本文整理汇总了C++中FitIniFile::readIdFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ FitIniFile::readIdFloat方法的具体用法?C++ FitIniFile::readIdFloat怎么用?C++ FitIniFile::readIdFloat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FitIniFile
的用法示例。
在下文中一共展示了FitIniFile::readIdFloat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: init
void LogisticsVehicle::init(FitIniFile& file)
{
componentCount = 0;
file.seekBlock("ObjectType");
char tmp[256];
file.readIdString("AppearanceName", tmp, 255);
fileName = tmp;
file.seekBlock("General");
file.readIdLong("DescIndex", chassisNameID);
file.readIdFloat("CurTonnage", maxWeight);
char tmpWeightClass[256];
cLoadString(IDS_VEHICLE_CLASS, tmpWeightClass, 256);
mechClass = tmpWeightClass;
if(NO_ERROR != file.readIdLong("HouseID", houseID))
{
houseID = -1;
}
if(NO_ERROR != file.readIdLong("EncyclopediaID", encyclopediaID))
{
encyclopediaID = IDS_VEHICLE_DESCRIPTION_0;
}
file.seekBlock("VehicleDynamics");
file.readIdFloat("MaxVelocity", speed);
PSTR parts[5] = { "Front", "Left", "Right", "Rear", "Turret" };
baseArmor = 0;
uint8_t pts;
int32_t i;
for(i = 0; i < 5; i++)
{
file.seekBlock(parts[i]);
file.readIdUChar("MaxArmorPoints", pts);
baseArmor += pts;
file.readIdUChar("CurInternalStructure", pts);
baseArmor += pts;
}
file.seekBlock("InventoryInfo");
file.readIdUChar("NumWeapons", pts);
char blockName[256];
for(i = 4; i < 4 + pts; i++)
{
sprintf(blockName, "Item:%ld", i);
if(NO_ERROR == file.seekBlock(blockName))
{
uint8_t fitID;
file.readIdUChar("MasterID", fitID);
LogisticsComponent* pComponent = LogisticsData::instance->getComponent(fitID);
if(pComponent)
{
components[componentCount].component = pComponent;
components[componentCount].xCoord = 0;
components[componentCount].yCoord = 0;
componentCount++;
}
}
}
}
示例2: init
long LightType::init (FilePtr objFile, unsigned long fileSize) {
long result = 0;
FitIniFile explFile;
result = explFile.open(objFile,fileSize);
if (result != NO_ERR)
return(result);
result = explFile.seekBlock("LightData");
if (result != NO_ERR)
return result;
result = explFile.readIdBoolean("OneShotFlag",oneShotFlag);
if (result != NO_ERR)
return result;
result = explFile.readIdFloat("AltitudeOffset",altitudeOffset);
if (result != NO_ERR)
return result;
//------------------------------------------------------------------
// Initialize the base object Type from the current file.
result = ObjectType::init(&explFile);
return(result);
}
示例3: init
//---------------------------------------------------------------------------
long SoundSystem::init (char *soundFileName)
{
if (useSound)
{
FullPathFileName soundName;
soundName.init(soundPath,soundFileName,".snd");
FitIniFile soundFile;
long result = soundFile.open(soundName);
gosASSERT(result == NO_ERR);
result = soundFile.seekBlock("SoundSetup");
gosASSERT(result == NO_ERR);
result = soundFile.readIdULong("soundHeapSize",soundHeapSize);
gosASSERT(result == NO_ERR);
result = soundFile.readIdFloat("MaxSoundDistance",maxSoundDistance);
gosASSERT(result == NO_ERR);
soundHeap = new UserHeap;
gosASSERT(soundHeap != NULL);
result = soundHeap->init(soundHeapSize,"SOUND");
gosASSERT(result == NO_ERR);
//-----------------------------------------------------------------------
// Startup the Sound packet File with the sound Blocks in it.
// This works by sound ID. The sound ID is the packet number.
// When ordered to play a sample, the sound system check to see if that
// sound ID is in the cache. If not, it is loaded. If there is no more
// room, any idle sounds are flushed in order of priority.
soundDataFile = new PacketFile;
gosASSERT(soundDataFile != NULL);
FullPathFileName soundDataPath;
soundDataPath.init(CDsoundPath,soundFileName,".pak");
result = soundDataFile->open(soundDataPath);
gosASSERT(result == NO_ERR);
bettyDataFile = new PacketFile;
gosASSERT(bettyDataFile != NULL);
FullPathFileName bettyDataPath;
bettyDataPath.init(CDsoundPath,"Betty",".pak");
result = bettyDataFile->open(bettyDataPath);
gosASSERT(result == NO_ERR);
numBettySamples = bettyDataFile->getNumPackets();
supportDataFile = new PacketFile;
gosASSERT(supportDataFile != NULL);
FullPathFileName supportDataPath;
supportDataPath.init(CDsoundPath,"support",".pak");
result = supportDataFile->open(supportDataPath);
gosASSERT(result == NO_ERR);
numSupportSamples = supportDataFile->getNumPackets();
//-----------------------------------------------------------------------
// Load all of the sound Bite data. Do not load actual packet unless
// preload field is TRUE.
result = soundFile.seekBlock("SoundBites");
gosASSERT(result == NO_ERR);
result = soundFile.readIdULong("numBites",numSoundBites);
gosASSERT(result == NO_ERR);
//-----------------------------------------------------------------------
// Preallocate SoundBites
sounds = (SoundBite *)soundHeap->Malloc(sizeof(SoundBite) * numSoundBites);
gosASSERT(sounds != NULL);
memset(sounds,0,sizeof(SoundBite) * numSoundBites);
for (long i=0;i<(long)numSoundBites;i++)
{
char biteBlock[20];
sprintf(biteBlock,"SoundBite%d",i);
result = soundFile.seekBlock(biteBlock);
gosASSERT(result == NO_ERR);
result = soundFile.readIdULong("priority",sounds[i].priority);
gosASSERT(result == NO_ERR);
result = soundFile.readIdULong("cache",sounds[i].cacheStatus);
gosASSERT(result == NO_ERR);
result = soundFile.readIdULong("soundId",sounds[i].soundId);
gosASSERT(result == NO_ERR);
preloadSoundBite(i); //ALWAYS Preload!!!!!!!!!!!!!
result = soundFile.readIdFloat("volume",sounds[i].volume);
gosASSERT(result == NO_ERR);
}
//.........这里部分代码省略.........
示例4: begin
void MissionBriefingScreen::begin()
{
missionListBox.removeAllItems( true );
runTime = 0;
bClicked = 0;
statics[VIDEO_SCREEN].setColor( 0 );
memset( objectiveButtons, 0, sizeof ( aObject* ) * MAX_OBJECTIVES );
// need to set up all pertinent mission info
EString missionName = LogisticsData::instance->getCurrentMission();
long tmpMapTextureHandle = getMissionTGA(missionName);
statics[MAP_INDEX].setTexture( tmpMapTextureHandle );
statics[MAP_INDEX].setUVs( 0, 127, 127, 0 );
statics[MAP_INDEX].setColor( 0xffffffff );
// need to get all the objectives and stuff
FullPathFileName fitPath;
fitPath.init(missionPath, missionName, ".fit");
FitIniFile fitFile;
fitFile.open( fitPath );
// put initial divider in list box
addItem(IDS_MN_DIVIDER, 0xff005392, -1);
fitFile.seekBlock( "MissionSettings" );
long result = fitFile.seekBlock( "MissionSettings" );
Assert( result == NO_ERR, 0, "Coudln't find the mission settings block in the mission file" );
bool bRes;
result = fitFile.readIdBoolean( "MissionNameUseResourceString", bRes );
Assert( result == NO_ERR, 0, "couldn't find the MissionNameUseResourceString" );
if ( bRes )
{
unsigned long ulRes;
result = fitFile.readIdULong( "MissionNameResourceStringID", ulRes );
Assert( result == NO_ERR, 0, "couldn't find the MissionNameResourceStringID" );
addItem(ulRes, 0xff005392, -1);
}
else
{
char missionName[256];
fitFile.readIdString("MissionName", missionName, 255);
addLBItem(missionName, 0xff005392, -1);
}
addItem(IDS_MN_DIVIDER, 0xff005392, -1);
addItem( IDS_MN_MISSION_OBJECTIVES, 0xff005392, -1 );
addItem(IDS_MN_DIVIDER, 0xff005392, -1);
// put in primary objectives
fitFile.seekBlock( "Team0Objectives" );
unsigned long objectiveCount;
fitFile.readIdULong( "NumObjectives", objectiveCount );
bool bHasSecondary = 0;
int count = 0;
fitFile.seekBlock( "Terrain" );
float terrainExtentX;
float terrainExtentY;
fitFile.readIdFloat( "TerrainMinX", terrainExtentX );
if ( !terrainExtentX )
terrainExtentX = 120 * 128;
fitFile.readIdFloat( "TerrainMinY", terrainExtentY );
if ( !terrainExtentY )
terrainExtentY = 120 * 128;
CObjectives Objectives(0/*alignment*/);
/*Note that ObjectManager is probably NULL as these objectives are read, so it's not
cool to call any of the Status() functions of this instance of objectives (access violation
may ensue).*/
Objectives.Read(&fitFile);
gosASSERT( Objectives.Count() < MAX_OBJECTIVES );
int buttonCount = 0;
for ( int j = 1; j < 3; j++ )
{
CObjectives::EIterator it = Objectives.Begin();
buttonCount = 0;
for ( int i = 0; i < Objectives.Count(); i++, it++ )
{
CObjective *pObjective = (*it);
if ( (!pObjective->IsHiddenTrigger()) && (pObjective->IsActive()) )
{
if ( pObjective->Priority() == j )
{
addObjectiveButton( pObjective->MarkerX(), pObjective->MarkerY(), buttonCount,pObjective->Priority(), fabs(terrainExtentX),
fabs(terrainExtentY), pObjective->DisplayMarker());
if ( j == 0 )
{
//.........这里部分代码省略.........
示例5: init
//---------------------------------------------------------------------------
long GateType::init (FilePtr objFile, unsigned long fileSize)
{
long result = 0;
FitIniFile bldgFile;
result = bldgFile.open(objFile,fileSize);
if (result != NO_ERR)
return(result);
//------------------------------------------------------------------
// Read in the data needed for the Gates
result = bldgFile.seekBlock("GateData");
if (result != NO_ERR)
return(result);
result = bldgFile.readIdULong("DmgLevel",dmgLevel);
if (result != NO_ERR)
return(result);
bldgFile.readIdULong("BlownEffectId",blownEffectId);
if (result != NO_ERR)
blownEffectId = -1;
bldgFile.readIdULong("NormalEffectId",normalEffectId);
if (result != NO_ERR)
normalEffectId = -1;
bldgFile.readIdULong("DamageEffectId",damageEffectId);
if (result != NO_ERR)
damageEffectId = -1;
result = bldgFile.readIdLong("BasePixelOffsetX",basePixelOffsetX);
if (result != NO_ERR)
basePixelOffsetX = 0;
result = bldgFile.readIdLong("BasePixelOffsetY",basePixelOffsetY);
if (result != NO_ERR)
basePixelOffsetY = 0;
result = bldgFile.readIdFloat("ExplosionRadius",explRad);
if (result != NO_ERR)
explRad = 0.0;
result = bldgFile.readIdFloat("ExplosionDamage",explDmg);
if (result != NO_ERR)
explDmg = 0.0;
result = bldgFile.readIdFloat("OpenRadius",openRadius);
if (result != NO_ERR)
return(result);
result = bldgFile.readIdFloat("LittleExtent",littleExtent);
if (result != NO_ERR)
littleExtent = 20.0;
result = bldgFile.readIdLong ("BuildingName", gateTypeName);
if (result != NO_ERR)
gateTypeName = IDS_BLDOBJ_NAME;
result = bldgFile.readIdLong( "BuildingDescription", buildingDescriptionID );
if ( result != NO_ERR )
buildingDescriptionID = -1;
result = bldgFile.readIdBoolean("BlocksLineOfFire",blocksLineOfFire);
if (result != NO_ERR)
blocksLineOfFire = FALSE;
//------------------------------------------------------------------
// Initialize the base object Type from the current file.
result = ObjectType::init(&bldgFile);
return(result);
}
示例6: init
int32_t BuildingType::init(FilePtr objFile, uint32_t fileSize)
{
int32_t result = 0;
FitIniFile bldgFile;
result = bldgFile.open(objFile, fileSize);
if(result != NO_ERROR)
return(result);
//-------------------------------------------------------------------
// Since this object type handles MC1's Building and TreeBuilding
// object types, we need to check for both. Basically, "TreeBuilding"
// stands for animated building. Ultimately, would be nice to get
// rid of this misleading legacy object type...
result = bldgFile.seekBlock("TreeData");
if(result != NO_ERROR)
{
result = bldgFile.seekBlock("BuildingData");
if(result != NO_ERROR)
return(result);
}
uint32_t dmgLevel;
result = bldgFile.readIdULong("DmgLevel", dmgLevel);
if(result != NO_ERROR)
return(result);
damageLevel = (float)dmgLevel;
result = bldgFile.readIdBoolean("CanRefit", canRefit);
if(result != NO_ERROR)
canRefit = false;
if(canRefit)
{
result = bldgFile.readIdBoolean("MechBay", mechBay);
if(result != NO_ERROR)
mechBay = false;
}
result = bldgFile.readIdFloat("ExplosionRadius", explRad);
if(result != NO_ERROR)
explRad = 0.0;
result = bldgFile.readIdFloat("ExplosionDamage", explDmg);
if(result != NO_ERROR)
explDmg = 0.0;
result = bldgFile.readIdFloat("Tonnage", baseTonnage);
if(result != NO_ERROR)
baseTonnage = 20;
result = bldgFile.readIdLong("BattleRating", startBR);
if(result != NO_ERROR)
startBR = 20;
result = bldgFile.readIdLong("NumMarines", numMarines);
if(result != NO_ERROR)
numMarines = 0;
float realExtent = 0.0;
result = bldgFile.readIdFloat("ExtentRadius", realExtent);
if(result != NO_ERROR)
realExtent = -1.0;
result = bldgFile.readIdULong("ActivityEffectID", activityEffectId);
if(result != NO_ERROR)
activityEffectId = 0xffffffff;
//----------------------------
// Init sensor-related data...
result = bldgFile.readIdLong("TeamID", teamId);
if(result != NO_ERROR)
teamId = -1;
result = bldgFile.readIdFloat("SensorRange", sensorRange);
if(result != NO_ERROR)
sensorRange = -1.0;
result = bldgFile.readIdLong("BuildingName", buildingTypeName);
if(result != NO_ERROR)
buildingTypeName = IDS_BLDOBJ_NAME;
result = bldgFile.readIdLong("BuildingDescription", buildingDescriptionID);
if(result != NO_ERROR)
buildingDescriptionID = -1;
result = bldgFile.readIdLong("BuildingDescription", buildingDescriptionID);
if(result != NO_ERROR)
buildingDescriptionID = -1;
result = bldgFile.readIdLong("ResourcePoints", resourcePoints);
if(result != NO_ERROR)
resourcePoints = 0;
result = bldgFile.readIdBoolean("ImpassableWhenDestroyed", marksImpassableWhenDestroyed);
if(result != NO_ERROR)
marksImpassableWhenDestroyed = true;
result = bldgFile.readIdBoolean("Capturable", capturable);
if(result != NO_ERROR)
capturable = false;
result = bldgFile.readIdBoolean("IsPowerSource", powerSource);
if(result != NO_ERROR)
powerSource = false;
result = bldgFile.readIdFloat("LookoutTowerRange", lookoutTowerRange);
if(result != NO_ERROR)
lookoutTowerRange = 0.0f;
result = bldgFile.readIdFloat("PerimeterAlarmRange", perimeterAlarmRange);
if(result != NO_ERROR)
perimeterAlarmRange = 0.0f;
result = bldgFile.readIdFloat("PerimeterAlarmTimer", perimeterAlarmTimer);
if(result != NO_ERROR)
perimeterAlarmTimer = 0.0f;
result = ObjectType::init(&bldgFile);
extentRadius = realExtent;
if(perimeterAlarmRange > 0.0f)
extentRadius = perimeterAlarmRange;
//--------------------------------------------------------------------------------
// HACK!!!!! Must fix this for localization purposes--should be in the object type
// data (can't look in the string!) --gd
//.........这里部分代码省略.........