RE: game development question:reading and writing game data to and from files

  • From: "Sina Bahram" <sbahram@xxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Mon, 13 Jul 2009 01:09:00 -0400

You don't' have to do string to string.

Do string to some object .... Do some object to string ... It doesn't
matter.

Take care,
Sina
 

-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler
Littlefield
Sent: Monday, July 13, 2009 12:43 AM
To: programmingblind@xxxxxxxxxxxxx
Subject: Re: game development question:reading and writing game data to and
from files

Sina:
What I was going to do was something like:
class player
{
private:
map <string,string> *values;
};
then I could write a save function on top of that.
I could always do something like:...
#define TYPE_INT 1
#define TYPE_STR 2
struct variant
{
union
{
int i;
string str;
} v;
int type;
};
but I'd have to store the type of the variant... somewhere

----- Original Message ----- 
From: "Sina Bahram" <sbahram@xxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx>
Sent: Sunday, July 12, 2009 10:39 PM
Subject: RE: game development question:reading and writing game data to and 
from files


> Struct TyStruct {
> ObjectTypeTheFirst first;
> ObjectTypeTheSecond second;
> int id;
> char* name;
> }
>
> Then just make a map of hashes or ints or whatever, each to an object of
> type TyStruct.
>
> Instead of struct, make it a class with full type safety and so on.
>
> Take care,
> Sina
>
> -----Original Message-----
> From: programmingblind-bounce@xxxxxxxxxxxxx
> [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler
> Littlefield
> Sent: Sunday, July 12, 2009 12:39 PM
> To: programmingblind@xxxxxxxxxxxxx
> Subject: Re: game development question:reading and writing game data to 
> and
> from files
>
> hmm, so I would store the pointer to an int/string/double.
> I need to be able to tell what it is though, no?
>
> ----- Original Message ----- 
> From: "Sina Bahram" <sbahram@xxxxxxxxx>
> To: <programmingblind@xxxxxxxxxxxxx>
> Sent: Sunday, July 12, 2009 10:36 AM
> Subject: RE: game development question:reading and writing game data to 
> and
> from files
>
>
>> The map definitely handles this bro.
>>
>> Just don't make it a map of primative to primative, make it a map of
>> primative to object.  That object can be of any type you like.
>>
>> Take care,
>> Sina
>>
>> ________________________________
>>
>> From: programmingblind-bounce@xxxxxxxxxxxxx
>> [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler
>> Littlefield
>> Sent: Sunday, July 12, 2009 12:18 PM
>> To: programmingblind@xxxxxxxxxxxxx
>> Subject: game development question:reading and writing game data to and
>> from
>> files
>>
>>
>> Hello all,
>> I've started work on a custom mud, and am trying to figure something out.
>> Each player will have a set of keys that will be stored, name, connect
>> time,
>> creation time, etc.
>> I was thinking of storing these in a map, but that requires that the map
>> hold multiple values; something which the c++ map doesn't do.
>> So, I'm trying to figure something out.
>> I'd like to be able to store player data, and a list of the player's
>> inventory so the objects can be recreated when the player connects
>> somehow.
>> I would need to store object type, name, etc etc.
>> I'm not quite sure how I could achieve this easily; I could possibly
>> itterate through the map once I've gotten the data type thing figured out
>> and do something like write key=value.
>> Then when I loaded it I could just strtok on the = and set that up, but
>> I'm
>> not quite sure how I'd handle inventory and that.
>> This is the only snag I'm having so far, and I'm not able to move on
>> without
>> it, as I'm to the point where I need to start saving player data, so help
>> would be really appriciated at this point. :)
>> Thanks,
>>
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