📄 auctionstorage.h
字号:
// AuctionStorage.h: interface for the CAuctionStorage class.
// 拍买系统仓库,只由Auction 调用 -LW- 2004-11-26
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_AUCTIONSTORAGE_H__FE6ABBEB_EFF7_4E89_9782_E1D93D9E95D8__INCLUDED_)
#define AFX_AUCTIONSTORAGE_H__FE6ABBEB_EFF7_4E89_9782_E1D93D9E95D8__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "define.h"
#include "I_mydb.h"
#include "T_MyQueue.h"
#include "Package.h"
typedef struct /*AuctionStorageInfo*/{
int id; //拍买物品表的id
int idAuction; //拍买Npc的id
NAMESTR szPlayer; //拍买物品的属主名字
int idPlayer; //拍买物品的属主id
int idItem; //拍买物品的id
DWORD dwValue; //拍买物品的价格
int iState; //保存拍买的状态0表示是系统物品,1表示是玩家物品
// int itype;
}AUCTION_STORAGE_INFO,*pAUCTION_STORAGE_INFO;
enum{
SYSTEM_ITEM, //系统放入的物品
PLAYER_ITEM, //玩家加入的物品
COMPLETE_ITEM,//完成
};
const int AUCTION_PACKAGE_MAX = 50 ; //拍卖仓库可放的最大数、
const int AUCTION_INTERVAL= 30 ; //每次叫价的间隔
const int AUCTION_DEGREE_MAX = 3 ; //叫价多少次成交
const int AUCTION_SYSTEM_MAX = 10 ; //系统每次放入的拍卖物品数量
const int AUCTION_REVENUE = 3; //税收
const int AUCTION_BROADCAST_BID = 3; //间隔多长时间广播最高出价信息(以秒算)
class CAuctionStorage
{
public:
CAuctionStorage();
virtual ~CAuctionStorage();
// interface
public:
virtual bool Create (IRecordset* pRes);
virtual bool Create (OBJID idNpc,int iType,IDatabase* pDb);
bool LoadInfo (IRecord* pRes,pAUCTION_STORAGE_INFO pInfo);
public: // add del
OBJID CreateRecord(OBJID idAuction,const char* szPlayer,OBJID idItem, DWORD dwValue,UCHAR nType, IDatabase* pDb);
bool DeleteRecord(OBJID id,IDatabase* pDb);
public:
pAUCTION_STORAGE_INFO m_pInfo;
CMyQueue<pAUCTION_STORAGE_INFO> m_SetAuctionQueue;//保存玩家加入的拍买物品
CMyQueue<pAUCTION_STORAGE_INFO> m_SetSysAuction; //保存系统加入的拍买物品
};
#endif // !defined(AFX_AUCTIONSTORAGE_H__FE6ABBEB_EFF7_4E89_9782_E1D93D9E95D8__INCLUDED_)
⌨️ 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 + -