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C++ TdfParser::SGetValueDef方法代码示例

本文整理汇总了C++中TdfParser::SGetValueDef方法的典型用法代码示例。如果您正苦于以下问题:C++ TdfParser::SGetValueDef方法的具体用法?C++ TdfParser::SGetValueDef怎么用?C++ TdfParser::SGetValueDef使用的例子?那么恭喜您, 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TdfParser的用法示例。


在下文中一共展示了TdfParser::SGetValueDef方法的10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: Parse

	void ShaderDef::Parse(const TdfParser& tdf, bool needNormalMap)
	{
		string path = "map\\terrain\\";

		int numStages = atoi(tdf.SGetValueDef("0", path + "NumTextureStages").c_str());
		bool autoBumpMap = !!atoi(tdf.SGetValueDef("1", path + "AutoBumpmapStages").c_str());
		bool autoSpecular = !!atoi(tdf.SGetValueDef("1", path + "AutoSpecularStages").c_str());
		specularExponent = atof(tdf.SGetValueDef("8", path  + "SpecularExponent").c_str());

		LoadStages(numStages, "texstage", tdf, stages);

		if (needNormalMap) {
			// generate the bumpmap stages from the texture stages?
			if (autoBumpMap)
			{
				for (uint a=0;a<stages.size();a++)
				{
					Stage& st = stages[a];
					if (a && st.operation != Alpha && st.operation != Blend)
						continue;

					normalMapStages.push_back (Stage());

					Stage& bmst = normalMapStages.back();
					bmst.operation = st.operation;
					bmst.sourceName = st.sourceName;
				}
			}
			else {
				// otherwise load them from the bmstage list
				numStages = atoi(tdf.SGetValueDef("0", path + "NumBumpmapStages").c_str());
				LoadStages(numStages, "bmstage", tdf, normalMapStages);
			}
		}
	}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:35,代码来源:TerrainTexture.cpp

示例2: ProcessUnits

int CSyncer::ProcessUnits(bool checksum)
{
	if (!populated) {
		//Populate the list of unit files to consider
		files = CFileHandler::FindFiles("units/*.fbi");
		populated = true;
	}

	if (files.size() == 0) {
		return 0;
	}

	string curFile = files.back();
	files.pop_back();

	size_t len = curFile.find_last_of("/")+1;
	string unitName = curFile.substr(len, curFile.size() - 4 - len);
	transform(unitName.begin(), unitName.end(), unitName.begin(), (int (*)(int))tolower);

	string perror("");
	TdfParser *parser = new TdfParser();
	try {
		parser->LoadFile("units/" + unitName + ".fbi");
	} catch (TdfParser::parse_error& pe) {	
		perror = unitName + " (" + string(pe.what()) + ")";
	}

	Unit u;

	if (checksum) {
		u.fbi = CalculateCRC("units/" + unitName + ".fbi");
		u.cob = CalculateCRC("scripts/" + unitName + ".cob");

		//The model filenames has to be figured out from the fbi file
		string modelName = parser->SGetValueDef(unitName, "unitinfo\\Objectname");
		string deadName = parser->SGetValueDef(unitName + "_dead", "unitinfo\\Corpse");

		u.model = CalculateCRC("objects3d/" + modelName + ".3do");
		u.model += CalculateCRC("objects3d/" + deadName + ".3do");
	}

	u.fullName = parser->SGetValueDef("unknown", "unitinfo\\Name");
	if (perror.length() > 0)
		u.fullName = perror;

	units[unitName] = u; 

	delete parser;

	//If we are done, map id numbers to names
	if (files.size() == 0) {
		MapUnitIds();
	}

	return (int)files.size();
}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:56,代码来源:Syncer.cpp

示例3: LoadSkirmishAIs

void CGameSetup::LoadSkirmishAIs(const TdfParser& file, std::set<std::string>& nameList)
{
	// i = AI index in game (no gaps), a = AI index in script
	for (int a = 0; a < MAX_PLAYERS; ++a) {
		char section[50];
		sprintf(section, "GAME\\AI%i\\", a);
		string s(section);

		if (!file.SectionExist(s.substr(0, s.length() - 1))) {
			continue;
		}

		SkirmishAIData data;

		data.team = atoi(file.SGetValueDef("-1", s + "Team").c_str());
		if (data.team == -1) {
			throw content_error("missing AI.Team in GameSetup script");
		}
		data.hostPlayer = atoi(file.SGetValueDef("-1", s + "Host").c_str());
		if (data.hostPlayer == -1) {
			throw content_error("missing AI.Host in GameSetup script");
		}

		data.shortName = file.SGetValueDef("", s + "ShortName");
		if (data.shortName == "") {
			throw content_error("missing AI.ShortName in GameSetup script");
		}

		data.version = file.SGetValueDef("", s + "Version");
		if (file.SectionExist(s + "Options")) {
			data.options = file.GetAllValues(s + "Options");
			std::map<std::string, std::string>::const_iterator kv;
			for (kv = data.options.begin(); kv != data.options.end(); ++kv) {
				data.optionKeys.push_back(kv->first);
			}
		}

		// get the visible name (comparable to player-name)
		std::string name = file.SGetValueDef(data.shortName, s + "Name");
		int instanceIndex = 0;
		std::string name_unique = name;
		while (nameList.find(name_unique) != nameList.end()) {
			name_unique = name + "_" + IntToString(instanceIndex++);
			// so we possibly end up with something like myBot_0, or RAI_2
		}
		data.name = name_unique;
		nameList.insert(data.name);

		skirmishAIStartingData.push_back(data);
	}
}
开发者ID:amitamitamitamit,项目名称:spring,代码行数:51,代码来源:GameSetup.cpp

示例4: LoadAllyTeams

void CGameSetup::LoadAllyTeams(const TdfParser& file)
{
	// i = allyteam index in game (no gaps), a = allyteam index in script
	int i = 0;
	for (int a = 0; a < MAX_TEAMS; ++a) {
		char section[50];
		sprintf(section,"GAME\\ALLYTEAM%i",a);
		string s(section);

		if (!file.SectionExist(s))
			continue;

		AllyTeam data;
		std::map<std::string, std::string> setup = file.GetAllValues(s);

		for (std::map<std::string, std::string>::const_iterator it = setup.begin(); it != setup.end(); ++it)
			data.SetValue(it->first, it->second);

		allyStartingData.push_back(data);

		allyteamRemap[a] = i;
		++i;
	}

	{
		const size_t numAllyTeams = allyStartingData.size();
		for (size_t a = 0; a < numAllyTeams; ++a) {
			allyStartingData[a].allies.resize(numAllyTeams, false);
			allyStartingData[a].allies[a] = true; // each team is allied with itself

			std::ostringstream section;
			section << "GAME\\ALLYTEAM" << a << "\\";

			const size_t numAllies = atoi(file.SGetValueDef("0", section.str() + "NumAllies").c_str());

			for (size_t b = 0; b < numAllies; ++b) {
				std::ostringstream key;
				key << "GAME\\ALLYTEAM" << a << "\\Ally" << b;
				const int other = atoi(file.SGetValueDef("0",key.str()).c_str());
				allyStartingData[a].allies[allyteamRemap[other]] = true;
			}
		}
	}

	unsigned allyCount = 0;
	if (file.GetValue(allyCount, "GAME\\NumAllyTeams") && (allyStartingData.size() != allyCount)) {
		LOG_L(L_WARNING, "Incorrect number of ally teams in GameSetup script");
	}
}
开发者ID:amitamitamitamit,项目名称:spring,代码行数:49,代码来源:GameSetup.cpp

示例5: LoadMutators

void CGameSetup::LoadMutators(const TdfParser& file, std::vector<std::string>& mutatorsList)
{
	for (int a = 0; a < 10; ++a) {
		std::string s = file.SGetValueDef("", IntToString(a, "GAME\\MUTATOR%i"));
		if (s.empty()) break;
		mutatorsList.push_back(s);
	}
}
开发者ID:amitamitamitamit,项目名称:spring,代码行数:8,代码来源:GameSetup.cpp

示例6: LoadStages

	void ShaderDef::LoadStages(int numStages,const char *stagename, const TdfParser& tdf, std::vector<ShaderDef::Stage>& stages)
	{
		for (int a=0;a<numStages;a++)
		{
			string path = "map\\terrain\\";
			char num[10];
			SNPRINTF(num, 10, "%d", a);

			string ts = path + stagename + num + "\\";

			string opstr = tdf.SGetValueDef("mul", ts + "operation");
			struct { StageOp op; const char *str; } tbl[] =
			{
				{ Mul, "mul" },
				{ Add, "add" },
				{ Alpha, "alpha" },
				{ Blend, "blend" },
				{ Mul, 0 },
			};

			StageOp operation = Mul;
			for (int i = 0; tbl[i].str; i++)
			{
				if (opstr == tbl[i].str) {
					operation = tbl[i].op;
					break;
				}
			}

			if (operation == Blend)
			{
				// insert an alpha stage before the blend stage
				stages.push_back(Stage());
				stages.back().sourceName = tdf.SGetValueDef(string(), ts + "blender");
				stages.back().operation = Alpha;
			}

			stages.push_back(Stage());
			stages.back().sourceName = tdf.SGetValueDef(string(), ts + "source");
			stages.back().operation = operation;
			if (stages.back().sourceName.empty())
				throw content_error(ts + " does not have a source texture");
		}
	}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:44,代码来源:TerrainTexture.cpp

示例7: LoadSound

void CUnitDefHandler::LoadSound(TdfParser &tdfparser, GuiSound &gsound, std::string sunname)
{
	soundcategory.GetDef(gsound.name, "", tdfparser.SGetValueDef("", "UNITINFO\\SoundCategory")+"\\"+sunname);
	if(gsound.name.compare("")==0)
		gsound.id = 0;
	else
	{
		CFileHandler file("sounds/"+gsound.name+".wav");
		if(file.FileExists())
			gsound.id = sound->GetWaveId(gsound.name+".wav");
		else
			gsound.id = 0;
	}
	gsound.volume = 5.0f;
}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:15,代码来源:UnitDefHandler.cpp

示例8: LoadUnitRestrictions

void CGameSetup::LoadUnitRestrictions(const TdfParser& file)
{
	int numRestrictions;
	file.GetDef(numRestrictions, "0", "GAME\\NumRestrictions");

	for (int i = 0; i < numRestrictions; ++i) {
		char key[100];
		sprintf(key, "GAME\\RESTRICT\\Unit%d", i);
		string resName = file.SGetValueDef("", key);
		sprintf(key, "GAME\\RESTRICT\\Limit%d", i);
		int resLimit;
		file.GetDef(resLimit, "0", key);

		restrictedUnits[resName] = resLimit;
	}
}
开发者ID:niavok,项目名称:spring,代码行数:16,代码来源:GameSetup.cpp

示例9: ParseSettings

void CReadMap::ParseSettings(TdfParser& resources)
{	
	gs->sunVector=mapDefParser.GetFloat3(float3(0,1,2),"MAP\\LIGHT\\SunDir");
	gs->sunVector.Normalize();
	gs->sunVector4[0]=gs->sunVector[0];
	gs->sunVector4[1]=gs->sunVector[1];
	gs->sunVector4[2]=gs->sunVector[2];
	gs->sunVector4[3]=0;

	gs->gravity=-atof(mapDefParser.SGetValueDef("130","MAP\\Gravity").c_str())/(GAME_SPEED*GAME_SPEED);

	float3 fogColor=mapDefParser.GetFloat3(float3(0.7,0.7,0.8),"MAP\\ATMOSPHERE\\FogColor");
	FogLand[0]=fogColor[0];
	FogLand[1]=fogColor[1];
	FogLand[2]=fogColor[2];

	mapDefParser.GetDef(skyBox, "", "MAP\\ATMOSPHERE\\SkyBox");
	std::string tmp;
	mapDefParser.GetDef(tmp, "", "MAP\\WATER\\WaterPlaneColor");
	if(tmp.empty())
		hasWaterPlane=0;
	else
	{
		hasWaterPlane = 1;
		waterPlaneColor = mapDefParser.GetFloat3(float3(0.0,0.4,0.0),"MAP\\WATER\\WaterPlaneColor");
	}
	mapDefParser.GetDef(tidalStrength, "0", "MAP\\TidalStrength");

	waterSurfaceColor=mapDefParser.GetFloat3(float3(0.75,0.8,0.85),"MAP\\WATER\\WaterSurfaceColor");
	waterAbsorb=mapDefParser.GetFloat3(float3(0,0,0),"MAP\\WATER\\WaterAbsorb");
	waterBaseColor=mapDefParser.GetFloat3(float3(0,0,0),"MAP\\WATER\\WaterBaseColor");
	waterMinColor=mapDefParser.GetFloat3(float3(0,0,0),"MAP\\WATER\\WaterMinColor");
	mapDefParser.GetDef(waterTexture, "", "MAP\\WATER\\WaterTexture");
	if(waterTexture.empty())	//default water is ocean.jpg in bitmaps, map specific water textures is saved in the map dir
		waterTexture = "bitmaps/"+resources.SGetValueDef("ocean.jpg","resources\\graphics\\maps\\watertex");
	else
		waterTexture = "maps/" + waterTexture;

	ambientColor=mapDefParser.GetFloat3(float3(0.5,0.5,0.5),"MAP\\LIGHT\\GroundAmbientColor");
	sunColor=mapDefParser.GetFloat3(float3(0.5,0.5,0.5),"MAP\\LIGHT\\GroundSunColor");
	mapDefParser.GetDef(shadowDensity, "0.8", "MAP\\LIGHT\\GroundShadowDensity");

	mapDefParser.GetDef(maxMetal,"0.02","MAP\\MaxMetal");
	mapDefParser.GetDef(extractorRadius,"500","MAP\\ExtractorRadius");
	
	mapDefParser.GetDef(voidWater, "0", "MAP\\voidWater");	
}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:47,代码来源:ReadMap.cpp

示例10: CreateUIElement

// this function recursively constructs the view hierarchy from a suitable tdf.
void GUIdialogController::CreateUIElement(TdfParser & parser, GUIframe* parent, const string& path)
{
	GUIframe *frame=NULL;
	
	// get properties
	string type=parser.SGetValueDef("none", path+"\\type");
	string identifier=parser.SGetValueDef("", path+"\\id");
	string tooltip=parser.SGetValueDef("", path+"\\tooltip");

	float x=atof(parser.SGetValueDef("-1", path+"\\x").c_str());
	float y=atof(parser.SGetValueDef("-1", path+"\\y").c_str());
	float w=atof(parser.SGetValueDef("-1", path+"\\w").c_str());
	float h=atof(parser.SGetValueDef("-1", path+"\\h").c_str());

	float x2=atof(parser.SGetValueDef("-1", path+"\\x2").c_str());
	float y2=atof(parser.SGetValueDef("-1", path+"\\y2").c_str());

	string caption=parser.SGetValueDef("No Caption", path+"\\caption");

	// scale the frame
	{
		#define ScaleX(a) if(a<=1.0&&a>=0.0) a*=parent->w;
		#define ScaleY(a) if(a<=1.0&&a>=0.0) a*=parent->h;

		ScaleX(x);
		ScaleX(x2);
		ScaleX(w);

		ScaleY(y);
		ScaleY(y2);
		ScaleY(h);

		if(x<0)
		{
			// x is not set, require w and x2
			x=parent->w-x2-w;	
		} 
		else if (w<0)
		{
			if(x2>=0)
				w=parent->w-x2-x;		// w is not set but x2 is
			else
				w=0;		// neither w nor x2 are set; may happen for autosizing buttons
		}

		if(y<0)
		{
			// y is not set, require h and y2
			y=parent->h-y2-h;	
		} 
		else if (h<0)
		{
			if(y2>=0)
				h=parent->h-y2-y;		// w is not set but x2 is
			else
				h=0;		// neither w nor x2 are set
		}

	}

	// create respective control	
	if(type=="none")
	{
		frame=parent;
	}
	else if(type=="buildmenu")
	{
		GUIbuildMenu *bm=new GUIbuildMenu((int)x, (int)y, (int)w, (int)h, makeFunctor((Functor1<UnitDef*>*)0, *this, &GUIdialogController::BuildMenuClicked));
		float num=atof(parser.SGetValueDef("64", path+"\\buildpicsize").c_str());
		ScaleX(num);
		bm->SetBuildPicSize((int)num);
		frame=bm;
	}
	else if(type=="centerbuildmenu")
	{
		GUIbuildMenu *bm=new GUIcenterBuildMenu((int)x, (int)y, (int)w, (int)h, makeFunctor((Functor1<UnitDef*>*)0, *this, &GUIdialogController::BuildMenuClicked));
		float num=atof(parser.SGetValueDef("64", path+"\\buildpicsize").c_str());
		ScaleX(num);
		bm->SetBuildPicSize((int)num);
		frame=bm;
	}
	else if(type=="frame")
	{
		frame=new GUIframe((int)x, (int)y, (int)w, (int)h);
	}
	else if(type=="minimap")
	{
		frame=new GUIminimap();
	}
	else if(type=="tab")
	{
		frame=new GUItab((int)x, (int)y, (int)w, (int)h);
	}
	else if(type=="table")
	{
		GUItable *table=new GUItable((int)x, (int)y, (int)w, (int)h, NULL, makeFunctor((Functor3<GUItable*, int, int>*)0, *this, &GUIdialogController::TableSelection));

		frame=table;
	}
//.........这里部分代码省略.........
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:101,代码来源:GUIcontroller.cpp


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