Reading Building data from file
New Dawn :: Development :: Ideas/Design
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Reading Building data from file
Okay, as far as I'm concerned this one's quite complecated.
We will need 1 extra class, NationClass. As well as,
A file to store data for the nations
name, id, txtfile name, etc
a quick nation file, e.g "Sparta.txt"
the rest is as follows, p.s you will also need a buildinglist file and individuaal txt files for each building,only one is needed
As everyone else is doing something, i'd like our new programmer to be doing this, sujay.
basic Building File
[BEGIN]
Name LumberCamp_1
InitalCost Wood 100 Marble 240 Bronze 0 Gold 24
CostMulti 106
MaxLevel 20
BuildPointsNeeded 10
BuildNeededMulti 125
BuildPointsGenerated 0
BuildGeneratedMulti 0
Graphicsfile "lumbercamp.jpeg"
[END]
the file to read, depends on the building "clicked" on. For now we shall just use an ID ---->> very draft.
class NationClass : Entity
{
private:
int snationid;
char filename;
public:
void makenation (char* name, int nationid, char* filename )
{
// whatever goes here
setNationID(nationid);
}
setNationID(int amount)
{
snationid = amount;
}
};
-> go into Nation file, will need to use (playerClass for this) decide what building corrasponds to the ID. (This is to be stored under the [BuildingNumbers]
once know what building are working with, usee the string to find the file in file, "buildingslist.txt" if the building name is in this file,
then combine filename with extention. "LumberCamp_1"+".txt". Therefore tell the program to find the file "LumberCamp_1.txt" for reading.
somehow we would need to tell the program that wood = 100, marble = 240, bronze = 0, gold = 24;
we could use , find_first_of("InitalCost");
Resources current_players_resources (wood,marble,bronze,gold)
-> same concept as above. ^^
BuildingClass build (cost, a,b,c,d,e,f,g)
Deduce building requirments
use -> ID go into NationFile, find the
shove this in a loop, repeat for i = 1, for i < the number after the buildingID under [BuildingsReq]
req[i].setReq ( building, level )
want it to create a set of data as such,take this data for the blacksmith 6 1 2 0 5 5 1
req[1].setreq(2,0);
req[2].setreq(5,1);
Building Requirments for buildings are deduced from the NationClass.
In a NationFile
E.g titled "Sparta.nat"
[BuildingNumbers]
TownHall_1 0
LumberCamp_1 1
MarbleMine_1 2
BronzeMine_1 3
GoldMine_1 4
Blacksmith_1 5
Barracks_1 6
Stables_1 7
[BuildingsReq]
5 1 1 0 3 // Blacksmith lvl 1, requires Townhall lvl 3
6 1 2 0 5 5 1 //Barracks lvl 1, requires Townhall lvl 5 & Blacksmith lvl 1
7 1 2 5 4 6 3 //Stables lvl 1, requires Blacksmith lvl 4 & Barracks lvl 3
We will need 1 extra class, NationClass. As well as,
A file to store data for the nations
name, id, txtfile name, etc
a quick nation file, e.g "Sparta.txt"
the rest is as follows, p.s you will also need a buildinglist file and individuaal txt files for each building,only one is needed
As everyone else is doing something, i'd like our new programmer to be doing this, sujay.
basic Building File
[BEGIN]
Name LumberCamp_1
InitalCost Wood 100 Marble 240 Bronze 0 Gold 24
CostMulti 106
MaxLevel 20
BuildPointsNeeded 10
BuildNeededMulti 125
BuildPointsGenerated 0
BuildGeneratedMulti 0
Graphicsfile "lumbercamp.jpeg"
[END]
the file to read, depends on the building "clicked" on. For now we shall just use an ID ---->> very draft.
class NationClass : Entity
{
private:
int snationid;
char filename;
public:
void makenation (char* name, int nationid, char* filename )
{
// whatever goes here
setNationID(nationid);
}
setNationID(int amount)
{
snationid = amount;
}
};
-> go into Nation file, will need to use (playerClass for this) decide what building corrasponds to the ID. (This is to be stored under the [BuildingNumbers]
once know what building are working with, usee the string to find the file in file, "buildingslist.txt" if the building name is in this file,
then combine filename with extention. "LumberCamp_1"+".txt". Therefore tell the program to find the file "LumberCamp_1.txt" for reading.
somehow we would need to tell the program that wood = 100, marble = 240, bronze = 0, gold = 24;
we could use , find_first_of("InitalCost");
Resources current_players_resources (wood,marble,bronze,gold)
-> same concept as above. ^^
BuildingClass build (cost, a,b,c,d,e,f,g)
Deduce building requirments
use -> ID go into NationFile, find the
shove this in a loop, repeat for i = 1, for i < the number after the buildingID under [BuildingsReq]
req[i].setReq ( building, level )
want it to create a set of data as such,take this data for the blacksmith 6 1 2 0 5 5 1
req[1].setreq(2,0);
req[2].setreq(5,1);
Building Requirments for buildings are deduced from the NationClass.
In a NationFile
E.g titled "Sparta.nat"
[BuildingNumbers]
TownHall_1 0
LumberCamp_1 1
MarbleMine_1 2
BronzeMine_1 3
GoldMine_1 4
Blacksmith_1 5
Barracks_1 6
Stables_1 7
[BuildingsReq]
5 1 1 0 3 // Blacksmith lvl 1, requires Townhall lvl 3
6 1 2 0 5 5 1 //Barracks lvl 1, requires Townhall lvl 5 & Blacksmith lvl 1
7 1 2 5 4 6 3 //Stables lvl 1, requires Blacksmith lvl 4 & Barracks lvl 3
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