init
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71
server/LogicServer/item/cnt/DepotBag.h
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71
server/LogicServer/item/cnt/DepotBag.h
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#pragma once
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/*
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玩家仓库的背包的处理类,玩家的仓库包括了多个背包
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*/
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//玩家的仓库背包
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class CDeportBag:
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public CUserItemContainer
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{
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public:
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typedef CUserItemContainer Inherited;
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CDeportBag()
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{
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m_hasLoadDbData =false; //是否装载过DB的数据
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}
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public:
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/*** 覆盖CUserItemContainer父类的函数集 ***/
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virtual VOID SendDeleteItem(const CUserItem *pUserItem,INT_PTR nLogIdent) const ;
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virtual VOID LogNewItem(const CUserItem *pUserItem, const CStdItem *pStdItem, LPCSTR lpSender, const INT_PTR nLogIdent) const ;
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virtual VOID LogItemCountChange(const CUserItem *pUserItem, const CStdItem *pStdItem, const INT_PTR nCountChg, LPCSTR lpSender, const INT_PTR nLogIdent) const ;
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virtual VOID SendAddItem(const CUserItem *pUserItem,INT_PTR nLogIdent, BYTE bNoBatchUse = 0,BYTE bNotice = 1) const ;
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//isGetNewCount true获得新的物品
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virtual VOID SendItemCountChange(const CUserItem *pUserItem, bool isGetNewCount = false, BYTE bNoBatchUse = 0) const ;
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//当物品添加成功到里边调用,主要用来发系统提示的
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//添加物品的提示
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virtual VOID OnAddItem(const CStdItem * pItem,INT_PTR nCount,INT_PTR nLogIdent,const CUserItem *pUserItem=NULL);
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//删除物品的提示
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virtual VOID OnDeleteItem(const CStdItem * pItem, INT_PTR nItemCount,INT_PTR nLogIdent, int nMsgId = 0,const CUserItem *pUserItem=NULL);
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//设置数据是否修改过了
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virtual VOID OnDataModified()
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{
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SetDataModifyFlag(true);
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}
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//设置数据的修改的标记
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inline void SetDataModifyFlag(bool flag)
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{
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if(!m_hasLoadDbData ) return ;//没有初始化DB的数据是不需要保存的
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if(m_hasDataModify != flag)
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{
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m_hasDataModify = flag;
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}
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}
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//数据是否修改过
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inline bool IsDataModified()
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{
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return m_hasDataModify;
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}
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//已经装载过DB的数据了
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inline void OnInitDbData()
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{
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m_hasLoadDbData = true;
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}
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//是否装载过DB的数据
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inline bool HasInitDbData()
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{
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return m_hasLoadDbData;
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}
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public:
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CActor *m_pEntity; //玩家的指针
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BYTE m_bReserver;
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WORD m_wReserver;
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bool m_hasLoadDbData; //是否装载过DB的数据
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};
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