本文整理汇总了C++中CAr::WriteString方法的典型用法代码示例。如果您正苦于以下问题:C++ CAr::WriteString方法的具体用法?C++ CAr::WriteString怎么用?C++ CAr::WriteString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CAr
的用法示例。
在下文中一共展示了CAr::WriteString方法的8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: Serialize
void CParty::Serialize( CAr & ar )
{
if( ar.IsStoring() )
{
ar << m_uPartyId << m_nKindTroup << m_nSizeofMember;
ar << m_nLevel << m_nExp << m_nPoint;
ar << m_nTroupsShareExp << m_nTroupeShareItem;
ar << m_idDuelParty;
for( int i = 0 ; i < MAX_PARTYMODE ; i++ )
{
ar << m_nModeTime[i];
}
if( m_nKindTroup )
ar.WriteString( m_sParty );
for( i = 0 ; i < m_nSizeofMember ; i++ )
{
ar << m_aMember[i].m_uPlayerId;
#if __VER < 11 // __SYS_PLAYER_DATA
ar << m_aMember[i].m_nLevel;
ar << m_aMember[i].m_nJob;
#endif // __SYS_PLAYER_DATA
ar << m_aMember[i].m_bRemove;
#if __VER < 11 // __SYS_PLAYER_DATA
ar << m_aMember[i].m_nSex;
ar.WriteString( m_aMember[i].m_szName );
#endif // __SYS_PLAYER_DATA
}
}
else
{
ar >> m_uPartyId >> m_nKindTroup >> m_nSizeofMember;
ar >> m_nLevel >> m_nExp >> m_nPoint;
ar >> m_nTroupsShareExp >> m_nTroupeShareItem;
ar >> m_idDuelParty;
for( int i = 0 ; i < MAX_PARTYMODE ; i++ )
{
ar >> m_nModeTime[i];
}
if( m_nKindTroup )
ar.ReadString( m_sParty, 33 );
for( i = 0 ; i < m_nSizeofMember ; i++ )
{
ar >> m_aMember[i].m_uPlayerId;
#if __VER < 11 // __SYS_PLAYER_DATA
ar >> m_aMember[i].m_nLevel;
ar >> m_aMember[i].m_nJob;
#endif // __SYS_PLAYER_DATA
ar >> m_aMember[i].m_bRemove;
#if __VER < 11 // __SYS_PLAYER_DATA
ar >> m_aMember[i].m_nSex;
ar.ReadString( m_aMember[i].m_szName, 20 );
#endif // __SYS_PLAYER_DATA
}
}
}
示例2: Write
void CWantedListSnapshot::Write( CAr& ar )
{
ar << m_lRecvTime;
ar << (int)m_wantedList.size();
WANTED_ENTRY_VECTOR::iterator it;
for( it = m_wantedList.begin(); it != m_wantedList.end(); ++it )
{
ar.WriteString( (*it).szPlayer );
ar << (*it).nGold;
ar << (*it).nEnd;
ar.WriteString( (*it).szMsg );
}
}
示例3: Serialize
void CServerDesc::Serialize( CAr & ar )
{
if( ar.IsStoring() )
{
ar << m_uKey;
ar << (short)m_lspJurisdiction.size();
for( list<CJurisdiction*>::iterator i = m_lspJurisdiction.begin(); i != m_lspJurisdiction.end(); ++i )
{
ar << (*i)->m_dwWorldID;
ar << (*i)->m_rect;
ar << (*i)->m_wLeft;
ar << (*i)->m_wRight;
}
ar.WriteString( m_szAddr );
}
else
{
u_long uKey;
ar >> uKey;
SetKey( uKey );
short nSize;
ar >> nSize;
for( int i =0; i < nSize; i++ )
{
CJurisdiction* pJurisdiction = new CJurisdiction;
ar >> pJurisdiction->m_dwWorldID;
ar >> pJurisdiction->m_rect;
ar >> pJurisdiction->m_wLeft;
ar >> pJurisdiction->m_wRight;
m_lspJurisdiction.push_back( pJurisdiction );
}
ar.ReadString( m_szAddr );
}
}
示例4: Serialize
void CItemBase::Serialize( CAr & ar ) // 11 // 20
{
if( ar.IsStoring() )
{
ar << m_dwObjId << m_dwItemId;
ar << m_liSerialNumber;
ar.WriteString( m_szItemText );
}
else
{
ar >> m_dwObjId >> m_dwItemId;
ar >> m_liSerialNumber;
ar.ReadString( m_szItemText, 32 );
}
}
示例5: Serialize
void CArena::Serialize( CAr & ar )
{
ar << m_Online.size();
for( map<u_long, nomember>::iterator itor = m_Online.begin(); itor != m_Online.end(); ++itor )
{
map<u_long, ARENAPLAYER>::iterator it = m_mArenaMap.find( itor->first );
if( it != m_mArenaMap.end() )
{
ar << it->second.nKill;
ar << it->second.nDeath;
ar << it->second.nRow;
ar << it->second.nJob;
ar << it->second.nDeathMatchWin;
ar << it->second.nDeathMatchLose;
ar << it->second.nDuelWin;
ar << it->second.nDuelLose;
ar << (unsigned long)it->second.n64ArenaPoint;
ar.WriteString( LPCTSTR( it->second.szName ) );
}
else //map.size() == ar >> size ( --> nomatch = crash ).
{
ar << 0;
ar << 0;
ar << 0;
ar << 0;
ar << 0;
ar << 0;
ar << 0;
ar << 0;
ar << 0;
ar.WriteString( "Deleted" );
}
}
}
示例6: Serialize
void CDDomTeam::Serialize( CAr & ar )
{
ar << m_TeamPlayer.size();
for( vector<DOMPLAYER>::iterator it = m_TeamPlayer.begin(); it != m_TeamPlayer.end(); ++it )
{
ar << it->nKill;
ar << it->nDeath;
ar << it->nTouch;
ar << it->nCaptureS;
ar << it->nTeam;
ar << it->nJob;
ar << it->nPoint;
ar.WriteString( LPCTSTR( it->strName ) );
}
ar << this->nKill;
ar << this->nDeath;
ar << this->nTouch;
ar << this->nCaptureS;
}
示例7: Serialize
void CUserTaskBar::Serialize( CAr &ar )
{
if( ar.IsStoring() )
{
int nCount = 0;
u_long uOffset = ar.GetOffset();
ar << nCount;
for( int i = 0; i < MAX_SLOT_APPLET; i++ )
{
if( m_aSlotApplet[i].m_dwShortcut != SHORTCUT_NONE ) // 값이 들어있는지 검사
{
ar << i;
ar << m_aSlotApplet[i].m_dwShortcut << m_aSlotApplet[i].m_dwId << m_aSlotApplet[i].m_dwType;
ar << m_aSlotApplet[i].m_dwIndex << m_aSlotApplet[i].m_dwUserId << m_aSlotApplet[i].m_dwData;
if( m_aSlotApplet[i].m_dwShortcut == SHORTCUT_CHAT)
ar.WriteString( m_aSlotApplet[i].m_szString );
nCount++;
}
}
int nBufSize;
LPBYTE lpBuf = ar.GetBuffer( &nBufSize );
*(UNALIGNED int*)( lpBuf + uOffset ) = nCount;
nCount = 0;
uOffset = ar.GetOffset();
ar << nCount;
for( i = 0; i < MAX_SLOT_ITEM_COUNT; i++ )
{
for( int j = 0; j < MAX_SLOT_ITEM; j++ )
{
if( m_aSlotItem[i][j].m_dwShortcut != SHORTCUT_NONE ) // 값이 들어있는지 검사
{
ar << i << j;
ar << m_aSlotItem[i][j].m_dwShortcut << m_aSlotItem[i][j].m_dwId << m_aSlotItem[i][j].m_dwType;
ar << m_aSlotItem[i][j].m_dwIndex << m_aSlotItem[i][j].m_dwUserId << m_aSlotItem[i][j].m_dwData;
if( m_aSlotItem[i][j].m_dwShortcut == SHORTCUT_CHAT)
ar.WriteString( m_aSlotItem[i][j].m_szString );
nCount++;
}
// m_aSlotItem[i][j]이 유효한 숏컷이라면
// ar << i << j << m_aSlotItem[i][j]의 필요한 정보 저장
// if( m_aSlotItem[i][j].m_dwType == SHORTCUT_CHAT )
// ar.WriteString(
}
}
lpBuf = ar.GetBuffer( &nBufSize );
*(UNALIGNED int*)( lpBuf + uOffset ) = nCount;
nCount = 0;
uOffset = ar.GetOffset();
ar << nCount;
for( i = 0; i < MAX_SLOT_QUEUE; i++ )
{
if( m_aSlotQueue[i].m_dwShortcut != SHORTCUT_NONE ) // 값이 들어있는지 검사
{
ar << i;
ar << m_aSlotQueue[i].m_dwShortcut << m_aSlotQueue[i].m_dwId << m_aSlotQueue[i].m_dwType;
ar << m_aSlotQueue[i].m_dwIndex << m_aSlotQueue[i].m_dwUserId << m_aSlotQueue[i].m_dwData;
nCount++;
}
// m_aSlotQueue[i]이 유효한 숏컷이라면
// ar << i << m_aSlotQueue[i]의 필요한 정보 저장
}
ar << m_nActionPoint;
lpBuf = ar.GetBuffer( &nBufSize );
*(UNALIGNED int*)( lpBuf + uOffset ) = nCount;
}
else
{
memset( m_aSlotApplet, 0, sizeof(m_aSlotApplet) );
memset( m_aSlotItem, 0, sizeof(m_aSlotItem) );
memset( m_aSlotQueue, 0, sizeof(m_aSlotQueue) );
int nCount, nIndex;
ar >> nCount; // applet count
for( int i = 0; i < nCount; i++ )
{
ar >> nIndex;
ar >> m_aSlotApplet[nIndex].m_dwShortcut >> m_aSlotApplet[nIndex].m_dwId >> m_aSlotApplet[nIndex].m_dwType;
ar >> m_aSlotApplet[nIndex].m_dwIndex >> m_aSlotApplet[nIndex].m_dwUserId >> m_aSlotApplet[nIndex].m_dwData;
if( m_aSlotApplet[nIndex].m_dwShortcut == SHORTCUT_CHAT)
ar.ReadString( m_aSlotApplet[nIndex].m_szString, MAX_SHORTCUT_STRING );
// ar >> m_aSlotApplet[nIndex]에 아까 넣은 필요한 정보를 넣는다.
}
ar >> nCount; // slot item count
int nIndex2;
for( i = 0; i < nCount; i++ )
{
ar >> nIndex >> nIndex2; // index
ar >> m_aSlotItem[nIndex][nIndex2].m_dwShortcut >> m_aSlotItem[nIndex][nIndex2].m_dwId >> m_aSlotItem[nIndex][nIndex2].m_dwType;
ar >> m_aSlotItem[nIndex][nIndex2].m_dwIndex >> m_aSlotItem[nIndex][nIndex2].m_dwUserId >> m_aSlotItem[nIndex][nIndex2].m_dwData;
if( m_aSlotItem[nIndex][nIndex2].m_dwShortcut == SHORTCUT_CHAT)
ar.ReadString( m_aSlotItem[nIndex][nIndex2].m_szString, MAX_SHORTCUT_STRING );
}
ar >> nCount;
for( i = 0; i < nCount; i++ )
//.........这里部分代码省略.........
示例8: Serialize
void CMover::Serialize( CAr & ar )
{
CCtrl::Serialize( ar ); // 25
DWORD dwGold;
if( ar.IsStoring() ) // STORING
{
ar << (u_short)m_dwMotion;
ar << (u_char)m_bPlayer;
ar << m_nHitPoint;
ar << m_pActMover->GetState();
ar << m_pActMover->GetStateFlag();
ar << (u_char)m_dwBelligerence;
#if __VER >= 15 // __PETVIS
ar << m_dwMoverSfxId;
#endif // __PETVIS
if( m_bPlayer ) // PLAYER
{
ar.WriteString( m_szName );
ar << GetSex();
ar << (u_char)m_dwSkinSet;
ar << (u_char)m_dwHairMesh;
ar << m_dwHairColor;
ar << (u_char)m_dwHeadMesh;
ar << m_idPlayer;
ar << (u_char)m_nJob;
ar << (u_short)m_nStr;
ar << (u_short)m_nSta;
ar << (u_short)m_nDex;
ar << (u_short)m_nInt;
ar << (u_short)m_nLevel;
ar << m_nFuel;
ar << m_tmAccFuel;
if( m_idGuild > 0 )
{
ar << (u_char)1;
ar << m_idGuild;
ar << m_idWar;
}
else
{
ar << (u_char)0;
}
ar << m_idGuildCloak;
if( m_idparty > 0 )
{
ar << (u_char)1;
ar << m_idparty;
ar << m_idDuelParty;
}
else
{
ar << (u_char)0;
}
ar << (char)m_dwAuthorization;
ar << m_dwMode;
ar << m_dwStateMode;
#ifdef __WORLDSERVER
CItemElem* pItemElem = m_Inventory.GetAtId( m_dwUseItemId );
if( pItemElem )
ar << pItemElem->GetProp()->dwID;
else
ar << (OBJID)0;
#else // __WORLDSERVER
ar << m_dwUseItemId;
#endif // __WORLDSERVER
#if __VER >= 8 // __S8_PK
if( m_dwPKTime > 0 )
#ifdef __WORLDSERVER
ar << ( m_dwPKTime - GetTickCount() );
#else // __WORLDSERVER
ar << m_dwPKTime;
#endif // __WORLDSERVER
else
ar << m_dwPKTime;
ar << m_nPKValue;
ar << m_dwPKPropensity;
ar << m_dwPKExp;
#else // __VER >= 8 // __S8_PK
ar << (u_short)m_nNumKill;
ar << m_nSlaughter;
#endif // __VER >= 8 // __S8_PK
ar << m_nFame;
ar << (u_char)m_nDuel;
#if __VER >= 13 // __HONORABLE_TITLE // 달인
ar << m_nHonor; // 달인선택
#endif // __HONORABLE_TITLE // 달인
{
int i;
for( i = 0; i < MAX_HUMAN_PARTS; i ++ )
{
ar << m_aEquipInfo[i].nOption;
}
}
ar << m_nGuildCombatState;
for( int j = 0 ; j < SM_MAX ; ++j )
ar << m_dwSMTime[j];
//.........这里部分代码省略.........