📄 auctionsystemitemdata.h
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// AuctionSystemItemData.h: interface for the CAuctionSystemItemData class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_AUCTIONSYSTEMITEMDATA_H__43BA14C3_9A92_45BB_A422_C519C0F72BBD__INCLUDED_)
#define AFX_AUCTIONSYSTEMITEMDATA_H__43BA14C3_9A92_45BB_A422_C519C0F72BBD__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "define.h"
#include "GameData.h"
#include "GameObj.h"
#include <deque>
#include "MyHeap.h"
//#include "MsgPlayerTask.h"
#include <vector>
enum AUCTIONSYSTEMDATA {
AUCTION_SYSTEMITEM_ID=0, // use for insert
AUCTION_SYSTEMITEM_TYPE=1, // 物品的TYPE类型
AUCTION_SYSTEMITEM_NPC, //拍买NPC的ID
AUCTION_SYSTEMITEM_AMOUNT, //ITEMDATA_EXP
AUCTION_SYSTEMITEM_AMOUNTLIMIT, //ITEMDATA_ATTRIB
AUCTION_SYSTEMITEM_IDENT,
AUCTION_SYSTEMITEM_GEM1,
AUCTION_SYSTEMITEM_GEM2,
AUCTION_SYSTEMITEM_MAGIC1,
AUCTION_SYSTEMITEM_MAGIC2,
AUCTION_SYSTEMITEM_MAGIC3,
AUCTION_SYSTEMITEM_DATA,
AUCTION_SYSTEMITEM_WARGHOSTEXP,
AUCTION_SYSTEMITEM_GEMTYPE,
AUCTION_SYSTEMITEM_AVAILABLETIME,
AUCTION_SYSTEMITEM_DATE_TYPE,
AUCTION_SYSTEMITEM_PARAM, //拍买物品日期时间
AUCTION_SYSTEMITEM_VALUE, //拍买物品的底价
};
struct ST_AUCTION_SYSTEM_DATA
{
int id;
OBJID user_id;
char name[16];
int level;
int teacherlevel;
int profession;
//UCHAR profession;
char title[32];
char content[128];
};
char szAuctionsystemTable[];
typedef CGameData<AUCTIONSYSTEMDATA, szAuctionsystemTable, szID> CGameAuctionSystemData;
typedef deque<CGameAuctionSystemData*> AUCTION_DATA_SET;
class IDatabase;
class CAuctionSystemItemData: public CGameObj
{
public:
CAuctionSystemItemData();
virtual ~CAuctionSystemItemData();
static CAuctionSystemItemData* CreateNew() { return new CAuctionSystemItemData; }
ULONG Release() { delete this; return 0; }
ULONG ReleaseByOwner() { delete this; return 0; }
public:
bool Create (IDatabase* pDb,OBJID idNpc,int nAmount,int nMaxType);
bool DeleteRecord(int id);
CGameAuctionSystemData* GetItemDataByID(int id);
CGameAuctionSystemData* GetItemDataByIndex(int nIndex);
void GetItemDataByDateType(AUCTION_DATA_SET& Data_set,int nType,int nAmount);
int GetAmount(){return m_SystemData_set.size();}
friend class CAuction;
protected:
void CleanDataSet();
AUCTION_DATA_SET m_SystemData_set;
// CGameAuctionSystemData* m_pData;
MYHEAP_DECLARATION(s_heap)
};
#endif // !defined(AFX_AUCTIONSYSTEMITEMDATA_H__43BA14C3_9A92_45BB_A422_C519C0F72BBD__INCLUDED_)
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