本文整理汇总了C++中scumm_stricmp函数的典型用法代码示例。如果您正苦于以下问题:C++ scumm_stricmp函数的具体用法?C++ scumm_stricmp怎么用?C++ scumm_stricmp使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了scumm_stricmp函数的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: finishThreads
bool ScScript::finishThreads() {
for (uint32 i = 0; i < _engine->_scripts.size(); i++) {
ScScript *scr = _engine->_scripts[i];
if (scr->_thread && scr->_state != SCRIPT_FINISHED && scr->_owner == _owner && scumm_stricmp(scr->_filename, _filename) == 0) {
scr->finish(true);
}
}
return STATUS_OK;
}
示例2: getIndex
int Inventory::getIndex(char* name) {
uint i = 0;
for (i = 0; i < _inventory.size(); i++) {
if (!scumm_stricmp(_inventory[i]->name, name))
return i;
}
return UNKNOWN_OBJECT;
}
示例3: while
const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list) {
const PlainGameDescriptor *g = list;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
return g;
g++;
}
return 0;
}
示例4: saveGame
bool SaveLoad_ns::saveGame() {
// NOTE: shouldn't this check be done before, so that the
// user can't even select 'save'?
if (!scumm_stricmp(_vm->_location._name, "caveau")) {
return false;
}
return SaveLoad::saveGame();
}
示例5: debugC
bool ResourceManager::exist(const char *name) {
debugC(1, kCGEDebugFile, "ResourceManager::exist(%s)", name);
BtKeypack* result = find(name);
if (!result)
return false;
return scumm_stricmp(result->_key, name) == 0;
}
示例6: while
GameDescriptor Sword2MetaEngine::findGame(const char *gameid) const {
const Sword2::GameSettings *g = Sword2::sword2_settings;
while (g->gameid) {
if (0 == scumm_stricmp(gameid, g->gameid))
break;
g++;
}
return GameDescriptor(g->gameid, g->description);
}
示例7: stripPath
SaveLoad_v4::SaveFile *SaveLoad_v4::getSaveFile(const char *fileName) {
fileName = stripPath(fileName);
for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
return &_saveFiles[i];
return 0;
}
示例8: filename
/*
Compare two filename (fileName1,fileName2).
If iCaseSenisivity = 1, comparision is case sensitivity (like strcmp)
If iCaseSenisivity = 2, comparision is not case sensitivity (like strcmpi
or strcasecmp)
If iCaseSenisivity = 0, case sensitivity is defaut of your operating system
(like 1 on Unix, 2 on Windows)
*/
int unzStringFileNameCompare(const char* fileName1, const char* fileName2, int iCaseSensitivity) {
if (iCaseSensitivity==0)
iCaseSensitivity=CASESENSITIVITYDEFAULTVALUE;
if (iCaseSensitivity==1)
return strcmp(fileName1,fileName2);
return scumm_stricmp(fileName1,fileName2);
}
示例9: assert
void ConfigFile::removeSection(const String §ion) {
assert(isValidName(section));
for (List<Section>::iterator i = _sections.begin(); i != _sections.end(); ++i) {
if (!scumm_stricmp(section.c_str(), i->name.c_str())) {
_sections.erase(i);
return;
}
}
}
示例10: assert
bool ScummFile::openSubFile(const Common::String &filename) {
assert(isOpen());
// Disable the XOR encryption and reset any current subfile range
setEnc(0);
resetSubfile();
// Read in the filename table and look for the specified file
unsigned long file_off, file_len;
char file_name[0x20+1];
unsigned long i;
// Get the length of the data file to use for consistency checks
const uint32 data_file_len = size();
// Read offset and length to the file records */
const uint32 file_record_off = readUint32BE();
const uint32 file_record_len = readUint32BE();
// Do a quick check to make sure the offset and length are good
if (file_record_off + file_record_len > data_file_len) {
return false;
}
// Do a little consistancy check on file_record_length
if (file_record_len % 0x28) {
return false;
}
// Scan through the files
for (i = 0; i < file_record_len; i += 0x28) {
// read a file record
seek(file_record_off + i, SEEK_SET);
file_off = readUint32BE();
file_len = readUint32BE();
read(file_name, 0x20);
file_name[0x20] = 0;
assert(file_name[0]);
//debug(7, " extracting \'%s\'", file_name);
// Consistency check. make sure the file data is in the file
if (file_off + file_len > data_file_len) {
return false;
}
if (scumm_stricmp(file_name, filename.c_str()) == 0) {
// We got a match!
setSubfileRange(file_off, file_len);
return true;
}
}
return false;
}
示例11:
GameVar *GameVar::getSubVarByName(const char *name) {
GameVar *sv = 0;
if (_subVars != 0) {
sv = _subVars;
for (;sv && scumm_stricmp(sv->_varName, name); sv = sv->_nextVarObj)
;
}
return sv;
}
示例12: RemoveForce
HRESULT CPartEmitter::RemoveForce(char *Name) {
for (int i = 0; i < m_Forces.GetSize(); i++) {
if (scumm_stricmp(Name, m_Forces[i]->m_Name) == 0) {
delete m_Forces[i];
m_Forces.RemoveAt(i);
return S_OK;
}
}
return E_FAIL;
}
示例13: RemoveSprite
HRESULT CPartEmitter::RemoveSprite(char *Filename) {
for (int i = 0; i < m_Sprites.GetSize(); i++) {
if (scumm_stricmp(Filename, m_Sprites[i]) == 0) {
delete [] m_Sprites[i];
m_Sprites.RemoveAt(i);
return S_OK;
}
}
return E_FAIL;
}
示例14:
GameVar *GameVar::getSubVarByName(const Common::String &name) {
GameVar *sv = 0;
if (_subVars != 0) {
sv = _subVars;
for (;sv && scumm_stricmp(sv->_varName.c_str(), name.c_str()); sv = sv->_nextVarObj)
;
}
return sv;
}
示例15: Engine
Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
// Add default file directories
const Common::FSNode gameDataDir(ConfMan.get("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "clusters");
SearchMan.addSubDirectoryMatching(gameDataDir, "sword2");
SearchMan.addSubDirectoryMatching(gameDataDir, "video");
SearchMan.addSubDirectoryMatching(gameDataDir, "smacks");
if (!scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2demo") || !scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psxdemo"))
_features = GF_DEMO;
else
_features = 0;
// Check if we are running PC or PSX version.
if (!scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psx") || !scumm_stricmp(ConfMan.get("gameid").c_str(), "sword2psxdemo"))
Sword2Engine::_platform = Common::kPlatformPSX;
else
Sword2Engine::_platform = Common::kPlatformPC;
_bootParam = ConfMan.getInt("boot_param");
_saveSlot = ConfMan.getInt("save_slot");
_memory = NULL;
_resman = NULL;
_sound = NULL;
_screen = NULL;
_mouse = NULL;
_logic = NULL;
_fontRenderer = NULL;
_debugger = NULL;
_keyboardEvent.pending = false;
_mouseEvent.pending = false;
_wantSfxDebug = false;
_gameCycle = 0;
_gameSpeed = 1;
_gmmLoadSlot = -1; // Used to manage GMM Loading
g_eventRec.registerRandomSource(_rnd, "sword2");
}