本文整理汇总了C++中NF_SHARE_PTR::AddRow方法的典型用法代码示例。如果您正苦于以下问题:C++ NF_SHARE_PTR::AddRow方法的具体用法?C++ NF_SHARE_PTR::AddRow怎么用?C++ NF_SHARE_PTR::AddRow使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类NF_SHARE_PTR
的用法示例。
在下文中一共展示了NF_SHARE_PTR::AddRow方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: OnObjectClassEvent
int NFCPropertyModule::OnObjectClassEvent( const NFGUID& self, const std::string& strClassName, const CLASS_OBJECT_EVENT eClassEvent, const NFIDataList& var )
{
if ( strClassName == NFrame::Player::ThisName() )
{
if ( CLASS_OBJECT_EVENT::COE_CREATE_NODATA == eClassEvent )
{
NF_SHARE_PTR<NFIRecord> pRecord = m_pKernelModule->FindRecord(self, NFrame::Player::R_CommPropertyValue());
if (pRecord.get())
{
for(int i =0; i< NPG_ALL; i++)
{
pRecord->AddRow(-1);
}
}
m_pKernelModule->AddPropertyCallBack( self, NFrame::Player::Level(), this, &NFCPropertyModule::OnObjectLevelEvent );
// TODO:一级属性回调
m_pKernelModule->AddRecordCallBack( self, NFrame::Player::R_CommPropertyValue(), this, &NFCPropertyModule::OnRecordPropertyEvent );
}
else if ( CLASS_OBJECT_EVENT::COE_CREATE_EFFECTDATA == eClassEvent )
{
int nOnlineCount = m_pKernelModule->GetPropertyInt( self, NFrame::Player::OnlineCount() );
if ( nOnlineCount <= 0 && m_pKernelModule->GetPropertyInt( self, NFrame::Player::SceneID() ) > 0 )
{
//第一次出生,设置基础属性
m_pKernelModule->SetPropertyInt( self, NFrame::Player::Level(), 1 );
}
}
else if (CLASS_OBJECT_EVENT::COE_CREATE_FINISH == eClassEvent)
{
}
}
return 0;
}
示例2: AddSkill
int NFCSkillModule::AddSkill( const NFGUID& self, const std::string& strSkillName )
{
if(m_pElementInfoModule->ExistElement(strSkillName))
{
if ( ExistSkill( self, strSkillName ) < 0 )
{
NF_SHARE_PTR<NFIRecord> pRecord = m_pKernelModule->FindRecord( self, mstrSkillTableName );
if ( pRecord )
{
return pRecord->AddRow( -1, NFCDataList() << strSkillName.c_str());
//if ( nRow >= 0 )
//{
// return pRecord->SetString( nRow, EGameSkillStoreType::EGSST_TYPE_SKILL_CONFIGID, strSkillName.c_str() );
//}
}
}
}
m_pLogModule->LogElement(NFILogModule::NLL_ERROR_NORMAL, NFGUID(), strSkillName, "There is no element", __FUNCTION__, __LINE__);
return 0;
}
示例3: RecordPVPData
void NFGamePVPModule::RecordPVPData(const NFGUID & self, const int nStar, const int nGold, const int nDiamond)
{
//how to record this war for these two people
NFGUID xWarID = m_pKernelModule->GetPropertyObject(self, NFrame::Player::WarID());
NF_SHARE_PTR<NFIRecord> xAttackWarRecord = m_pKernelModule->FindRecord(self, NFrame::Player::WarList::ThisName());
NF_SHARE_PTR<NFDataList> xDataList = xAttackWarRecord->GetInitData();
xDataList->SetObject(NFrame::Player::WarList::WarID, xWarID);
//record the war information
/*
//the fields below need to be setted run-time
static const std::string& BuildingCount() { static std::string x = "BuildingCOunt"; return x; };// int
static const std::string& DestroiedBuilding() { static std::string x = "DestroiedBuilding"; return x; };// int
static const std::string& DeadHero1() { static std::string x = "DeadHero1"; return x; };// int
static const std::string& DeadHero2() { static std::string x = "DeadHero2"; return x; };// int
static const std::string& DeadHero3() { static std::string x = "DeadHero3"; return x; };// int
static const std::string& KilledHero1() { static std::string x = "KilledHero1"; return x; };// int
static const std::string& KilledHero2() { static std::string x = "KilledHero2"; return x; };// int
static const std::string& KilledHero3() { static std::string x = "KilledHero3"; return x; };// int
static const std::string& KilledMasterCount() { static std::string x = "KilledMasterCount"; return x; };// int
static const std::string& MasterCount() { static std::string x = "MasterCount"; return x; };// int
*/
xDataList->SetString(NFrame::Player::WarList::AttackerName, m_pKernelModule->GetPropertyString(self, NFrame::Player::Name()));
xDataList->SetInt(NFrame::Player::WarList::AttackerCup, m_pKernelModule->GetPropertyInt(self, NFrame::Player::Cup()));
//xDataList->SetString(NFrame::Player::WarList::AttackerHero1, m_pKernelModule->GetPropertyString(self, NFrame::Player::HeroPos1CnfID()));
//xDataList->SetInt(NFrame::Player::WarList::AttackerHero1Star, m_pKernelModule->GetPropertyInt(self, NFrame::Player::HeroPos1Star()));
//xDataList->SetString(NFrame::Player::WarList::AttackerHero2, m_pKernelModule->GetPropertyString(self, NFrame::Player::HeroPos2CnfID()));
//xDataList->SetInt(NFrame::Player::WarList::AttackerHero2Star, m_pKernelModule->GetPropertyInt(self, NFrame::Player::HeroPos2Star()));
//xDataList->SetString(NFrame::Player::WarList::AttackerHero3, m_pKernelModule->GetPropertyString(self, NFrame::Player::HeroPos3CnfID()));
//xDataList->SetInt(NFrame::Player::WarList::AttackerHero3Star, m_pKernelModule->GetPropertyInt(self, NFrame::Player::HeroPos3Star()));
xDataList->SetObject(NFrame::Player::WarList::AttackerID, self);
xDataList->SetInt(NFrame::Player::WarList::AttackerLevel, m_pKernelModule->GetPropertyInt(self, NFrame::Player::Level()));
xDataList->SetString(NFrame::Player::WarList::BeAttackerName, m_pKernelModule->GetPropertyString(self, NFrame::Player::OpponentName()));
xDataList->SetInt(NFrame::Player::WarList::BeAttackerCup, m_pKernelModule->GetPropertyInt(self, NFrame::Player::OpponentCup()));
//xDataList->SetString(NFrame::Player::WarList::BeAttackerHero1, m_pKernelModule->GetPropertyString(self, NFrame::Player::OpponentHero1()));
//xDataList->SetInt(NFrame::Player::WarList::BeAttackerHero1Star, m_pKernelModule->GetPropertyInt(self, NFrame::Player::OpponentHero1Star()));
//xDataList->SetString(NFrame::Player::WarList::BeAttackerHero2, m_pKernelModule->GetPropertyString(self, NFrame::Player::OpponentHero2()));
//xDataList->SetInt(NFrame::Player::WarList::BeAttackerHero2Star, m_pKernelModule->GetPropertyInt(self, NFrame::Player::OpponentHero2Star()));
//xDataList->SetString(NFrame::Player::WarList::BeAttackerHero3, m_pKernelModule->GetPropertyString(self, NFrame::Player::OpponentHero3()));
//xDataList->SetInt(NFrame::Player::WarList::BeAttackerHero3Star, m_pKernelModule->GetPropertyInt(self, NFrame::Player::OpponentHero3Star()));
xDataList->SetObject(NFrame::Player::WarList::BeAttackerID, m_pKernelModule->GetPropertyObject(self, NFrame::Player::OpponentFighting()));
xDataList->SetInt(NFrame::Player::WarList::BeAttackerLevel, m_pKernelModule->GetPropertyInt(self, NFrame::Player::Level()));
//xDataList->SetString(NFrame::Player::WarList::Item1, m_pKernelModule->GetPropertyString(self, NFrame::Player::Item1()));
//xDataList->SetInt(NFrame::Player::WarList::Item1Count, m_pKernelModule->GetPropertyInt(self, NFrame::Player::Item1UsedCount()));
//xDataList->SetString(NFrame::Player::WarList::Item2, m_pKernelModule->GetPropertyString(self, NFrame::Player::Item2()));
//xDataList->SetInt(NFrame::Player::WarList::Item2Count, m_pKernelModule->GetPropertyInt(self, NFrame::Player::Item2UsedCount()));
//xDataList->SetString(NFrame::Player::WarList::Item3, m_pKernelModule->GetPropertyString(self, NFrame::Player::Item3()));
//xDataList->SetInt(NFrame::Player::WarList::Item3Count, m_pKernelModule->GetPropertyInt(self, NFrame::Player::Item3UsedCount()));
int64_t nEventTime = m_pKernelModule->GetPropertyInt(self, NFrame::Player::WarEventTime());
int64_t nCostTime = NFGetTimeMS() - nEventTime;
xDataList->SetInt(NFrame::Player::WarList::EventTime, nEventTime);
xDataList->SetInt(NFrame::Player::WarList::WarStar, nStar);
xDataList->SetInt(NFrame::Player::WarList::CostTime, nCostTime);
xDataList->SetInt(NFrame::Player::WarList::Gold, nGold);
xDataList->SetInt(NFrame::Player::WarList::Diamond, nDiamond);
if (nStar >= 2)
{
xDataList->SetObject(NFrame::Player::WarList::Winner, self);
}
else
{
xDataList->SetObject(NFrame::Player::WarList::Winner, m_pKernelModule->GetPropertyObject(self, NFrame::Player::OpponentFighting()));
}
xAttackWarRecord->AddRow(-1, *xDataList);
////////for beattacker////////////////////////////////////
}
示例4: JoinGuild
bool NFCGuildModule::JoinGuild( const NFGUID& self, const NFGUID& xGuildID )
{
NF_SHARE_PTR<NFIObject> pGuildObject = m_pGuildDataModule->GetGuild(xGuildID);
if (!pGuildObject.get())
{
return false;
}
NF_SHARE_PTR<NFIRecord> pMemberRecord = m_pKernelModule->FindRecord(xGuildID, NFrame::Guild::R_GuildMemberList());
if (!pMemberRecord.get())
{
return false;
}
NFDataList varList;
pMemberRecord->FindObject(NFrame::Guild::GuildMemberList_GUID, self, varList);
if (varList.GetCount() > 0)
{
return false;
}
const NFINT64 nCount = m_pKernelModule->GetPropertyInt(xGuildID, NFrame::Guild::GuildMemeberCount());
if (nCount >= m_pKernelModule->GetPropertyInt(xGuildID, NFrame::Guild::GuildMemeberMaxCount()))
{
//limit
return false;
}
NFDataList varData;
std::string strName ;
int nLevel = 0;
int nJob = 0;
int nDonation = 0;
int nReceive = 0;
int nVIP = 0;
int nOnLine = 0;
int nPower = NFMsg::GUILD_POWER_TYPE_NORMAL;
const NFGUID& xPresident = pGuildObject->GetPropertyObject(NFrame::Guild::PresidentID());
if (xPresident == self)
{
nPower = NFMsg::GUILD_POWER_TYPE_PRESIDENT;
}
int nTitle = 0;
int nOnlineGameID = 0;
m_pGuildDataModule->GetPlayerGameID(self, nOnlineGameID);
m_pGuildDataModule->GetPlayerInfo(self, strName, nLevel, nJob, nDonation, nVIP);
varData << self << strName << (NFINT64)nLevel << (NFINT64)nJob << (NFINT64)nDonation << (NFINT64)nReceive << (NFINT64)nVIP << (NFINT64)nOnLine << (NFINT64)nPower << nTitle << nOnlineGameID ;
if (pMemberRecord->AddRow(-1, varData) < 0)
{
return false;
}
m_pKernelModule->SetPropertyInt(xGuildID, NFrame::Guild::GuildMemeberCount(), nCount+1);
return true;
}
示例5: CreateTeam
NFGUID NFCTeamModule::CreateTeam( const NFGUID& self, const NFGUID& xDefaultTeamID, const std::string& strName, const std::string& strRoleName, const int nLevel, const int nJob , const int nDonation , const int nVIP)
{
if (strName.empty())
{
return NULL_OBJECT;
}
NFGUID xTeam = xDefaultTeamID;
if (xTeam.IsNull())
{
xTeam = m_pKernelModule->CreateGUID();
}
NF_SHARE_PTR<NFIPropertyManager> pPropertyManager = m_pCommonRedisModule->NewPropertyManager(NFrame::Team::ThisName());
NF_SHARE_PTR<NFIRecordManager> pRecordManager = m_pCommonRedisModule->NewRecordManager(NFrame::Team::ThisName());
if (!pPropertyManager)
{
return NFGUID();
}
if (!pRecordManager)
{
return NFGUID();
}
NF_SHARE_PTR<NFIRecord> pMemberRecord = pRecordManager->GetElement(NFrame::Team::MemberList::ThisName());
if (!pMemberRecord.get())
{
return NFGUID();
}
NFDataList varList;
pMemberRecord->FindObject(NFrame::Team::MemberList::GUID, self, varList);
if (varList.GetCount() > 0)
{
return NFGUID();
}
NFDataList varData;
int nReceive = 0;
int nOnLine = 0;
int nTitle = 0;
int nOnlineGameID = 0;
GetPlayerGameID(self, nOnlineGameID);
varData << self << strName << (NFINT64)nLevel << (NFINT64)nJob << (NFINT64)nDonation << (NFINT64)nReceive << (NFINT64)nVIP << (NFINT64)nOnLine << nTitle << nOnlineGameID;
if (pMemberRecord->AddRow(-1, varData) < 0)
{
return NFGUID();
}
if (!pPropertyManager->SetPropertyObject(NFrame::Team::Captain(), self))
{
return NFGUID();
}
if (!m_pCommonRedisModule->SaveCachePropertyInfo(xTeam, pPropertyManager))
{
return NFGUID();
}
if (!m_pCommonRedisModule->SaveCacheRecordInfo(xTeam, pRecordManager))
{
return NFGUID();
}
return xTeam;
}
示例6: ProcessBuffValuePropertyReferAbsoluteValue
int NFCBuffModule::ProcessBuffValuePropertyReferAbsoluteValue( const NFIDENTID& self, NFIBuffConfigModule::NFCBuffConfig* pBuffConfig, const NFIDENTID& releaserIdent )
{
//buff group property
int nBuffGroup = 0;
//RUNTIME_BUFF_INFO
NF_SHARE_PTR<NFIObject> pObject = m_pKernelModule->GetObject( self );
NF_SHARE_PTR<NFIRecord> pBuffRecord = pObject->GetRecordManager()->GetElement( mstrRunTimeEffectTable );
if ( pBuffRecord )
{
NF_SHARE_PTR<NFIRecord> pPropertyGroupRecord = pObject->GetRecordManager()->GetElement( mstrPropertyTable );
std::string strPropertyList;
std::string strPropertyName;
int* pnEffectValue = pBuffConfig->First( strPropertyName );
while ( pnEffectValue )
{
NF_SHARE_PTR<NFIProperty> pProperty = pObject->GetPropertyManager()->GetElement( strPropertyName );
if ( pProperty )
{
char szEffectValue[MAX_PATH] = {0};
printf( szEffectValue, "%d", *pnEffectValue );
strPropertyList.append( strPropertyName );
strPropertyList.append( "," );
strPropertyList.append( szEffectValue );
strPropertyList.append( ";" );
//相继设置属性到buff group,增值
//从属性系统得到属性应该在的col函数
int nPropertyGroupCol = 0;
int nPropertyBuffGroupRow = 0;
TDATA_TYPE eColType = pPropertyGroupRecord->GetColType( nPropertyGroupCol );
if ( NFIBuffConfigModule::BuffReverseType::ERT_NEED_REVERSE == pBuffConfig->NeedReverseType )
{
//需要还原
switch ( eColType )
{
case TDATA_INT:
pPropertyGroupRecord->SetInt( nPropertyBuffGroupRow, nPropertyGroupCol, *pnEffectValue );
break;
case TDATA_FLOAT:
pPropertyGroupRecord->SetFloat( nPropertyBuffGroupRow, nPropertyGroupCol, float( *pnEffectValue ) );
break;
case TDATA_DOUBLE:
pPropertyGroupRecord->SetDouble( nPropertyBuffGroupRow, nPropertyGroupCol, double( *pnEffectValue ) );
break;
default:
break;
}
}
else if ( NFIBuffConfigModule::BuffReverseType::ERT_NO_REVERSE == pBuffConfig->NeedReverseType )
{
//不需要还原
NFIDataList::TData valueEffectValue;
switch ( eColType )
{
case TDATA_INT:
valueEffectValue.nType = TDATA_INT;
valueEffectValue.variantData = NFINT64( *pnEffectValue );
break;
case TDATA_FLOAT:
valueEffectValue.nType = TDATA_FLOAT;
valueEffectValue.variantData = float( *pnEffectValue );
break;
case TDATA_DOUBLE:
valueEffectValue.nType = TDATA_DOUBLE;
valueEffectValue.variantData = double( *pnEffectValue );
break;
default:
break;
}
//const NFIDataList& oldValue = pProperty->GetValue();
pObject->GetPropertyManager()->SetProperty( strPropertyName, valueEffectValue );
}
pnEffectValue = pBuffConfig->Next( strPropertyName );
}
//还原与否,都需要保存在runtimebuff表
NFCDataList valueBuffProperty;
valueBuffProperty.AddString( strPropertyName.c_str() );
valueBuffProperty.AddObject( releaserIdent );
valueBuffProperty.AddFloat( pBuffConfig->EffectTimeInterval );
valueBuffProperty.AddInt( pBuffConfig->EffectTimeValue );
valueBuffProperty.AddString( strPropertyName.c_str() );
pBuffRecord->AddRow( -1, valueBuffProperty );
}
}
return 0;
}