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C++ TSortMap类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中TSortMap的典型用法代码示例。如果您正苦于以下问题:C++ TSortMap类的具体用法?C++ TSortMap怎么用?C++ TSortMap使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了TSortMap类的17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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Lock

bool CAeonEngine::OpenTableDefinitions (void)

//	OpenTableDefinitions
//
//	Opens and reads all tables in all volumes. Note that we have no idea what
//	could have happened since our last boot--someone could have copied files
//	all over the place. We make almost no assumptions.

	{
	CSmartLock Lock(m_cs);

	int i, j;
	CString sError;

	//	Loop over all volumes and end up with a list of tables and volumes

	TSortMap<CString, TArray<CString>> Tables;
	for (i = 0; i < m_LocalVolumes.GetCount(); i++)
		{
		CString sVolume = m_LocalVolumes.GetVolume(i);

		TArray<CString> Dirs;
		fileGetFileList(fileAppend(m_LocalVolumes.GetPath(i), FILESPEC_TABLE_DIR_FILTER), FFL_FLAG_DIRECTORIES_ONLY | FFL_FLAG_RELATIVE_FILESPEC, &Dirs);

		for (j = 0; j < Dirs.GetCount(); j++)
			{
			TArray<CString> *pList = Tables.SetAt(Dirs[j]);
			pList->Insert(sVolume);
			}
		}

	//	Open all tables

	for (i = 0; i < Tables.GetCount(); i++)
		{
		CString sName = Tables.GetKey(i);

		CAeonTable *pTable = new CAeonTable;
		if (!pTable->Open(GetProcessCtx(), &m_LocalVolumes, sName, Tables[i], &sError))
			{
			Log(MSG_LOG_ERROR, strPattern("Unable to load %s: %s", sName, sError));
			delete pTable;
			continue;
			}

		m_Tables.Insert(sName, pTable);
		}

	//	Done

	return true;
	}
开发者ID:gmoromisato,项目名称:Hexarc,代码行数:52,代码来源:CAeonEngine.cpp


示例2:

CComplexStruct::CComplexStruct (const TSortMap<CString, CString> &Src)

//	CComplexStruct construtor

	{
	int i;

	for (i = 0; i < Src.GetCount(); i++)
		{
		const CString &sKey = Src.GetKey(i);
		if (!sKey.IsEmpty())
			SetElement(sKey, Src.GetValue(i));
		}
	}
开发者ID:kronosaur,项目名称:Hexarc,代码行数:14,代码来源:IComplexDatum.cpp


示例3: CacheGlobalEvents

void CDesignCollection::CacheGlobalEvents (CDesignType *pType)

//	CacheGlobalEvents
//
//	Caches global events for the given type

	{
	DEBUG_TRY

	int i, j;

	const CEventHandler *pEvents;
	TSortMap<CString, SEventHandlerDesc> FullEvents;
	pType->GetEventHandlers(&pEvents, &FullEvents);
	if (pEvents)
		{
		SEventHandlerDesc Event;
		Event.pExtension = pType->GetExtension();

		for (i = 0; i < pEvents->GetCount(); i++)
			{
			CString sEvent = pEvents->GetEvent(i, &Event.pCode);

			for (j = 0; j < evtCount; j++)
				if (m_EventsCache[j]->Insert(pType, sEvent, Event))
					break;
			}
		}
	else
		{
		for (i = 0; i < FullEvents.GetCount(); i++)
			{
			CString sEvent = FullEvents.GetKey(i);
			const SEventHandlerDesc &Event = FullEvents[i];

			for (j = 0; j < evtCount; j++)
				if (m_EventsCache[j]->Insert(pType, sEvent, Event))
					break;
			}
		}

	DEBUG_CATCH
	}
开发者ID:bmer,项目名称:Mammoth,代码行数:43,代码来源:CDesignCollection.cpp


示例4: AccumulateSystem

void AccumulateSystem (CTopologyNode *pNode, CSystem *pSystem, TSortMap<DWORD, STypeInfo> &AllTypes)
	{
	int j;

	int iSystemLevel = pSystem->GetLevel();

	//	Add the encounters to the appropriate tables

	for (j = 0; j < pSystem->GetObjectCount(); j++)
		{
		CSpaceObject *pObj = pSystem->GetObject(j);

		if (pObj)
			{
			//	Add this encounter to the table

			CDesignType *pType;
			if ((pType = pObj->GetEncounterInfo()) || (pType = pObj->GetType()))
				{
				STypeInfo *pInfo = AllTypes.SetAt(pType->GetUNID());
				pInfo->iTotalCount++;
				pInfo->PerLevel[iSystemLevel]++;
				}

			//	Enumerate the items in this object

			CItemListManipulator ItemList(pObj->GetItemList());
			ItemList.ResetCursor();
			while (ItemList.MoveCursorForward())
				{
				const CItem &Item(ItemList.GetItemAtCursor());

				if (!Item.IsInstalled() && !Item.IsDamaged())
					{
					STypeInfo *pInfo = AllTypes.SetAt(Item.GetType()->GetUNID());
					pInfo->iTotalCount += Item.GetCount();
					pInfo->PerLevel[iSystemLevel] += Item.GetCount();
					}
				}
			}
		}
	}
开发者ID:bmer,项目名称:Transmuter,代码行数:42,代码来源:SimTables.cpp


示例5: OutputTypeTable

ALERROR OutputTypeTable (TSortMap<DWORD, STypeStats> &AllStats, int iSystemSample)
	{
	ALERROR error;
	int i, j;

	//	Output all items to a well-known file

	CTextFileLog Output(TYPE_COUNT_FILENAME);
	if (error = Output.Create(FALSE))
		{
		printf("ERROR: Unable to create output file: %s\n", TYPE_COUNT_FILENAME.GetASCIIZPointer());
		return error;
		}

	for (i = 0; i < AllStats.GetCount(); i++)
		{
		DWORD dwUNID = AllStats.GetKey(i);
		const STypeStats &Stats = AllStats[i];

		TArray<TNumberSeries<double>::SHistogramPoint> Histogram;
		Stats.PerGame.CalcHistogram(&Histogram);

		CString sLine;
		sLine = strPatternSubst("0x%x\t%d\t%d", dwUNID, (int)((Stats.PerGame.GetMean() * 1000.0) + 0.5), Histogram.GetCount());

		for (j = 0; j < Histogram.GetCount(); j++)
			sLine.Append(strPatternSubst("\t%d\t%d", Histogram[j].iValue, (int)(Histogram[j].rPercent * 100.0 + 0.5)));

		Output.LogOutput(0, sLine);
		}

	if (error = Output.Close())
		{
		printf("ERROR: Unable to create output file: %s\n", TYPE_COUNT_FILENAME.GetASCIIZPointer());
		return error;
		}

	return NOERROR;
	}
开发者ID:bmer,项目名称:Transmuter,代码行数:39,代码来源:SimTables.cpp


示例6: AddTypesUsedRecursive

void AddTypesUsedRecursive (CUniverse &Universe, DWORD dwUNID, TSortMap<DWORD, bool> *retTypesUsed)
	{
	int i;

	//	If already added, don't bother

	if (retTypesUsed->Find(dwUNID))
		return;

	CDesignType *pType = Universe.FindDesignType(dwUNID);
	if (pType == NULL)
		return;

	retTypesUsed->SetAt(dwUNID, true);

	//	Recurse

	TSortMap<DWORD, bool> TypesUsed;
	pType->AddTypesUsed(&TypesUsed);
	for (i = 0; i < TypesUsed.GetCount(); i++)
		AddTypesUsedRecursive(Universe, TypesUsed.GetKey(i), retTypesUsed);
	}
开发者ID:AvanWolf,项目名称:Transcendence,代码行数:22,代码来源:Stats.cpp


示例7: GenerateTypeIslands

void GenerateTypeIslands (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j;

	bool bExcludeImages = true;

	printf("TYPE ISLANDS\n");
	printf("------------\n\n");

	//	Make a list of default types

#if 0
	g_DefaultTypes.SetAt(0x00001001, true);	//	independent sovereign
	g_DefaultTypes.SetAt(0x00001002, true);	//	Commonwealth sovereign
	g_DefaultTypes.SetAt(0x00001003, true);	//	independent sovereign
	g_DefaultTypes.SetAt(0x00001007, true);	//	ares sovereign
	g_DefaultTypes.SetAt(0x0000100c, true);	//	sung slavers sovereign
	g_DefaultTypes.SetAt(0x0000100f, true);	//	auton sovereign
	g_DefaultTypes.SetAt(0x00001011, true);	//	corporate hierarchy
	g_DefaultTypes.SetAt(0x00004027, true);	//	container of frozen supplies
	g_DefaultTypes.SetAt(0x0000402c, true);	//	pteracnium ore
	g_DefaultTypes.SetAt(0x000040ae, true);	//	helium3 reactor assembly
	g_DefaultTypes.SetAt(0x000040af, true);	//	pteracnium fuel
	g_DefaultTypes.SetAt(0x000040ca, true);	//	lancer cannon
	g_DefaultTypes.SetAt(0x000040e2, true);	//	worldship armor
	g_DefaultTypes.SetAt(0x00004100, true);	//	xenotite ore
	g_DefaultTypes.SetAt(0x00004109, true);	//	SN2500 reactor
	g_DefaultTypes.SetAt(0x00004167, true);	//	tetramite ore
	g_DefaultTypes.SetAt(0x00005004, true);	//	wreck ejecta
	g_DefaultTypes.SetAt(0x0000500c, true);	//	blast explosion 2
	g_DefaultTypes.SetAt(0x0000500d, true);	//	blast explosion 3
	g_DefaultTypes.SetAt(0x0000500e, true);	//	blast explosion 4
	g_DefaultTypes.SetAt(0x0000500f, true);	//	thermo explosion 1
	g_DefaultTypes.SetAt(0x00005011, true);	//	thermo explosion 3
	g_DefaultTypes.SetAt(0x00005012, true);	//	thermo explosion 4
	g_DefaultTypes.SetAt(0x00009004, true);	//	shield effect
	g_DefaultTypes.SetAt(0x00009007, true);	//	explosion effect
	g_DefaultTypes.SetAt(0x0000900a, true);	//	fire effect
	g_DefaultTypes.SetAt(0x0000A003, true);	//	dsAbandonedStation
	g_DefaultTypes.SetAt(0x0000a017, true);	//	dock screen?

	g_DefaultTypes.SetAt(0x001a200c, true);	//	wreck of the CSC Europa
	g_DefaultTypes.SetAt(0x001a200e, true);	//	sandstorm wreck
	g_DefaultTypes.SetAt(0x001c1002, true);	//	ares sect in Heretic
	g_DefaultTypes.SetAt(0x08020102, true);	//	huari empire sovereign
	g_DefaultTypes.SetAt(0x08040140, true);	//	gaian processor station
#endif

	//	Create a reverse index of all type dependencies

	ReverseIndexMap ReverseIndex;
	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);

		//	Get the list of UNIDs that this type uses

		TSortMap<DWORD, bool> TypesUsed;
		pType->AddTypesUsed(&TypesUsed);
		for (j = 0; j < TypesUsed.GetCount(); j++)
			{
			CDesignType *pRequired = Universe.FindDesignType(TypesUsed.GetKey(j));
			if (pRequired == NULL)
				continue;

			//	Add to reverse index

			TArray<DWORD> *pList = ReverseIndex.SetAt(pRequired->GetUNID());
			pList->Insert(pType->GetUNID());
			}
		}

	//	We create a list of islands. In each island, all the types refer to
	//	each other and don't refer to types on any other island.

	TArray<IslandMap> AllIslands;

	//	Loop over all types and add them to an island.

	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);

		//	Exclude images

		if (bExcludeImages && pType->GetType() == designImage)
			continue;

		if (pType->GetType() == designShipTable)
			continue;

		//	Exclude default types

		if (g_DefaultTypes.Find(pType->GetUNID()))
			continue;

		//	If this type is already on one of the islands, then we skip it.

#if 0
		bool bFound = false;
//.........这里部分代码省略.........
开发者ID:AvanWolf,项目名称:Transcendence,代码行数:101,代码来源:Stats.cpp


示例8: SetShipClassName

void CNewGameSession::SetShipClass (CShipClass *pClass, int x, int y, int cxWidth)

//	SetShipClass
//
//	Sets the ship class

	{
	int i;

	const CPlayerSettings *pPlayerSettings = pClass->GetPlayerSettings();

	const CVisualPalette &VI = m_HI.GetVisuals();
	const CG16bitFont &MediumBoldFont = VI.GetFont(fontMediumBold);
	const CG16bitFont &SubTitleFont = VI.GetFont(fontSubTitle);

	//	Ship class name

	SetShipClassName(pClass->GetName(), x, y, cxWidth);
	SetShipClassDesc(pPlayerSettings->GetDesc(), x, y, cxWidth);

	//	Offset

	int yOffset = SMALL_BUTTON_HEIGHT + SMALL_SPACING_VERT + MediumBoldFont.GetHeight() + 2 * SubTitleFont.GetHeight();

	//	Ship class image

	SetShipClassImage(pClass, x, y + yOffset, cxWidth);

	//	Delete previous info

	DeleteElement(ID_SHIP_CLASS_INFO);

	//	Create a sequencer for all class info components

	CAniSequencer *pClassInfo;
	CAniSequencer::Create(CVector(x, y + yOffset + SubTitleFont.GetHeight()), &pClassInfo);
	pClassInfo->SetID(ID_SHIP_CLASS_INFO);

	//	Generate default devices for the ship class

	CDeviceDescList Devices;
	pClass->GenerateDevices(1, Devices);

	//	Generate list of all weapons, sorted by level and name

	TSortMap<CString, CItem> RightSide;
	for (i = 0; i < Devices.GetCount(); i++)
		{
		CDeviceClass *pDevice = Devices.GetDeviceClass(i);
		if (pDevice->GetCategory() == itemcatWeapon ||
				pDevice->GetCategory() == itemcatLauncher)
			RightSide.Insert(strPatternSubst(CONSTLIT("%02d_%02d_%s"), 1, pDevice->GetLevel(), pDevice->GetName()), CItem(pDevice->GetItemType(), 1));
		}

	//	Add shields

	TSortMap<CString, CItem> LeftSide;
	CDeviceClass *pShields = Devices.GetNamedDevice(devShields);
	if (pShields)
		RightSide.Insert(strPatternSubst(CONSTLIT("%02d_%02d_%s"), 2, pShields->GetLevel(), pShields->GetName()), CItem(pShields->GetItemType(), 1));

	//	Add armor

	RightSide.Insert(CONSTLIT("03"), CItem(g_pUniverse->GetItemType(0), SPECIAL_ARMOR));

	//	Add reactor

	LeftSide.Insert(CONSTLIT("01"), CItem(g_pUniverse->GetItemType(0), SPECIAL_REACTOR));

	//	Add engines

	LeftSide.Insert(CONSTLIT("02"), CItem(g_pUniverse->GetItemType(0), SPECIAL_DRIVE));

	//	Add cargo

	LeftSide.Insert(CONSTLIT("03"), CItem(g_pUniverse->GetItemType(0), SPECIAL_CARGO));

	//	Add misc devices

	for (i = 0; i < Devices.GetCount(); i++)
		{
		CDeviceClass *pDevice = Devices.GetDeviceClass(i);
		if (pDevice->GetCategory() == itemcatMiscDevice)
			LeftSide.Insert(strPatternSubst(CONSTLIT("%02d_%02d_%s"), 4, pDevice->GetLevel(), pDevice->GetName()), CItem(pDevice->GetItemType(), 1));
		}

	//	Add device slots

	LeftSide.Insert(CONSTLIT("05"), CItem(g_pUniverse->GetItemType(0), SPECIAL_DEVICE_SLOTS));

	//	Set the ship class info. All weapons go to the right of the ship image

	int xPos = (cxWidth / 2) + (SHIP_IMAGE_RECT_WIDTH / 2);
	int yPos = 0;
	int cxInfo = (cxWidth - xPos);

	for (i = 0; i < RightSide.GetCount(); i++)
		{
		int cyInfo;
		IAnimatron *pInfo;
//.........这里部分代码省略.........
开发者ID:Sdw195,项目名称:Transcendence,代码行数:101,代码来源:CNewGameSession.cpp


示例9: GenerateTypeDependencies

void GenerateTypeDependencies (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j;

	bool bRecursive = pCmdLine->GetAttributeBool(CONSTLIT("recursive"));
	bool bReverse = pCmdLine->GetAttributeBool(CONSTLIT("reverse"));

	//	Create a reverse index of all type dependencies

	TSortMap<DWORD, TArray<DWORD> > ReverseIndex;

	//	Types and what they use

	if (!bReverse)
		{
		printf("TYPES AND WHAT THEY USE\n");
		printf("-----------------------\n\n");
		}

	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);

		if (!bReverse)
			printf("%s\n", (char *)GetTypeDesc(pType));

		//	Get the list of UNIDs that this type uses

		TSortMap<DWORD, bool> TypesUsed;
		if (bRecursive)
			AddTypesUsedRecursive(Universe, pType->GetUNID(), &TypesUsed);
		else
			pType->AddTypesUsed(&TypesUsed);

		//	Output the list

		for (j = 0; j < TypesUsed.GetCount(); j++)
			{
			CDesignType *pRequired = Universe.FindDesignType(TypesUsed.GetKey(j));
			if (pRequired == NULL)
				continue;

			if (!bReverse)
				printf("\t%s\n", (char *)GetTypeDesc(pRequired));

			//	Add to reverse index

			TArray<DWORD> *pList = ReverseIndex.SetAt(pRequired->GetUNID());
			pList->Insert(pType->GetUNID());
			}
		}

	//	Types and what depends on them

	if (bReverse)
		{
		printf("\nTYPES AND WHAT USES THEM\n");
		printf(  "------------------------\n\n");

		for (i = 0; i < ReverseIndex.GetCount(); i++)
			{
			CDesignType *pType = Universe.FindDesignType(ReverseIndex.GetKey(i));
			if (pType == NULL)
				continue;

			printf("%s\n", (char *)GetTypeDesc(pType));

			TArray<DWORD> &List = ReverseIndex.GetValue(i);
			for (j = 0; j < List.GetCount(); j++)
				{
				CDesignType *pRequiredBy = Universe.FindDesignType(List[j]);
				if (pRequiredBy)
					printf("\t%s\n", (char *)GetTypeDesc(pRequiredBy));
				}
			}
		}
	}
开发者ID:AvanWolf,项目名称:Transcendence,代码行数:77,代码来源:Stats.cpp


示例10: GenerateTopology

void GenerateTopology (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j, k;

	int iCount = pCmdLine->GetAttributeIntegerBounded(COUNT_SWITCH, 1, -1, 1);

	STopologyStats Stats;

	for (k = 0; k < iCount; k++)
		{
		if (iCount > 1)
			printf("sample %d", k+1);

		TSortMap<CString, SNodeInfo> NodeData;
		TSortMap<CString, int> AttribCount;

		//	Initialize the topology

		CString sError;
		Universe.GetFirstTopologyNode();

		//	Loop over all nodes

		for (i = 0; i < Universe.GetTopologyNodeCount(); i++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(i);

			SNodeInfo *pNewNode = NodeData.Insert(pNode->GetID());
			pNewNode->sID = pNode->GetID();
			pNewNode->sName = pNode->GetSystemName();
			pNewNode->dwSystemUNID = pNode->GetSystemDescUNID();
			pNewNode->sAttribs = pNode->GetAttributes();

			//	Add the attributes in this node to the list of 
			//	attributes for this try.

			TArray<CString> Attribs;
			ParseAttributes(pNewNode->sAttribs, &Attribs);
			for (j = 0; j < Attribs.GetCount(); j++)
				{
				int *pCount = AttribCount.GetAt(Attribs[j]);
				if (pCount == NULL)
					{
					pCount = AttribCount.Insert(Attribs[j]);
					*pCount = 0;
					}

				*pCount = (*pCount) + 1;
				}
			}

		//	Compute topology stats
		//	Add the node count for this try

		Stats.NodeCount.Insert(NodeData.GetCount());

		//	Loop over all attributes that we know about. If one doesn't
		//	exist in this try, then we set its min to 0

		if (k > 0)
			{
			for (i = 0; i < Stats.Attribs.GetCount(); i++)
				{
				if (AttribCount.GetAt(Stats.Attribs.GetKey(i)) == NULL)
					Stats.Attribs[i].SetMin(0);
				}
			}

		//	Loop over all attributes in this try and add them to the stats

		SStat *pAttribStat;
		for (i = 0; i < AttribCount.GetCount(); i++)
			{
			//	If we have some attributes that no other try had, then
			//	that means that the minimum value is 0.

			if (pAttribStat = Stats.Attribs.GetAt(AttribCount.GetKey(i)))
				pAttribStat->Insert(AttribCount[i]);
			else
				{
				pAttribStat = Stats.Attribs.Insert(AttribCount.GetKey(i));
				pAttribStat->Insert(AttribCount[i]);
				if (k > 0)
					pAttribStat->SetMin(0);
				}
			}

		//	Output all the nodes

		if (iCount == 1)
			{
			printf("Node\tSystemType\tName\tStargates\tAttributes\n");
			for (i = 0; i < NodeData.GetCount(); i++)
				{
				SNodeInfo *pNode = &NodeData.GetValue(i);
				printf("%s\t%08x\t%s\t%d\t%s\n",
						pNode->sID.GetASCIIZPointer(),
						pNode->dwSystemUNID,
						pNode->sName.GetASCIIZPointer(),
						pNode->Stargates.GetCount(),
//.........这里部分代码省略.........
开发者ID:Sdw195,项目名称:Transcendence,代码行数:101,代码来源:Topology.cpp


示例11: GenerateEncounterFrequency

void GenerateEncounterFrequency (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	enum ETypes
		{
		outputFreq,
		outputFillLocations,
		};

	int i, j;

	//	Options

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(CONSTLIT("noLogo"));
	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	bool bRawData = pCmdLine->GetAttributeBool(CONSTLIT("rawData"));
	
	ETypes iType;
	if (pCmdLine->GetAttributeBool(CONSTLIT("fillLocations")))
		iType = outputFillLocations;
	else
		iType = outputFreq;

	//	Additional columns

	TArray<CString> Cols;
	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("count"))
				&& !strEquals(sAttrib, CONSTLIT("fillLocations"))
				&& !strEquals(sAttrib, CONSTLIT("rawData"))
				&& !strEquals(sAttrib, CONSTLIT("encounterfreq")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Generate systems for multiple games

	CSystemCreateStats Stats;
	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (Universe.InitGame(0, &sError) != NOERROR)
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);
			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (Universe.CreateStarSystem(pNode, &pSystem, NULL, &Stats) != NOERROR)
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Output based on type

	if (iType == outputFreq)
		{
		//	Generate a table for each encounter

		TSortMap<CStationType *, SEncounterFreqEntry> EncounterFreq;
		for (i = 0; i < Stats.GetEncounterTableCount(); i++)
			{
			const CSystemCreateStats::SEncounterTable &Table = Stats.GetEncounterTable(i);

			//	Skip if only planets and asteroids

			if (!Table.bHasStation && !bAll)
//.........这里部分代码省略.........
开发者ID:bmer,项目名称:Transmuter,代码行数:101,代码来源:EncounterFrequency.cpp


示例12: OutputByShipClass

void OutputByShipClass (SItemTableCtx &Ctx, const SItemTypeList &ItemList, bool bShowUsage)
	{
	int i, j;

	//	Make a map of ship classes for each item

	TSortMap<DWORD, TArray<CShipClass *>> ItemToShipClass;
	for (i = 0; i < g_pUniverse->GetShipClassCount(); i++)
		{
		CShipClass *pClass = g_pUniverse->GetShipClass(i);

		//	Skip non-generic ones

		if (!pClass->HasLiteralAttribute(CONSTLIT("genericClass")))
			continue;

		//	Add the list of types used by the ship

		TSortMap<DWORD, bool> TypesUsed;
		pClass->AddTypesUsed(&TypesUsed);

		//	For each item type, add it to the map

		for (j = 0; j < TypesUsed.GetCount(); j++)
			{
			CDesignType *pType = g_pUniverse->FindDesignType(TypesUsed.GetKey(j));
			if (pType && pType->GetType() == designItemType)
				{
				TArray<CShipClass *> *pList = ItemToShipClass.SetAt(pType->GetUNID());
				pList->Insert(pClass);
				}
			}
		}

	//	If we want to show usage, then we print each item along with the 
	//	ship classes using each item.

	if (bShowUsage)
		{
		for (i = 0; i < ItemList.GetCount(); i++)
			{
			CItemType *pType = ItemList[i];
			printf("%s\n", (LPSTR)pType->GetNounPhrase());

			TArray<CShipClass *> *pList = ItemToShipClass.SetAt(pType->GetUNID());
			for (j = 0; j < pList->GetCount(); j++)
				printf("\t%s\n", (LPSTR)pList->GetAt(j)->GetName());

			if (pList->GetCount() == 0)
				printf("\t(none)\n");

			printf("\n");
			}
		}

	//	Otherwise we categorize by ship class

	else
		{
		//	Now make a list of all ship classes that have our items

		SByShipClassTypeList ByShipClassTable;
		for (i = 0; i < ItemList.GetCount(); i++)
			{
			const CString &sKey = ItemList.GetKey(i);
			CItemType *pType = ItemList[i];

			//	Loop over all ship classes

			TArray<CShipClass *> *pList = ItemToShipClass.SetAt(pType->GetUNID());
			for (j = 0; j < pList->GetCount(); j++)
				{
				CString sClassName = pList->GetAt(j)->GetName();

				bool bNew;
				SShipClassEntry *pEntry = ByShipClassTable.SetAt(sClassName, &bNew);
				if (bNew)
					pEntry->sShipClassName = sClassName;

				pEntry->ItemTable.Insert(sKey, pType);
				}

			//	If no ship class

			if (pList->GetCount() == 0)
				{
				bool bNew;
				SShipClassEntry *pEntry = ByShipClassTable.SetAt(CONSTLIT("(none)"), &bNew);
				if (bNew)
					pEntry->sShipClassName = CONSTLIT("(none)");

				pEntry->ItemTable.Insert(sKey, pType);
				}
			}

		//	Now loop over all attributes

		for (i = 0; i < ByShipClassTable.GetCount(); i++)
			{
			const SShipClassEntry &Entry = ByShipClassTable[i];
//.........这里部分代码省略.........
开发者ID:bmer,项目名称:Transmuter,代码行数:101,代码来源:ItemTable.cpp


示例13: GenerateSimTables

void GenerateSimTables (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j, k;

	int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count"));
	if (iSystemSample == 0)
		iSystemSample = DEFAULT_SYSTEM_SAMPLE;

	//	Keep track of stats for each type

	TSortMap<DWORD, STypeStats> AllStats;
	for (i = 0; i < iSystemSample; i++)
		{
		TSortMap<DWORD, STypeInfo> AllTypes;

		printf("sample %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (error = Universe.InitGame(0, &sError))
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		//	Loop over all nodes

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);

			//	Skip end game nodes

			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (error = Universe.CreateStarSystem(pNode, &pSystem, &sError))
				{
				printf("ERROR: Unable to create star system: %s\n", sError.GetASCIIZPointer());
				return;
				}

			//	Accumulate

			AccumulateSystem(pNode, pSystem, AllTypes);

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		//	Now accumulate all stats

		for (j = 0; j < Universe.GetDesignTypeCount(); j++)
			{
			CDesignType *pType = Universe.GetDesignType(j);
			STypeStats *pStats = AllStats.SetAt(pType->GetUNID());

			STypeInfo *pTypeInfo = AllTypes.GetAt(pType->GetUNID());
			if (pTypeInfo)
				{
				pStats->PerGame.Insert(pTypeInfo->iTotalCount);

				for (k = 0; k < MAX_TECH_LEVEL; k++)
					pStats->PerLevel[k].Insert(pTypeInfo->PerLevel[k]);
				}
			else
				{
				pStats->PerGame.Insert(0);

				for (k = 0; k < MAX_TECH_LEVEL; k++)
					pStats->PerLevel[k].Insert(0);
				}
			}

		Universe.Reinit();
		}

	//	Output

	if (error = OutputTypeTable(AllStats, iSystemSample))
		return;

	//	Create a table with the sum of all items for the game

	printf("Total count statistic computed.\n");
	}
开发者ID:bmer,项目名称:Transmuter,代码行数:92,代码来源:SimTables.cpp


示例14: strCapitalize


//.........这里部分代码省略.........

	CounterArray.GenerateGameStats(Stats);

	//	Add stat for every weapon fired

	m_ItemStats.Reset(i);
	while (m_ItemStats.HasMore(i))
		{
		SItemTypeStats *pStats;
		DWORD dwUNID = m_ItemStats.GetNext(i, &pStats);
		CItemType *pItemType = g_pUniverse->FindItemType(dwUNID);
		if (pItemType == NULL)
			continue;

		CString sName = pItemType->GetNounPhrase(nounShort);
		CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pItemType->GetLevel(), sName);

		//	Installed items

		if (pStats->dwFirstInstalled != INVALID_TIME)
			Stats.Insert(sName, NULL_STR, CONSTLIT("Items installed"), sSort);

		if (pStats->iCountFired > 0)
			Stats.Insert(sName, 
					strFormatInteger(pStats->iCountFired, -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED), 
					CONSTLIT("Weapons fired"), 
					sSort);
		}

	//	Stats for player equipment (but only if the game is done)

	if (bGameOver)
		{
		TSortMap<CString, CItem> InstalledItems;

		//	First we generate a sorted list of installed items
		//	(We do this in case there are multiple of the same device/armor so that
		//	we can coalesce them together into a single line).

		CItemListManipulator ItemList(pShip->GetItemList());
		ItemList.ResetCursor();
		while (ItemList.MoveCursorForward())
			{
			const CItem &Item(ItemList.GetItemAtCursor());

			if (Item.IsInstalled())
				{
				CString sEnhancement = Item.GetEnhancedDesc(pShip);
				CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly | nounShort);
				CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement));

				bool bInserted;
				CItem *pEntry = InstalledItems.SetAt(sLine, &bInserted);
				if (bInserted)
					{
					*pEntry = Item;
					pEntry->SetCount(1);
					}
				else
					pEntry->SetCount(pEntry->GetCount() + 1);
				}
			}

		//	Now add all the installed items to the stats

		for (j = 0; j < InstalledItems.GetCount(); j++)
开发者ID:Sdw195,项目名称:Transcendence,代码行数:67,代码来源:CPlayerGameStats.cpp


示例15: GenerateEncounterCount

void GenerateEncounterCount (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j, k, l;

	//	Options

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(CONSTLIT("noLogo"));
	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	//	Additional columns

	TArray<CString> Cols;
	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("count"))
				&& !strEquals(sAttrib, CONSTLIT("encountercount")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Generate systems for multiple games

	TSortMap<CString, SNodeDesc> NodeTable;

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (Universe.InitGame(0, &sError) != NOERROR)
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);
			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (Universe.CreateStarSystem(pNode, &pSystem) != NOERROR)
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Create a sort string for this system

			CString sSort = strPatternSubst(CONSTLIT("%02d-%s"), pSystem->GetLevel(), pNode->GetID());

			//	Get the table

			bool bNew;
			SNodeDesc *pResult = NodeTable.SetAt(sSort, &bNew);
			if (bNew)
				{
				pResult->iLevel = pNode->GetLevel();
				pResult->sNodeID = pNode->GetID();
				}

			//	Accumulate data

			AddSystemData(pSystem, bAll, pResult);

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Header

	printf("Level\tNode\tSystemType\tCategory\tSovereign\tEncounter\tCount");
	for (i = 0; i < Cols.GetCount(); i++)
		printf("\t%s", Cols[i].GetASCIIZPointer());
	printf("\n");

	//	Output all rows

	for (i = 0; i < NodeTable.GetCount(); i++)
		{
//.........这里部分代码省略.........
开发者ID:AvanWolf,项目名称:Transcendence,代码行数:101,代码来源:EncounterCount.cpp


示例16: LookupEntity

CString ParserCtx::LookupEntity (const CString &sName, bool *retbFound)
	{
	CString *pValue = EntityTable.GetAt(sName);
	if (pValue == NULL)
		{
		if (m_pParentCtx)
			return m_pParentCtx->LookupEntity(sName, retbFound);
		else if (m_pController)
			return m_pController->ResolveExternalEntity(sName, retbFound);
		else
			{
			if (retbFound) *retbFound = false;
			return sName;
			}
		}

	if (retbFound) *retbFound = true;
	return *pValue;
	}
开发者ID:gmoromisato,项目名称:Hexarc,代码行数:19,代码来源:XMLParser.cpp


示例17: DefineEntity

void ParserCtx::DefineEntity (const CString &sName, const CString &sValue)
	{
	EntityTable.Insert(sName, sValue);
	}
开发者ID:gmoromisato,项目名称:Hexarc,代码行数:4,代码来源:XMLParser.cpp



注:本文中的TSortMap类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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