📄 gameserverquery.h
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#ifndef __GAME_SERVER_QUERY_H__
#define __GAME_SERVER_QUERY_H__
//=======================================================================================================================
/// 孽府甫 眠啊且 锭 秦具 且 老!
/// 1. 孽府 努贰胶甫 父电促.
/// 2. 孽府 钱 努贰胶俊促啊 胶农赋飘俊 嘎眠绢 殿废茄促.
/// 3. 秦歹颇老阑 父甸菌阑 版快 -> Stdafx.h俊 孽府 努贰胶 颇老 庆歹甫 殿废茄促.
//=======================================================================================================================
#pragma once
#pragma pack(push, 1)
#include <Define.h>
#include "StructInQuery.h"
#include "QueryPoolFactoryDefine.h"
// 2005/12/28(taiyo)
// 1. 匙捞怪函版 CharacterQuery->SelectCharQuery
// 2. 俺喊利牢 POOL 荤侩
class SelectCharQuery : public QueryForUser
{
_DECLARE_QUERY_POOL(SelectCharQuery)
public:
enum
{
RESULT_ROW_NUM = 1,
RESULT_COL_NUM = 59,
};
struct sQUERY_RESULT
{
USERGUID m_UserGuid;
BYTE m_bySlot;
BYTE m_byClass;
CHARGUID m_CharGuid;
TCHAR m_tszCharName[MAX_CHARNAME_LENGTH];
BYTE m_byHeight;
BYTE m_byFace;
BYTE m_byHair;
LEVELTYPE m_LV;
SHORT m_sStrength;
SHORT m_sDexterity;
SHORT m_sVitality;
SHORT m_sInteligence;
SHORT m_sSpirit;
SHORT m_sSkillStat1;
SHORT m_sSkillStat2;
UPTYPE m_UserPoint;
INT m_iExp;
INT m_iMaxHP;
INT m_iHP;
INT m_iMaxMP;
INT m_iMP;
MONEY m_Money;
INT m_iRemainStat;
INT m_iRemainSkill;
INT m_iSelectStyleCode; //< DB俊辑绰 INT肺 啊柳促 : 胶鸥老 内靛啊 6父锅何磐 矫累窍扁 锭巩俊 荤侩且锭绰 WORD肺 某胶泼秦辑 荤侩茄促.
BYTE m_byPKState;
BYTE m_byCharState;
INT64 m_StateTime;
INT m_iRegion;
SHORT m_sX;
SHORT m_sY;
SHORT m_sZ;
TCHAR m_tszTitleID[MAX_TITLEID_LENGTH];
INT64 m_TitleTime;
BYTE m_byInvisibleOpt;
BOOL m_bInventoryLock;
BYTE m_pInventoryItem[MAX_INVENTORYITEMSTREAM_SIZE];
BYTE m_pTempInventoryItem[MAX_TEMPINVENTORYITEMSTREAM_SIZE];
BYTE m_pEquipItem[MAX_EQUIPITEMSTREAM_SIZE];
BYTE m_pSkill[MAX_SKILLSTREAM_SIZE];
BYTE m_pQuick[MAX_QUICKSTREAM_SIZE];
BYTE m_pStyle[MAX_STYLESTREAM_SIZE];
BYTE m_pQuest[MAX_QUESTSTREAM_SIZE];
BYTE m_pMission[MAX_MISSIONSTREAM_SIZE];
INT m_iPlayLimitedTime;
//-----------PVP---------------------------------
INT m_iPVPPoint;
INT m_iPVPScore;
BYTE m_byPVPGrade;
INT m_iPVPDraw;
INT m_iPVPSeries;
INT m_iPVPKill;
INT m_iPVPDie;
INT m_iPVPMaxKill;
INT m_iPVPMaxDie;
//------ 辨靛沥焊---------------------------------
TCHAR m_tszGuildName[MAX_GUILDNAME_LENGTH];
GUILDGUID m_GuildGuid;
BYTE m_GuildPosition;
TCHAR m_tszGuildNickName[MAX_CHARNAME_LENGTH];
//DWORD m_Sts;
} pCharacter[RESULT_ROW_NUM];
ULONG uLength[RESULT_COL_NUM];
_BEGIN_BINDING_DATA(sQUERY_RESULT, pCharacter, uLength, RESULT_ROW_NUM, RESULT_COL_NUM)
_BINDING_COLUMN(0, m_UserGuid)
_BINDING_COLUMN(1, m_bySlot)
_BINDING_COLUMN(2, m_byClass)
_BINDING_COLUMN(3, m_CharGuid)
_BINDING_COLUMN_PTR(4, m_tszCharName)
_BINDING_COLUMN(5, m_byHeight)
_BINDING_COLUMN(6, m_byFace)
_BINDING_COLUMN(7, m_byHair)
_BINDING_COLUMN(8, m_LV)
_BINDING_COLUMN(9, m_sStrength)
_BINDING_COLUMN(10, m_sDexterity)
_BINDING_COLUMN(11, m_sVitality)
_BINDING_COLUMN(12, m_sInteligence)
_BINDING_COLUMN(13, m_sSpirit)
_BINDING_COLUMN(14, m_sSkillStat1)
_BINDING_COLUMN(15, m_sSkillStat2)
_BINDING_COLUMN(16, m_UserPoint)
_BINDING_COLUMN(17, m_iExp)
_BINDING_COLUMN(18, m_iMaxHP)
_BINDING_COLUMN(19, m_iHP)
_BINDING_COLUMN(20, m_iMaxMP)
_BINDING_COLUMN(21, m_iMP)
_BINDING_COLUMN(22, m_Money)
_BINDING_COLUMN(23, m_iRemainStat)
_BINDING_COLUMN(24, m_iRemainSkill)
_BINDING_COLUMN(25, m_iSelectStyleCode)
_BINDING_COLUMN(26, m_byPKState)
_BINDING_COLUMN(27, m_byCharState)
_BINDING_COLUMN(28, m_StateTime)
_BINDING_COLUMN(29, m_iRegion)
_BINDING_COLUMN(30, m_sX)
_BINDING_COLUMN(31, m_sY)
_BINDING_COLUMN(32, m_sZ)
_BINDING_COLUMN_PTR(33, m_tszTitleID)
_BINDING_COLUMN(34, m_TitleTime)
_BINDING_COLUMN(35, m_byInvisibleOpt)
_BINDING_COLUMN(36, m_bInventoryLock)
_BINDING_COLUMN_PTR(37, m_pInventoryItem)
_BINDING_COLUMN_PTR(38, m_pTempInventoryItem)
_BINDING_COLUMN_PTR(39, m_pEquipItem)
_BINDING_COLUMN_PTR(40, m_pSkill)
_BINDING_COLUMN_PTR(41, m_pQuick)
_BINDING_COLUMN_PTR(42, m_pStyle)
_BINDING_COLUMN_PTR(43, m_pQuest)
_BINDING_COLUMN_PTR(44, m_pMission)
_BINDING_COLUMN(45, m_iPlayLimitedTime )
//-PVP---------------------------------
_BINDING_COLUMN(46, m_iPVPPoint )
_BINDING_COLUMN(47, m_iPVPScore )
_BINDING_COLUMN(48, m_byPVPGrade )
_BINDING_COLUMN(49, m_iPVPDraw )
_BINDING_COLUMN(50, m_iPVPSeries )
_BINDING_COLUMN(51, m_iPVPKill )
_BINDING_COLUMN(52, m_iPVPDie )
_BINDING_COLUMN(53, m_iPVPMaxKill )
_BINDING_COLUMN(54, m_iPVPMaxDie )
//辨靛沥焊--------------------------------
_BINDING_COLUMN_PTR(55, m_tszGuildName )
_BINDING_COLUMN(56, m_GuildGuid )
_BINDING_COLUMN(57, m_GuildPosition )
_BINDING_COLUMN_PTR(58, m_tszGuildNickName )
_END_BINDING_DATA()
public:
inline BYTE GetType() { return m_Type; }
inline VOID SetType( BYTE type ) { m_Type=type; }
private:
BYTE m_Type;
};
class SelectWarehouseQuery : public QueryForUser
{
public:
enum
{
WAREHOUSE_ROW_NUM = 1,
WAREHOUSE_COL_NUM = 3,
};
struct sQUERY_WAREHOUSE
{
BYTE m_byaWarehouseItem[MAX_WAREHOUSESTREAM_SIZE];
MONEY m_Money;
DWORD m_dwPassword;
}pWarehouse[WAREHOUSE_ROW_NUM];
ULONG uWarehouseLength[WAREHOUSE_COL_NUM];
_BEGIN_BINDING_DATA(sQUERY_WAREHOUSE, pWarehouse, uWarehouseLength, WAREHOUSE_ROW_NUM, WAREHOUSE_COL_NUM)
_BINDING_COLUMN_PTR(0, m_byaWarehouseItem)
_BINDING_COLUMN(1, m_Money)
_BINDING_COLUMN(2, m_dwPassword)
_END_BINDING_DATA()
};
class SelectEventQuery : public QueryForUser
{
_DECLARE_QUERY_POOL(SelectEventQuery)
public:
enum
{
PARAM_ROW_NUM = 1,
PARAM_COL_NUM = 1,
RESULT_ROW_NUM = MAX_EVENT_INVENTORY_SLOT_NUM,
RESULT_COL_NUM = 3,
};
struct sPARAM
{
INT m_Result;
} pParam[PARAM_ROW_NUM];
struct sQUERY
{
INT m_ItemSeq;
BYTE m_ItemCode;
BYTE m_ItemCount;
}pResult[RESULT_ROW_NUM];
ULONG uLength[RESULT_COL_NUM];
_BEGIN_PARAM_DATA (sPARAM, pParam, PARAM_COL_NUM)
_BINDING_PARAM (0, m_Result, SQL_PARAM_OUTPUT)
_END_PARAM_DATA ()
_BEGIN_BINDING_DATA(sQUERY, pResult, uLength, RESULT_ROW_NUM, RESULT_COL_NUM)
_BINDING_COLUMN(0, m_ItemSeq)
_BINDING_COLUMN(1, m_ItemCode)
_BINDING_COLUMN(2, m_ItemCount)
_END_BINDING_DATA()
inline BOOL ResultSuccess() { return (pParam[0].m_Result==0); }
};
class UdpateEventQuery : public QueryForUser
{
_DECLARE_QUERY_POOL(UdpateEventQuery)
public:
enum
{
PARAM_ROW_NUM = 1,
PARAM_COL_NUM = 1,
};
struct sPARAM
{
INT m_Result;
} pParam[PARAM_ROW_NUM];
_BEGIN_PARAM_DATA (sPARAM, pParam, PARAM_COL_NUM)
_BINDING_PARAM (0, m_Result, SQL_PARAM_OUTPUT)
_END_PARAM_DATA ()
_INIT_BINDING_DATA()
inline BOOL ResultSuccess() { return (pParam[0].m_Result==0); }
public:
VOID SetItemPos( POSTYPE pos ) { m_ItemPos = pos; }
POSTYPE GetItemPos() { return m_ItemPos; }
private:
POSTYPE m_ItemPos;
};
#pragma pack(pop, 1)
#endif // __GAME_SERVER_QUERY_H__
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