ns/releases/3.01/source/textrep/TRDescription.h
Karl 04c334c94b Tagging 3.01 release (again)
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@15 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-03-12 22:19:53 +00:00

161 lines
5.1 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: TRDescription.h $
// $Date: 2002/07/26 01:53:49 $
//
//-------------------------------------------------------------------------------
// $Log: TRDescription.h,v $
// Revision 1.6 2002/07/26 01:53:49 Flayra
// - Linux support for FindFirst/FindNext
// - Added document headers
//
//===============================================================================
//
// Reads in a list of tag-value pairs in order. Every description begins with "start <type> <name>" and ends with "end".
// A line that starts with ', or // is treated as a comment and ignored. There can be multiple descriptions in a file.
//
// Here are some examples:
//
// start Label ResourceUnits
// xpos = .5
// ypos = .4
// xwidth = .1
// yheight = .2
// bgimage = rg
// end
//
// A weapon description might look like:
//
// start Weapon MachineGun
// rof = 6
// startingammo = 50
// damage = 10
// firesound = sound/weapons/ak47.wav
// reloadanim = wpn_reload
// end
//
// Something that describes an graphical effect could look like:
//
// ' Weapon smoke and shrapnel
// start ParticleSystem WeaponSmoke
// ' num particles per second
// particlerate = 6
// numinitialparticles = 0
// particlephysics = smoke
// smoketexture = wpn_smoke
// origin = local_player_weapon
// end
//
// ' Finally, some real shrapnel
// start ParticleSystem WeaponShrapnel
// modelname = models/shrapnel
// particlerate = 0
// numinitialparticles = 5
// particlephysics = fountain
// initialsound = sound/fx/skrang.wav
// end
//
//
#ifndef TRDESCRIPTION_H
#define TRDESCRIPTION_H
#include "types.h"
#include "textrep/TRTag.h"
#include "textrep/TRTagValuePair.h"
#include "util/CString.h"
#include "util/StringVector.h"
class TRDescription
{
public:
string GetName(void) const;
bool GetTagStringList(const TRTag& inTagPrefix, StringVector& outList) const;
bool GetTagStringList(const TRTag& inTagPrefix, CStringList& outList) const;
bool GetTagValue(const TRTag& inTag, int& outValue) const;
bool GetTagValue(const TRTag& inTag, float& outValue) const;
bool GetTagValue(const TRTag& inTag, string& outValue) const;
bool GetTagValue(const TRTag& inTag, CString& outValue) const;
bool GetTagValue(const TRTag& inTag, bool& outValue) const;
string GetType(void) const;
bool SetTagValue(const TRTag& inTag, int inValue);
bool SetTagValue(const TRTag& inTag, float inValue);
bool SetTagValue(const TRTag& inTag, const string& inValue);
bool SetTagValue(const TRTag& inTag, bool inValue);
// Be cool and nice and define interators so clients can enumurate all data pairs in this description
typedef vector<TRTagValuePair> TRTagValueListType;
typedef TRTagValueListType::iterator iterator;
typedef TRTagValueListType::const_iterator const_iterator;
iterator begin(void)
{
return this->mTagValueList.begin();
}
iterator end(void)
{
return this->mTagValueList.end();
}
const_iterator begin(void) const
{
return this->mTagValueList.begin();
};
const_iterator end(void) const
{
return this->mTagValueList.end();
}
private:
// Built by TRFactory only
friend class TRFactory;
void AddPair(const TRTagValuePair& inPair);
//template <class T>
//bool GetTagStringList(const TRTag& inTagPrefix, T& outList) const;
bool GetValue(const string& inTagName, string& outString) const;
bool SetValue(const string& inTagName, const string& inString);
void SetName(const string& inName);
void SetType(const string& inType);
// The hopefully unique name given this description in the text file it was read from
string mName;
// A string indicating what type of object this represents. This is used to new the object.
string mType;
// List of TRTagValuePairs representing all the settings for this object. These settings will
// be used to configure the object after newing it.
TRTagValueListType mTagValueList;
};
typedef vector<TRDescription> TRDescriptionList;
#endif