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C++ QueryResult_AutoPtr::NextRow方法代码示例

本文整理汇总了C++中QueryResult_AutoPtr::NextRow方法的典型用法代码示例。如果您正苦于以下问题:C++ QueryResult_AutoPtr::NextRow方法的具体用法?C++ QueryResult_AutoPtr::NextRow怎么用?C++ QueryResult_AutoPtr::NextRow使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在QueryResult_AutoPtr的用法示例。


在下文中一共展示了QueryResult_AutoPtr::NextRow方法的15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: UpdateRealms

void RealmList::UpdateRealms(bool init)
{
    sLog.outDetail("Updating Realm List...");

    //                                                        0   1     2        3     4     5     6         7                     8           9
    QueryResult_AutoPtr result = LoginDatabase.Query( "SELECT id, name, address, port, icon, flag, timezone, allowedSecurityLevel, population, gamebuild FROM realmlist WHERE (flag & 1) = 0 ORDER BY name" );

    // Circle through results and add them to the realm map
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint8 allowedSecurityLevel = fields[7].GetUInt8();
            uint8 realmflags = fields[5].GetUInt8();

            if (realmflags & ~(REALM_FLAG_OFFLINE|REALM_FLAG_NEW_PLAYERS|REALM_FLAG_RECOMMENDED|REALM_FLAG_SPECIFYBUILD))
            {
                sLog.outError("Realm allowed have only OFFLINE Mask 0x2), or NEWPLAYERS (mask 0x20), or RECOMENDED (mask 0x40), or SPECIFICBUILD (mask 0x04) flags in DB");
                realmflags &= (REALM_FLAG_OFFLINE|REALM_FLAG_NEW_PLAYERS|REALM_FLAG_RECOMMENDED|REALM_FLAG_SPECIFYBUILD);
            }

            UpdateRealm(
                fields[0].GetUInt32(), fields[1].GetCppString(),fields[2].GetCppString(),fields[3].GetUInt32(),
                fields[4].GetUInt8(), RealmFlags(realmflags), fields[6].GetUInt8(),
                (allowedSecurityLevel <= SEC_ADMINISTRATOR ? AccountTypes(allowedSecurityLevel) : SEC_ADMINISTRATOR),
                fields[8].GetFloat(), fields[9].GetString());

            if (init)
                sLog.outString("Added realm \"%s\"", fields[1].GetString());
        } while ( result->NextRow() );
    }
}
开发者ID:Dekadencee,项目名称:OregonCore,代码行数:33,代码来源:RealmList.cpp

示例2: showBuyList

bool showBuyList(Player *player, Creature *_creature, uint32 showFromId = 0)
{
	//show not occupied guildhouses

	QueryResult_AutoPtr result;
	result = WorldDatabase.PQuery("SELECT `id`, `comment` FROM `guildhouses` WHERE `guildId` = 0 AND `id` > %u ORDER BY `id` ASC LIMIT %u",showFromId, GOSSIP_COUNT_MAX);

//	QueryResult_AutoPtr result2;
//	result2 = WorldDatabase.PQuery("SELECT count(id) FROM `guildhouses` WHERE `guildId` = 0 ");
//	if (result2)
//	{
	if (result)
	{
		uint32 guildhouseId = 0;
		std::string comment = "";
		do
		{

			Field *fields = result->Fetch();

			guildhouseId = fields[0].GetInt32();
			comment = fields[1].GetString();
			
			//send comment as a gossip item
			//transmit guildhouseId in Action variable
			player->ADD_GOSSIP_ITEM(ICON_GOSSIP_TABARD, comment, GOSSIP_SENDER_MAIN,
				guildhouseId + OFFSET_GH_ID_TO_ACTION);

		} while (result->NextRow());

		if (result->GetRowCount() == GOSSIP_COUNT_MAX)
		{
			//assume that we have additional page
			//add link to next GOSSIP_COUNT_MAX items
			player->ADD_GOSSIP_ITEM(ICON_GOSSIP_BALOONDOTS, MSG_GOSSIP_NEXTPAGE, GOSSIP_SENDER_MAIN, 
				guildhouseId + OFFSET_SHOWBUY_FROM);
		}

		//delete result;

		player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, _creature->GetGUID());

		return true;
	} else
	{
		if (showFromId == 0)
		{
			//all guildhouses are occupied
			_creature->MonsterWhisper(MSG_NOFREEGH, player->GetGUID());
			player->CLOSE_GOSSIP_MENU();
		} else
		{
			//this condition occurs when COUNT(guildhouses) % GOSSIP_COUNT_MAX == 0
			//just show GHs from beginning
			//showBuyList(player, _creature, 0);
		}
	}

	return false;
}
开发者ID:Asandru,项目名称:Script-Land,代码行数:60,代码来源:guildmaster.cpp

示例3: Update

void AuctionHouseObject::Update()
{
    time_t curTime = sWorld.GetGameTime();
    // Handle expired auctions

    // If storage is empty, no need to update. next == NULL in this case.
    if (AuctionsMap.empty())
        return;

    QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT id FROM auctionhouse WHERE time <= %u ORDER BY TIME ASC", (uint32)curTime+60);

    if (!result)
        return;

    if (result->GetRowCount() == 0)
        return;

    vector<uint32> expiredAuctions;

    do
    {
        uint32 tmpdata = result->Fetch()->GetUInt32();
        expiredAuctions.push_back(tmpdata);
    } while (result->NextRow());

    while (!expiredAuctions.empty())
    {
        vector<uint32>::iterator iter = expiredAuctions.begin();

        // from auctionhousehandler.cpp, creates auction pointer & player pointer
        AuctionEntry* auction = GetAuction(*iter);

        // Erase the auction from the vector.
        expiredAuctions.erase(iter);

        if (!auction)
            continue;

        ///- Either cancel the auction if there was no bidder
        if (auction->bidder == 0)
            sAuctionMgr->SendAuctionExpiredMail(auction);
        ///- Or perform the transaction
        else
        {
            //we should send an "item sold" message if the seller is online
            //we send the item to the winner
            //we send the money to the seller
            sAuctionMgr->SendAuctionSuccessfulMail(auction);
            sAuctionMgr->SendAuctionWonMail(auction);
        }

        ///- In any case clear the auction
        CharacterDatabase.BeginTransaction();
        auction->DeleteFromDB();
        uint32 item_template = auction->item_template;
        sAuctionMgr->RemoveAItem(auction->item_guidlow);
        RemoveAuction(auction, item_template);
        CharacterDatabase.CommitTransaction();
    }
}
开发者ID:Anonymus123,项目名称:AtomicCore-2.4.3,代码行数:60,代码来源:AuctionHouseMgr.cpp

示例4: LoadMembersFromDB

void ArenaTeam::LoadMembersFromDB(uint32 ArenaTeamId)
{
    //                                                           0                1           2         3             4        5        6    7
    QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT member.guid,played_week,wons_week,played_season,wons_season,personal_rating,name,class "
                                                   "FROM arena_team_member member "
                                                   "INNER JOIN characters chars on member.guid = chars.guid "
                                                   "WHERE member.arenateamid = '%u'", ArenaTeamId);
    if (!result)
        return;

    do
    {
        Field *fields = result->Fetch();
        ArenaTeamMember newmember;
        newmember.guid          = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
        newmember.games_week    = fields[1].GetUInt32();
        newmember.wins_week     = fields[2].GetUInt32();
        newmember.games_season  = fields[3].GetUInt32();
        newmember.wins_season   = fields[4].GetUInt32();
        newmember.personal_rating = fields[5].GetUInt32();
        newmember.name          = fields[6].GetCppString();
        newmember.Class         = fields[7].GetUInt8();
        m_members.push_back(newmember);
    }while (result->NextRow());
}
开发者ID:Zekom,项目名称:NeoCore,代码行数:25,代码来源:ArenaTeam.cpp

示例5: Initialize

// The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
void PoolHandler::Initialize()
{
    QueryResult_AutoPtr result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry FROM pool_template LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL AND pool_pool.pool_id IS NULL");
    uint32 count=0;
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint16 pool_entry = fields[0].GetUInt16();
            if (!CheckPool(pool_entry))
            {
                sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", pool_entry);
                continue;
            }
            SpawnPool(pool_entry, 0, 0);
            SpawnPool(pool_entry, 0, TYPEID_GAMEOBJECT);
            SpawnPool(pool_entry, 0, TYPEID_UNIT);
            count++;
        } while (result->NextRow());
    }

    sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
    m_IsPoolSystemStarted = true;
}
开发者ID:Anonymus123,项目名称:AtomicCore-2.4.3,代码行数:26,代码来源:PoolHandler.cpp

示例6: LoadFromDB

void AddonMgr::LoadFromDB()
{
    QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT name, crc FROM addons");
    if(!result)
    {
        sLog.outErrorDb("The table `addons` is empty");
        return;
    }

    barGoLink bar(result->GetRowCount());
    uint32 count = 0;
    Field *fields;

    do
    {
        fields = result->Fetch();
        bar.step();
        count++;

        std::string name = fields[0].GetCppString();
        uint32 crc = fields[1].GetUInt32();

        SavedAddon addon(name, crc);
        m_knownAddons.push_back(addon);
    } while(result->NextRow());

    sLog.outString();
    sLog.outString(">> Loaded %u known addons", count);
}
开发者ID:chmodd,项目名称:trinity,代码行数:29,代码来源:AddonMgr.cpp

示例7: HandleCharEnum

void WorldSession::HandleCharEnum(QueryResult_AutoPtr result)
{
    // keys can be non cleared if player open realm list and close it by 'cancel'
    LoginDatabase.PExecute("UPDATE account SET v = '0', s = '0' WHERE id = '%u'", GetAccountId());

    WorldPacket data(SMSG_CHAR_ENUM, 100);                  // we guess size

    uint8 num = 0;

    data << num;

    if (result )
    {
        Player *plr = new Player(this);
        do
        {
            uint32 guidlow = (*result)[0].GetUInt32();
            sLog.outDetail("Loading char guid %u from account %u.",guidlow,GetAccountId());

            if (plr->MinimalLoadFromDB(result, guidlow ))
            {
                plr->BuildEnumData(result, &data);
                ++num;
            }
        }
        while (result->NextRow());

        delete plr;
    }

    data.put<uint8>(0, num);

    SendPacket(&data);
}
开发者ID:Zekom,项目名称:NeoCore,代码行数:34,代码来源:CharacterHandler.cpp

示例8: LoadCreatureTextLocales

void CreatureTextMgr::LoadCreatureTextLocales()
{
    uint32 oldMSTime = getMSTime();

    mLocaleTextMap.clear(); // for reload case

    QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, groupid, id, text_loc1, text_loc2, text_loc3, text_loc4, text_loc5, text_loc6, text_loc7, text_loc8 FROM locales_creature_text");

    if (!result)
        return;

    uint32 textCount = 0;

    do
    {
        Field* fields = result->Fetch();
        CreatureTextLocale& loc = mLocaleTextMap[CreatureTextId(fields[0].GetUInt32(), uint32(fields[1].GetUInt8()), uint32(fields[2].GetUInt8()))];
        for (uint8 i = MAX_LOCALE - 1; i > 0; --i)
        {
            LocaleConstant locale = LocaleConstant(i);
            ObjectMgr::AddLocaleString(fields[3 + i - 1].GetString(), locale, loc.Text);
        }

        ++textCount;
    } while (result->NextRow());

    sLog.outString(">> Loaded %u creature localized texts in %u ms", textCount, GetMSTimeDiffToNow(oldMSTime));

}
开发者ID:Zaffy,项目名称:OregonCore,代码行数:29,代码来源:CreatureTextMgr.cpp

示例9: UpdateRealms

void RealmList::UpdateRealms(bool init)
{
    sLog->outDetail("Updating Realm List...");

    QueryResult_AutoPtr result = LoginDatabase.Query("SELECT id, name, address, port, icon, color, timezone, allowedSecurityLevel, population, gamebuild FROM realmlist WHERE color <> 3 ORDER BY name");

    // Circle through results and add them to the realm map
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 realmId = fields[0].GetUInt32();
            const std::string& name = fields[1].GetString();
            const std::string& address = fields[2].GetString();
            uint32 port = fields[3].GetUInt32();
            uint8 icon = fields[4].GetUInt8();
            uint8 color = fields[5].GetUInt8();
            uint8 timezone = fields[6].GetUInt8();
            uint8 allowedSecurityLevel = fields[7].GetUInt8();
            float pop = fields[8].GetFloat();
            uint32 build = fields[9].GetUInt32();

            UpdateRealm(realmId, name, address, port, icon, color, timezone, (allowedSecurityLevel <= SEC_ADMINISTRATOR ? AccountTypes(allowedSecurityLevel) : SEC_ADMINISTRATOR), pop, build);

            if (init)
                sLog->outString("Added realm \"%s\".", fields[1].GetString());
        }
        while (result->NextRow());
    }
}
开发者ID:AwkwardDev,项目名称:Project-WoW,代码行数:31,代码来源:RealmList.cpp

示例10: _DelHelper

void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...)
{
    Tokens fieldTokens = StrSplit(fields, ", ");
    ASSERT(fieldTokens.size() != 0);

    va_list ap;
    char szQueryTail [MAX_QUERY_LEN];
    va_start(ap, queryTail);
    vsnprintf(szQueryTail, MAX_QUERY_LEN, queryTail, ap);
    va_end(ap);

    QueryResult_AutoPtr result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail);
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            std::ostringstream ss;
            for (size_t i = 0; i < fieldTokens.size(); i++)
            {
                std::string fieldValue = fields[i].GetCppString();
                db.escape_string(fieldValue);
                ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'";
            }
            db.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
        } while (result->NextRow());
    }
}
开发者ID:Amara1231,项目名称:blizzlikecore,代码行数:28,代码来源:InstanceSaveMgr.cpp

示例11: Initialize

// The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
void PoolMgr::Initialize()
{
    QueryResult_AutoPtr result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool FROM pool_template LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL");
    uint32 count = 0;
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint16 pool_entry = fields[0].GetUInt16();
            uint16 pool_pool_id = fields[1].GetUInt16();

            if (!CheckPool(pool_entry))
            {
                if (pool_pool_id)
                    // The pool is a child pool in pool_pool table. Ideally we should remove it from the pool handler to ensure it never gets spawned,
                    // however that could recursively invalidate entire chain of mother pools. It can be done in the future but for now we'll do nothing.
                    sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id %u and cannot be safely removed.", pool_entry, fields[2].GetUInt16());
                else
                    sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. The pool will not be spawned.", pool_entry);
                continue;
            }

            // Don't spawn child pools, they are spawned recursively by their parent pools
            if (!pool_pool_id)
            {
                SpawnPool(pool_entry);;
                count++;
            }
        } while (result->NextRow());
    }

    sLog->outBasic("Pool handling system initialized, %u pools spawned.", count);
}
开发者ID:Bootz,项目名称:SF1,代码行数:35,代码来源:PoolMgr.cpp

示例12: LoadMembersFromDB

bool ArenaTeam::LoadMembersFromDB(QueryResult_AutoPtr arenaTeamMembersResult)
{
    if (!arenaTeamMembersResult)
        return false;

    bool captainPresentInTeam = false;

    do
    {
        Field* fields = arenaTeamMembersResult->Fetch();
        // prevent crash if db records are broken, when all members in result are already processed and current team hasn't got any members
        if (!fields)
            break;
        uint32 arenaTeamId        = fields[0].GetUInt32();
        if (arenaTeamId < m_TeamId)
        {
            // there is in table arena_team_member record which doesn't have arenateamid in arena_team table, report error
            sLog.outErrorDb("ArenaTeam %u does not exist but it has record in arena_team_member table, deleting it!", arenaTeamId);
            CharacterDatabase.PExecute("DELETE FROM arena_team_member WHERE arenateamid = '%u'", arenaTeamId);
            continue;
        }

        if (arenaTeamId > m_TeamId)
            // we loaded all members for this arena_team already, break cycle
            break;

        ArenaTeamMember newmember;
        newmember.guid            = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_PLAYER);
        newmember.games_week      = fields[2].GetUInt32();
        newmember.wins_week       = fields[3].GetUInt32();
        newmember.games_season    = fields[4].GetUInt32();
        newmember.wins_season     = fields[5].GetUInt32();
        newmember.personal_rating = fields[6].GetUInt32();
        newmember.name            = fields[7].GetCppString();
        newmember.Class           = fields[8].GetUInt8();

        //check if member exists in characters table
        if (newmember.name.empty())
        {
            sLog.outErrorDb("ArenaTeam %u has member with empty name - probably player %u doesn't exist, deleting him from memberlist!", arenaTeamId, GUID_LOPART(newmember.guid));
            this->DelMember(newmember.guid);
            continue;
        }

        if (newmember.guid == GetCaptain())
            captainPresentInTeam = true;

        m_members.push_back(newmember);
    }
    while (arenaTeamMembersResult->NextRow());

    if (Empty() || !captainPresentInTeam)
    {
        // arena team is empty or captain is not in team, delete from db
        sLog.outErrorDb("ArenaTeam %u does not have any members or its captain is not in team, disbanding it...", m_TeamId);
        return false;
    }

    return true;
}
开发者ID:Phentora,项目名称:OregonCore,代码行数:60,代码来源:ArenaTeam.cpp

示例13: LoadAccountData

void WorldSession::LoadAccountData(QueryResult_AutoPtr result, uint32 mask)
{
    for (uint32 i = 0; i < NUM_ACCOUNT_DATA_TYPES; ++i)
        if (mask & (1 << i))
            m_accountData[i] = AccountData();

    if (!result)
        return;

    do
    {
        Field *fields = result->Fetch();

        uint32 type = fields[0].GetUInt32();
        if (type >= NUM_ACCOUNT_DATA_TYPES)
        {
            sLog.outError("Table `%s` have invalid account data type (%u), ignore.",
                mask == GLOBAL_CACHE_MASK ? "account_data" : "character_account_data", type);
            continue;
        }

        if ((mask & (1 << type)) == 0)
        {
            sLog.outError("Table `%s` have non appropriate for table  account data type (%u), ignore.",
                mask == GLOBAL_CACHE_MASK ? "account_data" : "character_account_data", type);
            continue;
        }

        m_accountData[type].Time = fields[1].GetUInt32();
        m_accountData[type].Data = fields[2].GetCppString();

    } while (result->NextRow());
}
开发者ID:Elevim,项目名称:RG-332,代码行数:33,代码来源:WorldSession.cpp

示例14: HandleStablePet

void WorldSession::HandleStablePet(WorldPacket& recv_data)
{
    sLog->outDebug("WORLD: Recv CMSG_STABLE_PET");
    uint64 npcGUID;

    recv_data >> npcGUID;

    if (!GetPlayer()->isAlive())
        return;

    Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(npcGUID, UNIT_NPC_FLAG_STABLEMASTER);
    if (!unit)
    {
        sLog->outDebug("WORLD: HandleStablePet - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(npcGUID)));
        return;
    }

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

    Pet *pet = _player->GetPet();

    WorldPacket data(SMSG_STABLE_RESULT, 200);              // guess size

    // can't place in stable dead pet
    if (!pet||!pet->isAlive()||pet->getPetType() != HUNTER_PET)
    {
        data << uint8(0x06);
        SendPacket(&data);
        return;
    }

    uint32 free_slot = 1;

    QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT owner, slot, id FROM character_pet WHERE owner = '%u'  AND slot > 0 AND slot < 3 ORDER BY slot ", _player->GetGUIDLow());
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();

            uint32 slot = fields[1].GetUInt32();

            if (slot == free_slot)                             // this slot not free
                ++free_slot;
        }while (result->NextRow());
    }

    if (free_slot > 0 && free_slot <= GetPlayer()->m_stableSlots)
    {
        _player->RemovePet(pet, PetSaveMode(free_slot));
        data << uint8(0x08);
    }
    else
        data << uint8(0x06);

    SendPacket(&data);
}
开发者ID:Maczuga,项目名称:SkyFire_one,代码行数:59,代码来源:NPCHandler.cpp

示例15: LoadFromDB

void ReputationMgr::LoadFromDB(QueryResult_AutoPtr result)
{
    // Set initial reputations (so everything is nifty before DB data load)
    Initialize();

    //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());

    if (result)
    {
        do
        {
            Field *fields = result->Fetch();

            FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
            if (factionEntry && (factionEntry->reputationListID >= 0))
            {
                FactionState* faction = &_factions[factionEntry->reputationListID];

                // update standing to current
                faction->Standing = int32(fields[1].GetUInt32());

                uint32 dbFactionFlags = fields[2].GetUInt32();

                if (dbFactionFlags & FACTION_FLAG_VISIBLE)
                    SetVisible(faction);                    // have internal checks for forced invisibility

                if (dbFactionFlags & FACTION_FLAG_INACTIVE)
                    SetInactive(faction, true);              // have internal checks for visibility requirement

                if (dbFactionFlags & FACTION_FLAG_AT_WAR)  // DB at war
                    SetAtWar(faction, true);                 // have internal checks for FACTION_FLAG_PEACE_FORCED
                else                                        // DB not at war
                {
                    // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
                    if (faction->Flags & FACTION_FLAG_VISIBLE)
                        SetAtWar(faction, false);            // have internal checks for FACTION_FLAG_PEACE_FORCED
                }

                // set atWar for hostile
                ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionEntry->ID);
                if (forceItr != _forcedReactions.end())
                {
                    if (forceItr->second <= REP_HOSTILE)
                        SetAtWar(faction, true);
                }
                else if (GetRank(factionEntry) <= REP_HOSTILE)
                    SetAtWar(faction, true);

                // reset changed flag if values similar to saved in DB
                if (faction->Flags == dbFactionFlags)
                {
                    faction->needSend = false;
                    faction->needSave = false;
                }
            }
        } while (result->NextRow());
    }
}
开发者ID:Adeer,项目名称:OregonCore,代码行数:58,代码来源:ReputationMgr.cpp


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