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📄 simplequestrewardmanager.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
💻 CPP
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#include "SimpleQuestRewardManager.h"#include "DB.h"#include "Item.h"#include "RandomRewardClass.h"#include "SlayerWeaponRewardClass.h"#include "ItemRewardInfo.h"void SimpleQuestRewardManager::load(const string& name) throw(Error){	__BEGIN_TRY	Statement* pStmt = NULL;	BEGIN_DB	{		pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();		Result* pResult = pStmt->executeQuery("SELECT RewardClass, RewardID, IClass, IType, OptionType, TimeLimitSec FROM ItemRewardInfo WHERE NPC='%s'", name.c_str());		while (pResult->next()) 		{			int index = 0;			RewardClass_t	rClass	= (RewardClass_t)		pResult->getInt( ++index );			RewardID_t		rID		= (RewardID_t	)		pResult->getInt( ++index );			Item::ItemClass	iClass	= (Item::ItemClass)		pResult->getInt( ++index );			ItemType_t		iType	= (ItemType_t)			pResult->getInt( ++index );			string			option	= 						pResult->getString( ++index );			DWORD			time	= (DWORD)				pResult->getInt( ++index );			if ( m_RewardClasses[ rClass ] == NULL ){				m_RewardClasses[rClass] = new RandomRewardClass( rClass );				//cout << "NPC : " << name << ", RewardClass : " << (uint)rClass << endl;			}			ItemRewardInfo* pItemRI = new ItemRewardInfo( rID, rClass, iClass, iType, option, time );			m_RewardClasses[rClass]->addRewardInfo( pItemRI );		}		pResult = pStmt->executeQuery("SELECT RewardClass, RewardID, IClass, IType, OptionType, TimeLimitSec FROM SlayerWeaponRewardInfo WHERE NPC='%s'", name.c_str());		while (pResult->next())		{			int index = 0;			RewardClass_t	rClass	= (RewardClass_t)		pResult->getInt( ++index );			RewardID_t		rID		= (RewardID_t	)		pResult->getInt( ++index );			Item::ItemClass	iClass	= (Item::ItemClass)		pResult->getInt( ++index );			ItemType_t		iType	= (ItemType_t)			pResult->getInt( ++index );			string			option	= 						pResult->getString( ++index );			DWORD			time	= (DWORD)				pResult->getInt( ++index );			if ( m_RewardClasses[ rClass ] == NULL ){				m_RewardClasses[rClass] = new SlayerWeaponRewardClass( rClass );				//cout << "NPC : " << name << ", RewardClass : " << (uint)rClass << endl;			}			ItemRewardInfo* pItemRI = new ItemRewardInfo( rID, rClass, iClass, iType, option, time );			m_RewardClasses[rClass]->addRewardInfo( pItemRI );		}		SAFE_DELETE(pStmt);	}	END_DB(pStmt)	__END_CATCH}

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