📄 constgamedata.h
字号:
// ConstGameData.h: interface for the CGameMapData class.
// paled, modify in 2003.8.26
//////////////////////////////////////////////////////////////////////
#if !defined(CONST_GAMEDATA_HEAD3)
#define CONST_GAMEDATA_HEAD3
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "I_mydb.h"
//////////////////////////////////////////////////////////////////////
template<TYPENAME T, char* TBL, T KEY>
class CConstGameData //: IGameData<T>
{
protected:
CConstGameData() { m_pRecord = NULL; m_idKey = ID_NONE; }
virtual ~CConstGameData() { if(m_pRecord) m_pRecord->Release(); }
public: // construct
// static bool Init(IDatabase* pDb);
static CConstGameData* CreateNew() { return new CConstGameData; }
virtual void Release() { delete this; }
// static void Final() { if(m_pDefaultRes) m_pDefaultRes->Release(); m_pDefaultRes=NULL; } // 可重复调用
IGameData* QueryInterface() { return (IGameData*)this; }
public: // by set
virtual void ReleaseByOwner() { delete this; }
OBJID GetID() { return m_idKey; }
public:
OBJID GetKey() { return m_idKey; }
int GetInt(T nDataName) { return m_pRecord->GetInt(nDataName); }
LPCTSTR GetStr(T nDataName) { return m_pRecord->GetStr(nDataName); }
/*public: // IGameData
int GetInt(int nDataName) { return GetInt_((T)nDataName); }
LPCTSTR GetStr(int nDataName) { return GetStr_((T)nDataName); }
void SetInt(int nDataName, int nData) { SetInt_((T)nDataName, nData); }
void SetStr(int nDataName, LPCTSTR szData, int nSize) { SetStr_((T)nDataName, szData, nSize); }
*/
public:
bool Create(OBJID id, IDatabase* pDb); // 装入数据
bool Create(IRecordset* pRecordset) { m_pRecord = pRecordset->CreateNewConstRecord();
if(m_pRecord) m_idKey = m_pRecord->GetInt(KEY);
return m_pRecord != NULL; }
IRecord* GetRecord() { ASSERT(m_pRecord); return m_pRecord; }
protected:
IRecord* m_pRecord;
OBJID m_idKey;
// MYHEAP_DECLARATION(s_heap)
};
template<TYPENAME T, char* TBL, T KEY>
bool CConstGameData<T,TBL,KEY>::Create(OBJID id, IDatabase* pDb)
{
CHECKF(pDb);
char szSQL[1024];
sprintf(szSQL, "SELECT * FROM %s WHERE %s=%u LIMIT 1", TBL, KEY, id);
IRecordset* pRes = pDb->CreateNewRecordset(szSQL, false);
m_pRecord = pRes->CreateNewRecord();
pRes->Release(); //?? IRecordset暂不支持修改KEY值
if(m_pRecord)
m_idKey = m_pRecord->GetInt(KEY);
return m_pRecord != NULL;
}
#endif // !defined(CONST_GAMEDATA_HEAD3)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -