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;
}
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;
}
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.........
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.........
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.........
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.........
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.........