void CItemDlg::OnLbnSelchangeItmItemList() { // TODO: 在此添加控件通知处理程序代码 GetPrice(); SetPrice(); SetDesc(); }
Trade( VERYLONG timestamp, std::string symbol, VERYLONG quantity, unsigned int price ) { SetPrice( price ); SetQuantity( quantity ); SetSymbol( symbol ); SetTimestamp( timestamp ); }
void CItemDlg::OnConfigChanged(BOOL bRomChanged, BOOL bUILangChanged) { SetItemList(); SetDesc(); if(bRomChanged) { m_ctrlConfirm.EnableWindow(!rom.m_bIsFileReadOnly); SetPrice(); } }
void CItemDlg::OnBnClickedRefresh() { // TODO: 在此添加控件通知处理程序代码 if(!rom.ReadItemList()) { AfxMessageBox(IDS_ERR_ROM_READ); } else { SetPrice(); } }
void Game::Step4BuyingCities2() { if (!pickedCity) { // Player skipped, go to next player currentPlayer = playerOrder[GetNextPlayerIndex()]; if (currentPlayer.get() == playerOrder[0].get()) { return Step4End(); } return Step4BuyingCities1(); } // Check if city is full if (pickedCity->GetNumberOfHouses() == phase) { SetErrorMessageTextBox("Buying City Error", "Cannot buy a house. <b>" + pickedCity->GetName() + "</b> is already saturated for this phase."); return Step4BuyingCities1(); } // Find the cost of connecting to that city int cost; if (currentPlayer->GetHouses().empty()) cost = pickedCity->GetHousePrice(); else cost = pickedCity->GetHousePrice() + map->GetShortestPath(currentPlayer, pickedCity->GetName()); // Check if you have enough money if (!currentPlayer->HasElektro(cost)) { SetErrorMessageTextBox("Not Enough Money", "Not enough money to buy <b>" + pickedCity->GetName() + "</b> for a total cost of <b>" + std::to_string(cost) + "</b> Elektro."); return Step4BuyingCities1(); } // Buy the city auto newHouse = std::make_shared<House>(pickedCity, currentPlayer->GetColor()); newHouse->SetPrice(cost); // Check for enough money if (!currentPlayer->HasElektro(newHouse->GetPrice())) { SetErrorMessageTextBox("House Error", "Not enough money to buy this house"); return Step4BuyingCities1(); } // Check if already bought in this city for (auto tmpHouse : currentPlayer->GetHouses()) { if (tmpHouse->GetCity() == newHouse->GetCity()) { SetErrorMessageTextBox("House Error", "Cannot buy in the same city twice"); return Step4BuyingCities1(); } } currentPlayer->BuyHouse(newHouse); SetInfoMessageTextBox("Buying City Success", "<b>" + currentPlayer->GetName() + "</b> has bought a house at <b>" + pickedCity->GetName() + "</b> for a total cost of <b>" + std::to_string(cost) + "</b> Elektro."); // Go back to buy another one return Step4BuyingCities1(); }
void CDBCard::Load(long msgid, BYTE* msgBuf, long& msgBufPos) { // 解析消息 CDBEntityManager::DBCardMapItr itr = GetGame()->GetDBEntityManager()->GetDBCardMap().find(GetExID()); char szGuid[128]; GetExID().tostring(szGuid); if(itr != GetGame()->GetDBEntityManager()->DBCardMapEnd()) { WORD attrNum = _GetWordFromByteArray(msgBuf, msgBufPos); for(int i=0; i<(int)attrNum; i++) { // add one card data _GetWordFromByteArray(msgBuf, msgBufPos); DB_CARD_ATTR_TYPE attrType = (DB_CARD_ATTR_TYPE)_GetLongFromByteArray(msgBuf, msgBufPos); switch(attrType) { case DB_CARD_ATTR_SZ_CARDNUMBER: { char num[1024]; _GetStringFromByteArray(msgBuf, msgBufPos, num); SetCardNumber(num, strlen(num)); } break; case DB_CARD_ATTR_SZ_CARDTYPE: { char num[1024]; _GetStringFromByteArray(msgBuf, msgBufPos, num); SetCardType(num, strlen(num)); } break; case DB_CARD_ATTR_SZ_SELLERACCOUNT: { char num[1024]; _GetStringFromByteArray(msgBuf, msgBufPos, num); SetSellerAccount(num, strlen(num)); } break; case DB_CARD_ATTR_LONG_SELLERID: { CGUID value; _GetBufferFromByteArray(msgBuf, msgBufPos, value); SetSellerID(value); } break; case DB_CARD_ATTR_SZ_BUYERACCOUNT: { char num[1024]; _GetStringFromByteArray(msgBuf, msgBufPos, num); SetCardNumber(num, strlen(num)); } break; case DB_CARD_ATTR_LONG_BUYERID: { CGUID value; _GetBufferFromByteArray(msgBuf, msgBufPos, value); SetBuyerID(value); } break; case DB_CARD_ATTR_DWORD_PRICE: { DWORD value = _GetDwordFromByteArray(msgBuf, msgBufPos); SetPrice(value); } break; case DB_CARD_ATTR_DWORD_CHARGEPRICE: { DWORD value = _GetDwordFromByteArray(msgBuf, msgBufPos); SetChargePrice(value); } break; case DB_CARD_ATTR_DWORD_CARDSTATE: { DWORD value = _GetDwordFromByteArray(msgBuf, msgBufPos); SetCardState(value); } break; case DB_CARD_ATTR_DWORD_CARDTIME: { DWORD value = _GetDwordFromByteArray(msgBuf, msgBufPos); SetCardTime(value); } break; case DB_CARD_ATTR_DWORD_STARTTIME: { DWORD value = _GetDwordFromByteArray(msgBuf, msgBufPos); SetStartTime(value); } break; case DB_CARD_ATTR_DWORD_SERIALNUMBER: { DWORD value = _GetDwordFromByteArray(msgBuf, msgBufPos); SetSerialNumber(value); } break; } } CCard *pCard = new CCard; if( !pCard) { return; } GetGame()->GetDBEntityManager()->CDBCardToCCard(this, pCard); // 返回0为真。 if( CCardsHandler::getInstance()->InsertCard(pCard) ) { return; } ////AddLogText("DB2W[%d] : DB_OPER_LOAD_CARD, CardID[%s]...OK!", msgid, szGuid); return; } // //AddLogText("DB2W[%d] : DB_OPER_LOAD_CARD, CardID[%s]...FAILED!", msgid, szGuid); }