本文整理汇总了C++中idDict::GetInt方法的典型用法代码示例。如果您正苦于以下问题:C++ idDict::GetInt方法的具体用法?C++ idDict::GetInt怎么用?C++ idDict::GetInt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idDict
的用法示例。
在下文中一共展示了idDict::GetInt方法的9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: LoadFromDict
void CShop::LoadFromDict(const idDict& dict)
{
// greebo: Assemble the difficulty prefix (e.g. "diff_0_")
idStr diffPrefix = "diff_" + idStr(gameLocal.m_DifficultyManager.GetDifficultyLevel()) + "_";
if (dict.GetBool("shop_skip","0") || dict.GetBool(diffPrefix + "shop_skip","0"))
{
// if skip flag is set, skip the shop
_skipShop = true;
// No need to parse any further, the shop will be skipped anyway
return;
}
// Check for loot carry-over rules
LoadLootRules(dict);
// Check for an "all-difficulty" gold value
if (dict.FindKey("shop_gold_start") != NULL)
{
SetGold(dict.GetInt("shop_gold_start"));
}
// Try to retrieve the starting gold for the given difficulty level
if (dict.FindKey(diffPrefix + "shop_gold_start") != NULL)
{
SetGold(dict.GetInt(diffPrefix + "shop_gold_start"));
}
// items for sale
AddItems(dict, "shopItem", _itemsForSale);
// starting items (items that player already has
AddItems(dict, "startingItem", _startingItems);
}
示例2: LoadFromDict
void LootRuleSet::LoadFromDict(const idDict& dict, const idStr& prefix)
{
// greebo: Read each value from spawnarg and use the existing value as default argument,
// such that missing spawnargs don't change anything.
conversionRate[LOOT_GOLD] = dict.GetFloat(prefix + "loot_convrate_gold", va("%f", conversionRate[LOOT_GOLD]));
conversionRate[LOOT_JEWELS] = dict.GetFloat(prefix + "loot_convrate_jewels", va("%f", conversionRate[LOOT_JEWELS]));
conversionRate[LOOT_GOODS] = dict.GetFloat(prefix + "loot_convrate_goods", va("%f", conversionRate[LOOT_GOODS]));
goldLoss = dict.GetInt(prefix + "gold_loss", va("%d", goldLoss));
goldLossPercent = dict.GetFloat(prefix + "gold_loss_percent", va("%f", goldLossPercent));
goldMin = dict.GetInt(prefix + "gold_min", va("%d", goldMin));
goldCap = dict.GetInt(prefix + "gold_cap", va("%d", goldCap));
}
示例3: RestorePersistentData
/*
========================
idAchievementManager::RestorePersistentData
========================
*/
void idAchievementManager::RestorePersistentData( const idDict& spawnArgs )
{
for( int i = 0; i < ACHIEVEMENTS_NUM; ++i )
{
counts[i] = spawnArgs.GetInt( va( "ach_%d", i ), "0" );
}
}
示例4: CreateTimer
void CStimResponseCollection::CreateTimer(const idDict& args, const CStimPtr& stim, int index)
{
CStimResponseTimer* timer = stim->GetTimer();
timer->m_Reload = args.GetInt(va("sr_timer_reload_%u", index) , "-1");
idStr str = args.GetString(va("sr_timer_type_%u", index), "");
timer->m_Type = (str == "RELOAD") ? CStimResponseTimer::SRTT_RELOAD : CStimResponseTimer::SRTT_SINGLESHOT;
args.GetString(va("sr_timer_time_%u", index), "0:0:0:0", str);
TimerValue val = CStimResponseTimer::ParseTimeString(str);
// if timer is actually set
if (val.Time.Hour || val.Time.Minute || val.Time.Second || val.Time.Millisecond)
{
// TODO: Return a bool here so that the outer function knows not to add this to m_Stim in the collection?
stim->AddTimerToGame();
timer->SetTimer(val.Time.Hour, val.Time.Minute, val.Time.Second, val.Time.Millisecond);
// timer starts on map startup by default, otherwise wait for start
if (!args.GetBool(va("sr_timer_waitforstart_%u", index), "0"))
{
timer->Start(static_cast<unsigned long>(sys->GetClockTicks()));
}
}
}
示例5: ParseSpawnargs
void CInventoryItem::ParseSpawnargs(const idDict& spawnArgs)
{
m_Persistent = spawnArgs.GetBool("inv_persistent", "0");
m_LightgemModifier = spawnArgs.GetInt("inv_lgmodifier", "0");
m_MovementModifier = spawnArgs.GetFloat("inv_movement_modifier", "1");
m_FrobDistanceCap = spawnArgs.GetFloat("inv_frob_distance_cap", "-1");
m_Icon = spawnArgs.GetString("inv_icon", "");
}
示例6: GetLootTypeFromSpawnargs
LootType CInventoryItem::GetLootTypeFromSpawnargs(const idDict& spawnargs)
{
// Determine the loot type
int lootTypeInt;
LootType returnValue = LOOT_NONE;
if (spawnargs.GetInt("inv_loot_type", "", lootTypeInt) != false)
{
if (lootTypeInt >= LOOT_NONE && lootTypeInt < LOOT_COUNT)
{
returnValue = static_cast<LootType>(lootTypeInt);
}
else
{
DM_LOG(LC_STIM_RESPONSE, LT_ERROR)LOGSTRING("Invalid loot type: %d\r", lootTypeInt);
}
}
return returnValue;
}
示例7: ParseSpawnArg
bool CStimResponseCollection::ParseSpawnArg( const idDict &args, idEntity *owner, const char sr_class, int index ) {
bool rc = false;
idStr str;
CStimPtr stim;
CResponsePtr resp;
CStimResponsePtr sr;
StimState state( SS_DISABLED );
StimType typeOfStim;
// Check if the entity contains either a stim or a response.
if( sr_class != 'S' && sr_class != 'R' ) {
DM_LOG( LC_STIM_RESPONSE, LT_ERROR )LOGSTRING( "Invalid sr_class value [%s]\r", str.c_str() );
goto Quit;
}
// Get the id of the stim/response type so we know what sub-class to create
args.GetString( va( "sr_type_%u", index ), "-1", str );
// This is invalid as an entity definition
if( str == "-1" ) {
sr.reset();
goto Quit;
}
// If the first character is alphanumeric, we check if it
// is a known id and convert it.
/* StimType */ typeOfStim = ST_DEFAULT;
if( ( str[0] >= 'a' && str[0] <= 'z' )
|| ( str[0] >= 'A' && str[0] <= 'Z' ) ) {
// Try to recognise the string as known Stim type
typeOfStim = CStimResponse::GetStimType( str );
// If the string hasn't been found, we have id == ST_DEFAULT.
if( typeOfStim == ST_DEFAULT ) {
DM_LOG( LC_STIM_RESPONSE, LT_ERROR )LOGSTRING( "Invalid sr_type id [%s]\r", str.c_str() );
sr.reset();
goto Quit;
}
} else if( str[0] >= '0' && str[0] <= '9' ) { // Is it numeric?
typeOfStim = ( StimType ) atol( str.c_str() );
} else { // neither a character nor a number, thus it is invalid.
DM_LOG( LC_STIM_RESPONSE, LT_ERROR )LOGSTRING( "Invalid sr_type id [%s]\r", str.c_str() );
sr.reset();
goto Quit;
}
if( sr_class == 'S' ) {
stim = CreateStim( owner, typeOfStim );
if( stim == NULL ) { // grayman #2862
goto Quit; // nasty goto!!
}
sr = stim;
} else if( sr_class == 'R' ) {
resp = CreateResponse( owner, typeOfStim );
sr = resp;
}
// Set stim response type
sr->m_StimTypeId = typeOfStim;
// Set stim response name string
sr->m_StimTypeName = str;
// Read stim response state from the def file
state = static_cast<StimState>( args.GetInt( va( "sr_state_%u", index ), "1" ) );
sr->SetEnabled( state == SS_ENABLED );
sr->m_Chance = args.GetFloat( va( "sr_chance_%u", index ), "1.0" );
// A stim also may have a radius
if( sr_class == 'S' ) {
stim->m_Radius = args.GetFloat( va( "sr_radius_%u", index ), "0" );
stim->m_RadiusFinal = args.GetFloat( va( "sr_radius_final_%u", index ), "-1" );
stim->m_FallOffExponent = args.GetInt( va( "sr_falloffexponent_%u", index ), "0" );
stim->m_bUseEntBounds = args.GetBool( va( "sr_use_bounds_%u", index ), "0" );
stim->m_bCollisionBased = args.GetBool( va( "sr_collision_%u", index ), "0" );
stim->m_Velocity = args.GetVector( va( "sr_velocity_%u", index ), "0 0 0" );
stim->m_Bounds[0] = args.GetVector( va( "sr_bounds_mins_%u", index ), "0 0 0" );
stim->m_Bounds[1] = args.GetVector( va( "sr_bounds_maxs_%u", index ), "0 0 0" );
// set up time interleaving so the stim isn't fired every frame
stim->m_TimeInterleave = args.GetInt( va( "sr_time_interval_%u", index ), "0" );
// greebo: Add fuzzyness to the timer (ranging from 0.9 - 1.3);
stim->m_TimeInterleave = static_cast<int>( stim->m_TimeInterleave * ( 0.9f + gameLocal.random.RandomFloat() * 0.4f ) );
// userfriendly stim duration time
stim->m_Duration = args.GetInt( va( "sr_duration_%u", index ), "0" );
stim->m_Magnitude = args.GetFloat( va( "sr_magnitude_%u", index ), "1.0" );
stim->m_MaxFireCount = args.GetInt( va( "sr_max_fire_count_%u", index ), "-1" );
// Check if we have a timer on this stim.
CreateTimer( args, stim, index );
} else { // this is only for responses
sr->m_ChanceTimer = args.GetInt( va( "sr_chance_timeout_%u", index ), "-1" );
resp->m_NumRandomEffects = args.GetInt( va( "sr_random_effects_%u", index ), "0" );
// Get the name of the script function for processing the response
args.GetString( "sr_script_" + str, "", str );
resp->m_ScriptFunction = str;
// Try to identify the ResponseEffect spawnargs
int effectIdx = 1;
while( effectIdx > 0 ) {
// Try to find a string like "sr_effect_2_1"
args.GetString( va( "sr_effect_%u_%u", index, effectIdx ), "", str );
if( str.IsEmpty() ) {
// Set the index to negative values to end the loop
effectIdx = -1;
} else {
// Assemble the postfix of this effect for later key/value lookup
// This is passed to the effect script eventually
DM_LOG( LC_STIM_RESPONSE, LT_DEBUG )LOGSTRING( "Adding response effect\r" );
resp->AddResponseEffect( str, va( "%u_%u", index, effectIdx ), args );
effectIdx++;
}
}
//.........这里部分代码省略.........
示例8: AddItems
int CShop::AddItems(const idDict& mapDict, const idStr& itemKey, ShopItemList& list)
{
int diffLevel = gameLocal.m_DifficultyManager.GetDifficultyLevel();
int itemsAdded = 0;
// grayman (#2376)
// Convert itemKey to lowercase. mapDict methods ignore case, but
// StripLeadingOnce() doesn't. This change allows recognition of shop items defined as
// "startingItem_*", "startingitem_*", "shopItem_*", and "shopitem_*.
idStr itemKeyLower = itemKey;
itemKeyLower.ToLower();
bool isShopList = (itemKeyLower.Find("shop") >= 0); // for lockpick checking
for (const idKeyValue* kv = mapDict.MatchPrefix(itemKeyLower); kv != NULL; kv = mapDict.MatchPrefix(itemKeyLower, kv))
{
// Inspect the matching prefix, check whether the difficulty level applies
idStr postfix = kv->GetKey();
postfix.ToLower(); // grayman (#2376) convert postfix to lowercase so StripLeadingOnce()
// matches lowercase against lowercase
// Cut off the prefix including the following underscore _
postfix.StripLeadingOnce(itemKeyLower + "_");
int pos = postfix.Find("_item");
if (pos == -1 || pos != postfix.Length() - 5)
{
continue; // no suitable "_item" found
}
// This is the number portion, like "1_2" or merely "2"
idStr indexStr = postfix.Mid(0, pos);
// Check if we have still an underscore in the index string, this implies
// that there is a difficulty number included
int underScorePos = indexStr.Find('_');
// Extract the item index
int itemIndex = (underScorePos != -1) ? atoi(indexStr.Mid(0, underScorePos)) : atoi(indexStr);
if (underScorePos != -1)
{
// Check out the second number, this is the difficulty level
idStr diffStr = indexStr.Mid(underScorePos + 1, indexStr.Length() - underScorePos);
// Check if the difficulty level matches
if (atoi(diffStr) != diffLevel)
{
// Ignore this spawnarg
continue;
}
}
idStr itemName = kv->GetValue();
if (itemName.IsEmpty())
{
continue; // Empty names are not considered
}
// greebo: Assemble the item prefix (e.g. "shopItem_1_") to look up the rest of the spawnargs
idStr itemPrefix = itemKey + "_" + idStr(itemIndex);
idStr diffLevelStr = "_" + idStr(diffLevel);
// look for quantity, but let a difficulty-specific setting override the general one
int quantity = mapDict.GetInt(itemPrefix + "_qty");
if (mapDict.FindKey(itemPrefix + diffLevelStr + "_qty") != NULL)
{
quantity = mapDict.GetInt(itemPrefix + diffLevelStr + "_qty");
}
// put the item in the shop
if (quantity > 0)
{
// grayman (#2376) - Special handling for weapon quantities.
int index = itemName.Find("weapon_");
if (index >= 0)
{
// A shop entity should use atdm:weapon_*, but there's at least one
// that uses weapon_*, so convert the latter to the former.
idStr weaponName;
if (index == 0)
{
weaponName = "atdm:" + itemName;
}
else
{
weaponName = itemName;
}
// Weapon quantities have limits. (Arrows in particular.)
int max_ammo = GetMaxAmmo(weaponName);
quantity = (quantity > max_ammo) ? max_ammo : quantity;
//.........这里部分代码省略.........
示例9: InitFromSpawnArgs
void Conversation::InitFromSpawnArgs( const idDict &dict, int index ) {
idStr prefix = va( "conv_%d_", index );
// A non-empty name is mandatory for a conversation
if( !dict.GetString( prefix + "name", "", _name ) || _name.IsEmpty() ) {
// No conv_N_name spawnarg found, bail out
_isValid = false;
return;
}
// Parse "global" conversation settings
_talkDistance = dict.GetFloat( prefix + "talk_distance", "60" );
// Parse participant actors
// Check if this entity can be used by others.
idStr actorPrefix = prefix + "actor_";
for( const idKeyValue *kv = dict.MatchPrefix( actorPrefix ); kv != NULL; kv = dict.MatchPrefix( actorPrefix, kv ) ) {
// Add each actor name to the list
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "Adding actor %s to conversation %s.\r", kv->GetValue().c_str(), _name.c_str() );
_actors.AddUnique( kv->GetValue() );
}
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "Conversation %s has %d actors.\r", _name.c_str(), _actors.Num() );
if( _actors.Num() == 0 ) {
_isValid = false; // no actors, no conversation
gameLocal.Warning( "Ignoring conversation %s as it has no actors.", _name.c_str() );
return;
}
// Start parsing the conversation scripts (i.e. the commands), start with index 1
for( int i = 1; i < INT_MAX; i++ ) {
idStr cmdPrefix = va( prefix + "cmd_%d_", i );
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "Attempting to find command with index %d matching prefix %s.\r", i, cmdPrefix.c_str() );
if( dict.MatchPrefix( cmdPrefix ) != NULL ) {
// Found a matching "conv_N_cmd_M..." spawnarg, start parsing
ConversationCommandPtr cmd( new ConversationCommand );
// Let the command parse itself
if( cmd->Parse( dict, cmdPrefix ) ) {
// Parsing succeeded, add this to the command list
_commands.Append( cmd );
}
} else {
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "No match found, terminating loop on index %d.\r", i );
break;
}
}
DM_LOG( LC_CONVERSATION, LT_DEBUG )LOGSTRING( "%d Commands found for Conversation %s.\r", _commands.Num(), _name.c_str() );
// Sanity check the commands
if( _commands.Num() == 0 ) {
// No commands, what kind of conversation is this?
_isValid = false;
gameLocal.Warning( "Ignoring conversation %s as it has no commands.", _name.c_str() );
return;
}
// Sanity check the talk distance
if( _talkDistance <= 0.0f ) {
_isValid = false;
gameLocal.Warning( "Ignoring conversation %s as it has a talk distance <= 0.", _name.c_str() );
return;
}
// get max play count, default is -1, which means infinitely often
_maxPlayCount = dict.GetInt( prefix + "max_play_count", "-1" );
// per default, the actors should be within talk distance before they start talking
_actorsMustBeWithinTalkDistance = dict.GetBool( prefix + "actors_must_be_within_talkdistance", "1" );
_actorsAlwaysFaceEachOtherWhileTalking = dict.GetBool( prefix + "actors_always_face_each_other_while_talking", "1" );
// greebo: For conversations with one actor some flags don't make sense
if( _actors.Num() == 1 ) {
_actorsMustBeWithinTalkDistance = false;
_actorsAlwaysFaceEachOtherWhileTalking = false;
}
// Seems like we have everything we need
_isValid = true;
}