本文整理汇总了C++中database::Results::Step方法的典型用法代码示例。如果您正苦于以下问题:C++ Results::Step方法的具体用法?C++ Results::Step怎么用?C++ Results::Step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database::Results
的用法示例。
在下文中一共展示了Results::Step方法的15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: ReadDBLookup
/// Helper function to read a single type (as a string) and find its ID in a database table.
/// Assumes the type is in the table's field "Type"
int ReadDBLookup(FDataStream& kStream, const char* szTable, bool* bValid /*= NULL*/)
{
FStringFixedBuffer(sTemp, 256);
kStream >> sTemp;
if (bValid) *bValid = true;
if(sTemp.GetLength() > 0 && sTemp != "NO_TYPE")
{
Database::Connection* pDB = GC.GetGameDatabase();
if(pDB)
{
Database::Results kResults;
CvString szCommand;
szCommand.Format("SELECT ID from %s where Type = ? LIMIT 1", szTable);
if(pDB->Execute(kResults, szCommand.c_str()))
{
kResults.Bind(1, sTemp.c_str());
if(kResults.Step())
{
return kResults.GetInt(0);
}
else
if (bValid) *bValid = false;
}
}
else
if (bValid) *bValid = false;
}
return -1;
}
示例2: RegisterDynamicEnums
//------------------------------------------------------------------------------
void CvLuaEnums::RegisterDynamicEnums(lua_State* L, const char* szTableName, const char* szIdField, const char* szNameField, const char* szCountName)
{
Database::Connection& db = *GC.GetGameDatabase();
Database::Results kResults;
char zSQL[256];
sprintf_s(zSQL, 255, "select %s, %s from %s", szIdField, szNameField, szTableName);
if(db.Execute(kResults, zSQL))
{
while(kResults.Step())
{
const int value = kResults.GetInt(0);
const char* name = kResults.GetText(1);
lua_pushstring(L, name);
lua_pushvalue(L, -1);
lua_pushinteger(L, value);
lua_rawset(L, -4);
lua_rawseti(L, -2, value);
}
}
if(szCountName != NULL)
{
lua_pushstring(L, szCountName);
lua_pushinteger(L, db.Count(szTableName, false));
lua_rawset(L, -3);
}
}
示例3: PopulateArrayByExistence
//------------------------------------------------------------------------------
bool CvDatabaseUtility::PopulateArrayByExistence(int*& pArray, const char* szTypeTableName, const char* szDataTableName, const char* szTypeColumn, const char* szFilterColumn, const char* szFilterValue)
{
InitializeArray(pArray, MaxRows(szTypeTableName), -1);
std::string strKey = "_PABE_";
strKey.append(szTypeTableName);
strKey.append(szDataTableName);
strKey.append(szFilterColumn);
Database::Results* pResults = GetResults(strKey);
if(pResults == NULL)
{
char szSQL[512];
sprintf_s(szSQL, "select %s.ID from %s inner join %s on %s = %s.Type where %s = ?", szTypeTableName, szDataTableName, szTypeTableName, szTypeColumn, szTypeTableName, szFilterColumn);
pResults = PrepareResults(strKey, szSQL);
if(pResults == NULL)
return false;
}
if(!pResults->Bind(1, szFilterValue, false))
{
CvAssertMsg(false, GetErrorMessage());
return false;
}
int idx = 0;
while(pResults->Step())
{
pArray[idx++] = pResults->GetInt(0);
}
pResults->Reset();
return true;
}
示例4: MaxRows
//------------------------------------------------------------------------------
int CvDatabaseUtility::MaxRows(const char* szTableName)
{
char szSQL[256] = {0};
sprintf_s(szSQL, "SELECT max(rowid) from %s", szTableName);
Database::Results kResults;
int maxValue = 0;
if(DB.Execute(kResults, szSQL))
{
if(kResults.Step())
{
//Since some rowid's start at 0 in Civ, let's increase this # by 1.
maxValue = kResults.GetInt(0) + 1;
}
}
return maxValue;
}
示例5: PopulateArrayByValue
//------------------------------------------------------------------------------
bool CvDatabaseUtility::PopulateArrayByValue(int*& pArray, const char* szTypeTableName, const char* szDataTableName, const char* szTypeColumn, const char* szFilterColumn, const char* szFilterValue, const char* szValueColumn, int iDefaultValue /* = 0 */, int iMinArraySize /* = 0 */)
{
int iSize = MaxRows(szTypeTableName);
InitializeArray(pArray, (iSize<iMinArraySize)?iMinArraySize:iSize, iDefaultValue);
std::string strKey = "_PABV_";
strKey.append(szTypeTableName);
strKey.append(szDataTableName);
strKey.append(szFilterColumn);
strKey.append(szValueColumn);
Database::Results* pResults = GetResults(strKey);
if(pResults == NULL)
{
char szSQL[512];
sprintf_s(szSQL, "select %s.ID, %s from %s inner join %s on %s = %s.Type where %s = ?", szTypeTableName, szValueColumn, szDataTableName, szTypeTableName, szTypeColumn, szTypeTableName, szFilterColumn);
pResults = PrepareResults(strKey, szSQL);
if(pResults == NULL)
return false;
}
if(!pResults->Bind(1, szFilterValue, false))
{
CvAssertMsg(false, GetErrorMessage());
return false;
}
while(pResults->Step())
{
const int idx = pResults->GetInt(0);
const int value = pResults->GetInt(1);
pArray[idx] = value;
}
pResults->Reset();
return true;
}
示例6: CacheResults
//------------------------------------------------------------------------------
bool CvProjectEntry::CacheResults(Database::Results& kResults, CvDatabaseUtility& kUtility)
{
if(!CvBaseInfo::CacheResults(kResults, kUtility))
return false;
m_iMaxGlobalInstances = kResults.GetInt("MaxGlobalInstances");
m_iMaxTeamInstances = kResults.GetInt("MaxTeamInstances");
m_iProductionCost = kResults.GetInt("Cost");
m_iNukeInterception = kResults.GetInt("NukeInterception");
m_iCultureBranchesRequired = kResults.GetInt("CultureBranchesRequired");
m_iTechShare = kResults.GetInt("TechShare");
m_iVictoryDelayPercent = kResults.GetInt("VictoryDelayPercent");
m_bSpaceship = kResults.GetBool("Spaceship");
m_bAllowsNukes = kResults.GetBool("AllowsNukes");
#if defined(MOD_BALANCE_CORE)
const char* szFreeBuilding = kResults.GetText("FreeBuildingClassIfFirst");
if(szFreeBuilding)
{
m_eFreeBuilding = (BuildingClassTypes)GC.getInfoTypeForString(szFreeBuilding, true);
}
const char* szFreePolicy = kResults.GetText("FreePolicyIfFirst");
if(szFreePolicy)
{
m_eFreePolicy = (PolicyTypes)GC.getInfoTypeForString(szFreePolicy, true);
}
#endif
m_strMovieArtDef = kResults.GetText("MovieDefineTag");
const char* szVictoryPrereq = kResults.GetText("VictoryPrereq");
m_iVictoryPrereq = GC.getInfoTypeForString(szVictoryPrereq, true);
const char* szTechPrereq = kResults.GetText("TechPrereq");
m_iTechPrereq = GC.getInfoTypeForString(szTechPrereq, true);
const char* szEveryoneSpecialUnit = kResults.GetText("EveryoneSpecialUnit");
m_iEveryoneSpecialUnit = GC.getInfoTypeForString(szEveryoneSpecialUnit, true);
const char* szCreateSound = kResults.GetText("CreateSound");
SetCreateSound(szCreateSound);
const char* szAnyonePrereqProject = kResults.GetText("AnyonePrereqProject");
m_iAnyoneProjectPrereq = GC.getInfoTypeForString(szAnyonePrereqProject, true);
//Arrays
const char* szProjectType = GetType();
kUtility.PopulateArrayByValue(m_piResourceQuantityRequirements, "Resources", "Project_ResourceQuantityRequirements", "ResourceType", "ProjectType", szProjectType, "Quantity");
//Victory Thresholds
{
const int iNumVictories = kUtility.MaxRows("Victories");
kUtility.InitializeArray(m_piVictoryThreshold, iNumVictories);
kUtility.InitializeArray(m_piVictoryMinThreshold, iNumVictories);
Database::Results kDBResults;
char szQuery[512] = {0};
sprintf_s(szQuery, "select VictoryType, Threshold, MinThreshold from Project_VictoryThresholds where ProjectType = '%s';", szProjectType);
if(DB.Execute(kDBResults, szQuery))
{
while(kDBResults.Step())
{
const char* szVictoryType = kDBResults.GetText("VictoryType");
const int idx = GC.getInfoTypeForString(szVictoryType, true);
const int iThreshold = kDBResults.GetInt("Threshold");
const int iMinThreshold = kDBResults.GetInt("MinThreshold");
m_piVictoryThreshold[idx] = iThreshold;
m_piVictoryMinThreshold[idx] = iMinThreshold;
}
}
}
kUtility.SetFlavors(m_piFlavorValue, "Project_Flavors", "ProjectType", szProjectType);
kUtility.PopulateArrayByValue(m_piProjectsNeeded, "Projects", "Project_Prereqs", "PrereqProjectType", "ProjectType", szProjectType, "AmountNeeded");
return true;
}
示例7: CacheResults
bool CvCorporationEntry::CacheResults(Database::Results& kResults, CvDatabaseUtility& kUtility)
{
if(!CvBaseInfo::CacheResults(kResults, kUtility))
return false;
m_iMaxFranchises = kResults.GetInt("MaxFranchises");
m_iNumFreeTradeRoutes = kResults.GetInt("NumFreeTradeRoutes");
m_iTradeRouteLandDistanceModifier = kResults.GetInt("TradeRouteLandDistanceModifier");
m_iTradeRouteSeaDistanceModifier = kResults.GetInt("TradeRouteSeaDistanceModifier");
m_iTradeRouteSpeedModifier = kResults.GetInt("TradeRouteSpeedModifier");
m_iTradeRouteVisionBoost = kResults.GetInt("TradeRouteVisionBoost");
m_bTradeRoutesInvulnerable = kResults.GetBool("TradeRoutesInvulnerable");
m_iTradeRouteRecipientBonus = kResults.GetInt("TradeRouteRecipientBonus");
m_iTradeRouteTargetBonus = kResults.GetInt("TradeRouteTargetBonus");
//References
const char* szTextVal = NULL;
szTextVal = kResults.GetText("HeadquartersBuildingClass");
m_eHeadquartersBuildingClass = (BuildingClassTypes) GC.getInfoTypeForString(szTextVal, true);
szTextVal = kResults.GetText("OfficeBuildingClass");
m_eOfficeBuildingClass = (BuildingClassTypes) GC.getInfoTypeForString(szTextVal, true);
szTextVal = kResults.GetText("FranchiseBuildingClass");
m_eFranchiseBuildingClass = (BuildingClassTypes) GC.getInfoTypeForString(szTextVal, true);
szTextVal = kResults.GetText("OfficeBenefitHelper");
m_strOfficeBenefitHelper = szTextVal;
// This is not ideal, but Corporations are loaded last, and I want an easy way to tell if a building class is owned by a Corporation
// Note: Intellisense may lie here! This will compile (declared as friend)
CvBuildingClassInfo* pkBuildingInfo = GC.getBuildingClassInfo(m_eHeadquartersBuildingClass);
if (pkBuildingInfo)
{
pkBuildingInfo->m_eCorporationType = (CorporationTypes) GetID();
pkBuildingInfo->m_bIsHeadquarters = true;
}
pkBuildingInfo = GC.getBuildingClassInfo(m_eOfficeBuildingClass);
if (pkBuildingInfo)
{
pkBuildingInfo->m_eCorporationType = (CorporationTypes) GetID();
pkBuildingInfo->m_bIsOffice = true;
}
pkBuildingInfo = GC.getBuildingClassInfo(m_eFranchiseBuildingClass);
if (pkBuildingInfo)
{
pkBuildingInfo->m_eCorporationType = (CorporationTypes) GetID();
pkBuildingInfo->m_bIsFranchise = true;
}
const char* szCorporationType = GetType();
kUtility.PopulateArrayByExistence(m_piResourceMonopolyAnd, "Resources", "Corporation_ResourceMonopolyAnds", "ResourceType", "CorporationType", szCorporationType);
kUtility.PopulateArrayByExistence(m_piResourceMonopolyOrs, "Resources", "Corporation_ResourceMonopolyOrs", "ResourceType", "CorporationType", szCorporationType);
kUtility.PopulateArrayByValue(m_piNumFreeResource, "Resources", "Corporation_NumFreeResource", "ResourceType", "CorporationType", szCorporationType, "NumResource");
kUtility.PopulateArrayByValue(m_piUnitResourceProductionModifier, "Resources", "Corporation_UnitResourceProductionModifier", "ResourceType", "CorporationType", szCorporationType, "Modifier");
kUtility.SetYields(m_piTradeRouteCityMod, "Corporation_TradeRouteCityYield", "CorporationType", szCorporationType);
kUtility.SetYields(m_piTradeRouteMod, "Corporation_TradeRouteMod", "CorporationType", szCorporationType);
//BuildingClassYieldChanges
{
kUtility.Initialize2DArray(m_ppiBuildingClassYieldChanges, "BuildingClasses", "Yields");
std::string strKey("Corporation_BuildingClassYieldChanges");
Database::Results* pResults = kUtility.GetResults(strKey);
if (pResults == NULL)
{
pResults = kUtility.PrepareResults(strKey, "select BuildingClasses.ID as BuildingClassID, Yields.ID as YieldID, YieldChange from Corporation_BuildingClassYieldChanges inner join BuildingClasses on BuildingClasses.Type = BuildingClassType inner join Yields on Yields.Type = YieldType where CorporationType = ?");
}
pResults->Bind(1, szCorporationType);
while (pResults->Step())
{
const int BuildingClassID = pResults->GetInt(0);
const int iYieldID = pResults->GetInt(1);
const int iYieldChange = pResults->GetInt(2);
m_ppiBuildingClassYieldChanges[BuildingClassID][iYieldID] = iYieldChange;
}
}
//ResourceYieldChanges
{
kUtility.Initialize2DArray(m_ppaiResourceYieldChange, "Resources", "Yields");
std::string strKey("Corporation_ResourceYieldChanges");
Database::Results* pResults = kUtility.GetResults(strKey);
if (pResults == NULL)
{
pResults = kUtility.PrepareResults(strKey, "select Resources.ID as ResourceID, Yields.ID as YieldID, Yield from Corporation_ResourceYieldChanges inner join Resources on Resources.Type = ResourceType inner join Yields on Yields.Type = YieldType where CorporationType = ?");
}
pResults->Bind(1, szCorporationType);
while (pResults->Step())
{
const int ResourceID = pResults->GetInt(0);
const int YieldID = pResults->GetInt(1);
const int yield = pResults->GetInt(2);
//.........这里部分代码省略.........
示例8: CacheResults
//.........这里部分代码省略.........
kUtility.SetYields(m_piAdjacentMountainYieldChange, "Improvement_AdjacentMountainYieldChanges", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piCoastalLandYieldChange, "Improvement_CoastalLandYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piFreshWaterChange, "Improvement_FreshWaterYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piHillsYieldChange, "Improvement_HillsYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piRiverSideYieldChange, "Improvement_RiverSideYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piPrereqNatureYield, "Improvement_PrereqNatureYields", "ImprovementType", szImprovementType);
kUtility.SetFlavors(m_piFlavorValue, "Improvement_Flavors", "ImprovementType", szImprovementType);
{
//Initialize Improvement Resource Types to number of Resources
const int iNumResources = kUtility.MaxRows("Resources");
m_paImprovementResource = FNEW(CvImprovementResourceInfo[iNumResources], c_eCiv5GameplayDLL, 0);
kUtility.InitializeArray(m_piResourceQuantityRequirements, iNumResources);
std::string strResourceTypesKey = "Improvements - ResourceTypes";
Database::Results* pResourceTypes = kUtility.GetResults(strResourceTypesKey);
if(pResourceTypes == NULL)
{
pResourceTypes = kUtility.PrepareResults(strResourceTypesKey, "select Resources.ID, ResourceType, ResourceMakesValid, ResourceTrade, DiscoveryRand from Improvement_ResourceTypes inner join Resources on ResourceType = Resources.Type where ImprovementType = ?");
}
std::string strYieldResultsKey = "Improvements - YieldResults";
Database::Results* pYieldResults = kUtility.GetResults(strYieldResultsKey);
if(pYieldResults == NULL)
{
pYieldResults = kUtility.PrepareResults(strYieldResultsKey, "select Yields.ID, Yield from Improvement_ResourceType_Yields inner join Yields on YieldType = Yields.Type where ImprovementType = ? and ResourceType = ?");
}
pResourceTypes->Bind(1, szImprovementType, lenImprovementType, false);
while(pResourceTypes->Step())
{
const int idx = pResourceTypes->GetInt("ID");
CvImprovementResourceInfo& pResourceInfo = m_paImprovementResource[idx];
const char* szResourceType = pResourceTypes->GetText("ResourceType");
pResourceInfo.m_bResourceMakesValid = pResourceTypes->GetBool("ResourceMakesValid");
pResourceInfo.m_bResourceTrade = pResourceTypes->GetBool("ResourceTrade");
pResourceInfo.m_iDiscoverRand = pResourceTypes->GetInt("DiscoveryRand");
m_piResourceQuantityRequirements[idx] = pResourceTypes->GetInt("QuantityRequirement");
//Populate Yields for structure
kUtility.InitializeArray(pResourceInfo.m_piYieldChange, "Yields");
pYieldResults->Bind(1, szImprovementType, lenImprovementType, false);
pYieldResults->Bind(2, szResourceType, -1, false);
while(pYieldResults->Step())
{
const int yieldIdx = pYieldResults->GetInt("ID");
const int yield = pYieldResults->GetInt("Yield");
pResourceInfo.m_piYieldChange[yieldIdx] = yield;
}
pYieldResults->Reset();
}
pResourceTypes->Reset();
}
const int iNumYields = kUtility.MaxRows("Yields");
#if defined(MOD_BALANCE_CORE)
//AdjacentImprovementYieldChanges
{
示例9: CacheResults
//.........这里部分代码省略.........
kUtility.SetYields(m_piAdjacentMountainYieldChange, "Improvement_AdjacentMountainYieldChanges", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piCoastalLandYieldChange, "Improvement_CoastalLandYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piFreshWaterChange, "Improvement_FreshWaterYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piHillsYieldChange, "Improvement_HillsYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piRiverSideYieldChange, "Improvement_RiverSideYields", "ImprovementType", szImprovementType);
kUtility.SetYields(m_piPrereqNatureYield, "Improvement_PrereqNatureYields", "ImprovementType", szImprovementType);
kUtility.SetFlavors(m_piFlavorValue, "Improvement_Flavors", "ImprovementType", szImprovementType);
{
//Initialize Improvement Resource Types to number of Resources
const int iNumResources = kUtility.MaxRows("Resources");
m_paImprovementResource = FNEW(CvImprovementResourceInfo[iNumResources], c_eCiv5GameplayDLL, 0);
kUtility.InitializeArray(m_piResourceQuantityRequirements, iNumResources);
std::string strResourceTypesKey = "Improvements - ResourceTypes";
Database::Results* pResourceTypes = kUtility.GetResults(strResourceTypesKey);
if(pResourceTypes == NULL)
{
pResourceTypes = kUtility.PrepareResults(strResourceTypesKey, "select Resources.ID, ResourceType, ResourceMakesValid, ResourceTrade, DiscoveryRand from Improvement_ResourceTypes inner join Resources on ResourceType = Resources.Type where ImprovementType = ?");
}
std::string strYieldResultsKey = "Improvements - YieldResults";
Database::Results* pYieldResults = kUtility.GetResults(strYieldResultsKey);
if(pYieldResults == NULL)
{
pYieldResults = kUtility.PrepareResults(strYieldResultsKey, "select Yields.ID, Yield from Improvement_ResourceType_Yields inner join Yields on YieldType = Yields.Type where ImprovementType = ? and ResourceType = ?");
}
pResourceTypes->Bind(1, szImprovementType, lenImprovementType, false);
while(pResourceTypes->Step())
{
const int idx = pResourceTypes->GetInt("ID");
CvImprovementResourceInfo& pResourceInfo = m_paImprovementResource[idx];
const char* szResourceType = pResourceTypes->GetText("ResourceType");
pResourceInfo.m_bResourceMakesValid = pResourceTypes->GetBool("ResourceMakesValid");
pResourceInfo.m_bResourceTrade = pResourceTypes->GetBool("ResourceTrade");
pResourceInfo.m_iDiscoverRand = pResourceTypes->GetInt("DiscoveryRand");
m_piResourceQuantityRequirements[idx] = pResourceTypes->GetInt("QuantityRequirement");
//Populate Yields for structure
kUtility.InitializeArray(pResourceInfo.m_piYieldChange, "Yields");
pYieldResults->Bind(1, szImprovementType, lenImprovementType, false);
pYieldResults->Bind(2, szResourceType, -1, false);
while(pYieldResults->Step())
{
const int yieldIdx = pYieldResults->GetInt("ID");
const int yield = pYieldResults->GetInt("Yield");
pResourceInfo.m_piYieldChange[yieldIdx] = yield;
}
pYieldResults->Reset();
}
pResourceTypes->Reset();
}
const int iNumYields = kUtility.MaxRows("Yields");
const int iNumTechs = GC.getNumTechInfos();
CvAssertMsg(iNumTechs > 0, "Num Tech Infos <= 0");
示例10: ValidateGameDatabase
//------------------------------------------------------------------------------
bool CvDllDatabaseUtility::ValidateGameDatabase()
{
//This function contains a suite of useful game database unit tests that will
//ensure the database conforms to certain unique rules of Civ5.
cvStopWatch kPerfTest("Validating Game Database", "xml-perf.log");
bool bError = false;
LogMsg("**** Validating Game Database *****");
//Test that all Tables w/ 'ID' column start at 0 and not 1.
{
Database::Results kTables("name");
if(DB.SelectAt(kTables, "sqlite_master", "type", "table"))
{
while(kTables.Step())
{
const char* szTableName = kTables.GetText(0);
if(DB.Count(szTableName) > 0)
{
//Test if table has 'ID' column
bool bHasIDColumn = false;
{
//Execute "select ID from <table_name> limit 1;
//If there's a SQL error, it's most likely due to a lack of an 'id' column.
char szSQL[512];
sprintf_s(szSQL, "pragma table_info(%s)", szTableName);
Database::Results kResults;
DB.Execute(kResults, szSQL);
while(kResults.Step())
{
const char* szName = kResults.GetText("name");
if(strcmp(szTableName, szName) == 0)
{
bHasIDColumn = true;
break;
}
}
}
if(bHasIDColumn)
{
Database::SingleResult kTest;
if(!DB.SelectAt(kTest, szTableName, "ID", 0))
{
//Table has 'ID' column and contains data but does not use ID 0.
char szError[512];
sprintf_s(szError, "Table '%s' contains 'ID' column that starts at 1 instead of 0.", szTableName);
LogMsg(szError);
bError = true;
}
}
}
}
}
}
//Validate FK constraints
DB.ValidateFKConstraints();
LogMsg("Performing Localization Checks");
{
LogMsg("Checking Tag Format...");
LogMsg("Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.");
Database::Results kLanguages;
if(DB.SelectAll(kLanguages, "Languages"))
{
while(kLanguages.Step())
{
const char* szTagColumnName = kLanguages.GetText("TagColumnName");
const char* szTableName = kLanguages.GetText("TableName");
Database::Results kResults;
char szSQL[512];
sprintf_s(szSQL, "SELECT DISTINCT %s from %s", szTagColumnName, szTableName);
if(DB.Execute(kResults, szSQL))
{
bool bFirst = true;
while(kResults.Step())
{
const char* szTag = kResults.GetText(0);
const size_t len = strlen(szTag);
if(len > 128)
{
if(bFirst)
{
LogMsg("In table %s...", szTableName);
bFirst = false;
}
bError = true;
LogMsg("Tag (%s) has size greater than 127 characters.", szTag);
}
else
{
if(strncmp("TXT_KEY_", szTag, 8) != 0)
{
//.........这里部分代码省略.........
示例11: CacheGameDatabaseData
//------------------------------------------------------------------------------
bool CvDllDatabaseUtility::CacheGameDatabaseData()
{
//Do not cache everything if we don't need to.
if(m_bGameDatabaseNeedsCaching == false)
return true;
//The following code depends on a valid initialized database.
bool bSuccess = true;
//TODO: Figure out how to handle cases where Validation has failed.
/*bSuccess &= */
ValidateGameDatabase();
//bSuccess &= PerformDatabasePostProcessing();
//HACK Legacy 'FindInfoByType' support.
//In order to support the legacy code still using the old infos system,
//all of the id/type pairs must be added to gc.m_infosMap
//I apologize for this horrendous code, please remove it in the near future.
GC.infoTypeFromStringReset();
Database::Results kTables("name");
if(DB.SelectAt(kTables, "sqlite_master", "type", "table"))
{
while(kTables.Step())
{
Database::Results kTypes;
if(DB.SelectAll(kTypes, kTables.GetText(0)))
{
bool bFirstStep = true;
while(kTypes.Step())
{
if(bFirstStep)
{
if(!kTypes.HasColumn("ID") || !kTypes.HasColumn("Type"))
{
break;
}
bFirstStep = false;
}
const int rowid = kTypes.GetInt("ID");
const char* szType = kTypes.GetText("Type");
if(szType)
GC.setInfoTypeFromString(szType, rowid);
}
}
}
}
bSuccess &= LoadGlobalDefines();
bSuccess &= PrefetchGameData();
bSuccess &= UpdatePlayableCivilizationCounts();
CvTypes::AcquireTypes(DB);
bSuccess &= SetGlobalActionInfo();
//Clear out database cache and tune for runtime use.
DB.ClearCountCache();
//Log Database Memory statistics
LogMsg(DB.CalculateMemoryStats());
CvAssertMsg(bSuccess, "Failed to load Gameplay Database Data! Not Good!");
if(bSuccess)
m_bGameDatabaseNeedsCaching = false;
#if defined(CUSTOM_MODS_H)
// Load up the CustomModOptions configuration
gCustomMods.preloadCache();
#endif
return bSuccess;
}
示例12: AcquireTypes
void CvTypes::AcquireTypes(Database::Connection& db)
{
//ArtifactType
{
typedef std::tr1::unordered_map<std::string, GreatWorkArtifactClass*> LookupTable;
LookupTable kArtifactTypeLookupTable;
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_ANCIENT_RUIN"), &s_eARTIFACT_ANCIENT_RUIN));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BARBARIAN_CAMP"), &s_eARTIFACT_BARBARIAN_CAMP));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BATTLE_RANGED"), &s_eARTIFACT_BATTLE_RANGED));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BATTLE_MELEE"), &s_eARTIFACT_BATTLE_MELEE));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_RAZED_CITY"), &s_eARTIFACT_RAZED_CITY));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_WRITING"), &s_eARTIFACT_WRITING));
Database::Results kResults;
if(db.Execute(kResults, "SELECT Type, ID from GreatWorkArtifactClasses"))
{
while(kResults.Step())
{
std::string strArtifactType = kResults.GetText(0);
LookupTable::iterator it = kArtifactTypeLookupTable.find(strArtifactType);
if(it != kArtifactTypeLookupTable.end())
{
(*it->second) = static_cast<GreatWorkArtifactClass>(kResults.GetInt(1));
}
}
}
for(LookupTable::iterator it = kArtifactTypeLookupTable.begin(); it != kArtifactTypeLookupTable.end(); ++it)
{
if((*it->second) == NO_GREAT_WORK_ARTIFACT_CLASS)
{
char msg[256] = {0};
sprintf_s(msg, "ArtifactType - %s is used in the DLL but does not exist in the database.", it->first.c_str());
FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp);
pLog->WarningMsg(msg);
CvAssertMsg(false, msg);
}
}
}
//GreatWorkSlots
{
typedef std::tr1::unordered_map<std::string, GreatWorkSlotType*> LookupTable;
LookupTable kTypeLookupTable;
kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_ART_ARTIFACT"), &s_eGREAT_WORK_SLOT_ART_ARTIFACT));
kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_LITERATURE"), &s_eGREAT_WORK_SLOT_LITERATURE));
kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_MUSIC"), &s_eGREAT_WORK_SLOT_MUSIC));
Database::Results kResults;
if(db.Execute(kResults, "SELECT Type, ID from GreatWorkSlots"))
{
while(kResults.Step())
{
std::string strType = kResults.GetText(0);
LookupTable::iterator it = kTypeLookupTable.find(strType);
if(it != kTypeLookupTable.end())
{
(*it->second) = static_cast<GreatWorkSlotType>(kResults.GetInt(1));
}
}
}
for(LookupTable::iterator it = kTypeLookupTable.begin(); it != kTypeLookupTable.end(); ++it)
{
if((*it->second) == NO_GREAT_WORK_SLOT)
{
char msg[256] = {0};
sprintf_s(msg, "GreatWorkSlotType - %s is used in the DLL but does not exist in the database.", it->first.c_str());
FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp);
pLog->WarningMsg(msg);
CvAssertMsg(false, msg);
}
}
}
//MissionTypes
{
typedef std::tr1::unordered_map<std::string, MissionTypes*> LookupTable;
LookupTable kMissionTypesLookupTable;
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO"), &s_eMISSION_MOVE_TO));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ROUTE_TO"), &s_eMISSION_ROUTE_TO));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO_UNIT"), &s_eMISSION_MOVE_TO_UNIT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SWAP_UNITS"), &s_eMISSION_SWAP_UNITS));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SKIP"), &s_eMISSION_SKIP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SLEEP"), &s_eMISSION_SLEEP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ALERT"), &s_eMISSION_ALERT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FORTIFY"), &s_eMISSION_FORTIFY));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_GARRISON"), &s_eMISSION_GARRISON));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SET_UP_FOR_RANGED_ATTACK"), &s_eMISSION_SET_UP_FOR_RANGED_ATTACK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_EMBARK"), &s_eMISSION_EMBARK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DISEMBARK"), &s_eMISSION_DISEMBARK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRPATROL"), &s_eMISSION_AIRPATROL));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_HEAL"), &s_eMISSION_HEAL));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRLIFT"), &s_eMISSION_AIRLIFT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_NUKE"), &s_eMISSION_NUKE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_PARADROP"), &s_eMISSION_PARADROP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIR_SWEEP"), &s_eMISSION_AIR_SWEEP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REBASE"), &s_eMISSION_REBASE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_RANGE_ATTACK"), &s_eMISSION_RANGE_ATTACK));
//.........这里部分代码省略.........
示例13: PrefetchGameData
//.........这里部分代码省略.........
#if defined(MOD_EVENTS_DIPLO_MODIFIERS)
PrefetchCollection(GC.getDiploModifierInfo(), "DiploModifiers");
#endif
//Leaders
PrefetchCollection(GC.getLeaderHeadInfo(), "Leaders");
//Misc
PrefetchCollection(GC.getRouteInfo(), "Routes");
CvNotificationXMLEntries* pkNotificationEntries = GC.GetNotificationEntries();
if(pkNotificationEntries != NULL)
{
PrefetchCollection(pkNotificationEntries->GetNotificationEntries(), "Notifications");
}
//Technologies
PrefetchCollection(GC.getTechInfo(), "Technologies");
//Terrain
PrefetchCollection(GC.getFeatureInfo(), "Features");
PrefetchCollection(GC.getImprovementInfo(), "Improvements");
PrefetchCollection(GC.getResourceClassInfo(), "ResourceClasses");
PrefetchCollection(GC.getResourceInfo(), "Resources");
#if defined(MOD_API_PLOT_YIELDS)
if (MOD_API_PLOT_YIELDS) {
PrefetchCollection(GC.getPlotInfo(), "Plots");
}
#endif
#if defined(MOD_API_UNIFIED_YIELDS)
if (MOD_API_UNIFIED_YIELDS) {
PrefetchCollection(GC.getGreatPersonInfo(), "GreatPersons");
}
#endif
PrefetchCollection(GC.getTerrainInfo(), "Terrains");
PrefetchCollection(GC.getYieldInfo(), "Yields");
//Units
PrefetchCollection(GC.getAutomateInfo(), "Automates");
PrefetchCollection(GC.getBuildInfo(), "Builds");
PrefetchCollection(GC.getCommandInfo(), "Commands");
PrefetchCollection(GC.getControlInfo(), "Controls");
PrefetchCollection(GC.getEntityEventInfo(), "EntityEvents");
PrefetchCollection(GC.getMissionInfo(), "Missions");
PrefetchCollection(GC.getMultiUnitFormationInfo(), "MultiUnitFormations");
PrefetchCollection(GC.getSpecialUnitInfo(), "SpecialUnits");
PrefetchCollection(GC.getUnitClassInfo(), "UnitClasses");
PrefetchCollection(GC.getPromotionInfo(), "UnitPromotions");
PrefetchCollection(GC.getUnitInfo(), "Units");
//Civilizations - must be after buildings and units
PrefetchCollection(GC.getCivilizationInfo(), "Civilizations");
PrefetchCollection(GC.getMinorCivInfo(), "MinorCivilizations");
PrefetchCollection(GC.getTraitInfo(), "Traits");
PrefetchCollection(GC.getReligionInfo(), "Religions");
PrefetchCollection(GC.getBeliefInfo(), "Beliefs");
PrefetchCollection(GC.getLeagueSpecialSessionInfo(), "LeagueSpecialSessions");
PrefetchCollection(GC.getLeagueNameInfo(), "LeagueNames");
PrefetchCollection(GC.getLeagueProjectInfo(), "LeagueProjects");
PrefetchCollection(GC.getLeagueProjectRewardInfo(), "LeagueProjectRewards");
PrefetchCollection(GC.getResolutionInfo(), "Resolutions");
#if defined(MOD_API_ACHIEVEMENTS) || defined(ACHIEVEMENT_HACKS)
PrefetchCollection(GC.getAchievementInfo(), "Achievements");
#endif
//Copy flavors into string array
{
CvDatabaseUtility kUtility;
CvString*& paFlavors = GC.getFlavorTypes();
const int iNumFlavors = kUtility.MaxRows("Flavors");
//GC.getNumFlavorTypes() = iNumFlavors;
GC.setNumFlavorTypes(iNumFlavors);
paFlavors = FNEW(CvString[iNumFlavors], c_eCiv5GameplayDLL, 0);
Database::Results kResults;
if(DB.SelectWhere(kResults, "Flavors", "ID > -1"))
{
while(kResults.Step())
{
const int iFlavor = kResults.GetInt("ID");
CvAssert(iFlavor >= 0 && iFlavor < iNumFlavors);
if(iFlavor >= 0 && iFlavor < iNumFlavors)
{
paFlavors[iFlavor] = kResults.GetText("Type");
}
}
}
else
{
CvAssertMsg(false, DB.ErrorMessage());
}
}
ValidatePrefetchProcess();
return true;
}
示例14: CacheResults
//------------------------------------------------------------------------------
bool CvProjectEntry::CacheResults(Database::Results& kResults, CvDatabaseUtility& kUtility)
{
if(!CvBaseInfo::CacheResults(kResults, kUtility))
return false;
m_iMaxGlobalInstances = kResults.GetInt("MaxGlobalInstances");
m_iMaxTeamInstances = kResults.GetInt("MaxTeamInstances");
m_iProductionCost = kResults.GetInt("Cost");
m_iNukeInterception = kResults.GetInt("NukeInterception");
m_iCultureBranchesRequired = kResults.GetInt("CultureBranchesRequired");
m_iTechShare = kResults.GetInt("TechShare");
m_iVictoryDelayPercent = kResults.GetInt("VictoryDelayPercent");
m_bSpaceship = kResults.GetBool("Spaceship");
m_bAllowsNukes = kResults.GetBool("AllowsNukes");
m_strMovieArtDef = kResults.GetText("MovieDefineTag");
const char* szVictoryPrereq = kResults.GetText("VictoryPrereq");
m_iVictoryPrereq = GC.getInfoTypeForString(szVictoryPrereq, true);
const char* szTechPrereq = kResults.GetText("TechPrereq");
m_iTechPrereq = GC.getInfoTypeForString(szTechPrereq, true);
const char* szEveryoneSpecialUnit = kResults.GetText("EveryoneSpecialUnit");
m_iEveryoneSpecialUnit = GC.getInfoTypeForString(szEveryoneSpecialUnit, true);
const char* szCreateSound = kResults.GetText("CreateSound");
SetCreateSound(szCreateSound);
const char* szAnyonePrereqProject = kResults.GetText("AnyonePrereqProject");
m_iAnyoneProjectPrereq = GC.getInfoTypeForString(szAnyonePrereqProject, true);
//Arrays
const char* szProjectType = GetType();
kUtility.PopulateArrayByValue(m_piResourceQuantityRequirements, "Resources", "Project_ResourceQuantityRequirements", "ResourceType", "ProjectType", szProjectType, "Quantity");
//Victory Thresholds
{
const int iNumVictories = kUtility.MaxRows("Victories");
kUtility.InitializeArray(m_piVictoryThreshold, iNumVictories);
kUtility.InitializeArray(m_piVictoryMinThreshold, iNumVictories);
Database::Results kDBResults;
char szQuery[512] = {0};
sprintf_s(szQuery, "select VictoryType, Threshold, MinThreshold from Project_VictoryThresholds where ProjectType = '%s';", szProjectType);
if(DB.Execute(kDBResults, szQuery))
{
while(kDBResults.Step())
{
const char* szVictoryType = kDBResults.GetText("VictoryType");
const int idx = GC.getInfoTypeForString(szVictoryType, true);
const int iThreshold = kDBResults.GetInt("Threshold");
const int iMinThreshold = kDBResults.GetInt("MinThreshold");
m_piVictoryThreshold[idx] = iThreshold;
m_piVictoryMinThreshold[idx] = iMinThreshold;
}
}
}
kUtility.SetFlavors(m_piFlavorValue, "Project_Flavors", "ProjectType", szProjectType);
kUtility.PopulateArrayByValue(m_piProjectsNeeded, "Projects", "Project_Prereqs", "PrereqProjectType", "ProjectType", szProjectType, "AmountNeeded");
// EventEngine - v0.1, Snarko
{
m_asziFlagPrereqs.clear();
std::string strKey("Project_PrereqFlags");
Database::Results* pResults = kUtility.GetResults(strKey);
if(pResults == NULL)
{
pResults = kUtility.PrepareResults(strKey, "select * from Project_PrereqFlags where ProjectType = ?");
}
pResults->Bind(1, szProjectType);
while(pResults->Step())
{
std::string szFlag = pResults->GetText("Flag");
int iMinimumValue = pResults->GetInt("MinimumValue");
m_asziFlagPrereqs.push_back(std::make_pair(szFlag, iMinimumValue));
}
}
// END EventEngine
return true;
}
示例15: CacheResults
//.........这里部分代码省略.........
kUtility.PopulateArrayByValue(m_piProductionTraits, "Traits", "Unit_ProductionTraits", "TraitType", "UnitType", szUnitType, "Trait");
kUtility.PopulateArrayByValue(m_piResourceQuantityRequirements, "Resources", "Unit_ResourceQuantityRequirements", "ResourceType", "UnitType", szUnitType, "Cost");
kUtility.PopulateArrayByValue(m_piProductionModifierBuildings, "Buildings", "Unit_ProductionModifierBuildings", "BuildingType", "UnitType", szUnitType, "ProductionModifier");
kUtility.PopulateArrayByValue(m_piYieldFromKills, "Yields", "Unit_YieldFromKills", "YieldType", "UnitType", szUnitType, "Yield");
kUtility.PopulateArrayByExistence(m_pbFreePromotions, "UnitPromotions", "Unit_FreePromotions", "PromotionType", "UnitType", szUnitType);
kUtility.PopulateArrayByExistence(m_pbUpgradeUnitClass, "UnitClasses", "Unit_ClassUpgrades", "UnitClassType", "UnitType", szUnitType);
kUtility.PopulateArrayByExistence(m_pbUnitAIType, "UnitAIInfos", "Unit_AITypes", "UnitAIType", "UnitType", szUnitType);
kUtility.PopulateArrayByExistence(m_pbNotUnitAIType, "UnitAIInfos", "Unit_NotAITypes", "UnitAIType", "UnitType", szUnitType);
kUtility.PopulateArrayByExistence(m_pbBuilds, "Builds", "Unit_Builds", "BuildType", "UnitType", szUnitType);
kUtility.PopulateArrayByExistence(m_pbGreatPeoples, "Specialists", "Unit_GreatPersons", "GreatPersonType", "UnitType", szUnitType);
kUtility.PopulateArrayByExistence(m_pbBuildings, "Buildings", "Unit_Buildings", "BuildingType", "UnitType", szUnitType);
kUtility.PopulateArrayByExistence(m_pbBuildingClassRequireds, "BuildingClasses", "Unit_BuildingClassRequireds", "BuildingClassType", "UnitType", szUnitType);
//TechTypes
{
//Initialize array to NO_TECH
kUtility.InitializeArray(m_piPrereqAndTechs, "Technologies", (int)NO_TECH);
std::string strKey = "Units - TechTypes";
Database::Results* pResults = kUtility.GetResults(strKey);
if(pResults == NULL)
{
pResults = kUtility.PrepareResults(strKey, "select Technologies.ID from Unit_TechTypes inner join Technologies on TechType = Technologies.Type where UnitType = ?");
}
pResults->Bind(1, szUnitType, -1, false);
int i = 0;
while(pResults->Step())
{
m_piPrereqAndTechs[i++] = pResults->GetInt(0);
}
pResults->Reset();
}
//Unit Unique Names Count
{
std::string strKey = "Units - UniqueNameCount";
Database::Results* pUnitNameCount = kUtility.GetResults(strKey);
if(pUnitNameCount == NULL)
{
pUnitNameCount = kUtility.PrepareResults(strKey, "select count(*) from Unit_UniqueNames where UnitType = ?");
}
pUnitNameCount->Bind(1, szUnitType, -1, false);
pUnitNameCount->Step();
m_iNumUnitNames = pUnitNameCount->GetInt(0);
pUnitNameCount->Reset();
}
//Unit Unique Names
{
if(m_iNumUnitNames > 0)
{
m_paszUnitNames = FNEW(CvString[m_iNumUnitNames], c_eCiv5GameplayDLL, 0);
std::string strKey = "Units - UniqueNames";
Database::Results* pResults = kUtility.GetResults(strKey);