#include "RoleDataEx.h"
void RoleDataEx::SaveDB_Item( )
{

}
void RoleDataEx::SaveDB_Body( )
{

}
void RoleDataEx::SaveDB_Bank( )
{

}
void RoleDataEx::SaveDB_All( )
{
//    SaveDB_DelTime();    
    Net_SavePlayer( 0 , sizeof( *this ) , 60 * 1000 * 5 );
//    SaveDB_AddTime();
}

void RoleDataEx::SaveDB_Pos( )
{

}

void RoleDataEx::SaveDB_DelTime()   //把時間減掉
{

/*
    for( int i = 0 ; i < BaseData.Body.Count ; i++ )
    {
        BaseData.Body.Item[i].Coldown -= G_SysTime;
        if( BaseData.Body.Item[i].Coldown < 0 )
            BaseData.Body.Item[i].Coldown = 0;
    }

    for( int i = 0 ; i < BaseData.Bank.Count ; i++ )
    {
        BaseData.Bank.Item[i].Coldown -= G_SysTime;
        if( BaseData.Bank.Item[i].Coldown < 0 )
            BaseData.Bank.Item[i].Coldown = 0;
    }

    for( int i = 0 ; i < EM_EQWearPos_MaxCount ; i++ )
    {
        BaseData.EQ.Item[i].Coldown -= G_SysTime;
        if( BaseData.EQ.Item[i].Coldown < 0 )
            BaseData.EQ.Item[i].Coldown = 0;
    }    

    for( int i = 0 ; i < _MAX_SPSkill_COUNT_+_MAX_NormalSkill_COUNT_+_MAX_NormalSkill_COUNT_ ; i++ )
    {
        BaseData.Skill.AllMagic[i].Coldown -= G_SysTime;
        if( BaseData.Skill.AllMagic[i].Coldown < 0 )
            BaseData.Skill.AllMagic[i].Coldown = 0;
    }

	for( int i = 0 ; i < _MAX_SHARE_COLDWON_COUNT_ ; i++ )
	{
		BaseData.ShareColdown[i] -= G_SysTime;
		if( BaseData.ShareColdown[i] <0 )
			BaseData.ShareColdown[i] = 0;
	}
	*/
}
void RoleDataEx::SaveDB_AddTime()   //把時間加回
{
	
/*
    for( int i = 0 ; i < BaseData.Body.Count ; i++ )
    {
        BaseData.Body.Item[i].Coldown += G_SysTime;
    }

    for( int i = 0 ; i < BaseData.Bank.Count ; i++ )
    {
        BaseData.Bank.Item[i].Coldown +=G_SysTime;
    }

    for( int i = 0 ; i < EM_EQWearPos_MaxCount ; i++ )
    {
        BaseData.EQ.Item[i].Coldown += G_SysTime;
    }    

    for( int i = 0 ; i < _MAX_SPSkill_COUNT_+_MAX_NormalSkill_COUNT_+_MAX_NormalSkill_COUNT_ ; i++ )
    {
        BaseData.Skill.AllMagic[i].Coldown += G_SysTime;
    }

	for( int i = 0 ; i < _MAX_SHARE_COLDWON_COUNT_ ; i++ )
	{
		BaseData.ShareColdown[i] += G_SysTime;
	}
	*/
}