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C++ FSerializer::ReadObjects方法代码示例

本文整理汇总了C++中FSerializer::ReadObjects方法的典型用法代码示例。如果您正苦于以下问题:C++ FSerializer::ReadObjects方法的具体用法?C++ FSerializer::ReadObjects怎么用?C++ FSerializer::ReadObjects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FSerializer的用法示例。


在下文中一共展示了FSerializer::ReadObjects方法的1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: G_SerializeLevel

void G_SerializeLevel(FSerializer &arc, bool hubload)
{
	int i = level.totaltime;

	if (arc.isWriting())
	{
		arc.Array("checksum", level.md5, 16);
	}
	else
	{
		// prevent bad things from happening by doing a check on the size of level arrays and the map's entire checksum.
		// The old code happily tried to load savegames with any mismatch here, often causing meaningless errors
		// deep down in the deserializer or just a crash if the few insufficient safeguards were not triggered.
		BYTE chk[16] = { 0 };
		arc.Array("checksum", chk, 16);
		if (arc.GetSize("linedefs") != (unsigned)numlines ||
			arc.GetSize("sidedefs") != (unsigned)numsides ||
			arc.GetSize("sectors") != (unsigned)numsectors ||
			arc.GetSize("polyobjs") != (unsigned)po_NumPolyobjs ||
			memcmp(chk, level.md5, 16))
		{
			I_Error("Savegame is from a different level");
		}
	}
	arc("saveversion", SaveVersion);

	Renderer->StartSerialize(arc);
	if (arc.isReading())
	{
		DThinker::DestroyAllThinkers();
		interpolator.ClearInterpolations();
		arc.ReadObjects(hubload);
	}

	arc("level.flags", level.flags)
		("level.flags2", level.flags2)
		("level.fadeto", level.fadeto)
		("level.found_secrets", level.found_secrets)
		("level.found_items", level.found_items)
		("level.killed_monsters", level.killed_monsters)
		("level.total_secrets", level.total_secrets)
		("level.total_items", level.total_items)
		("level.total_monsters", level.total_monsters)
		("level.gravity", level.gravity)
		("level.aircontrol", level.aircontrol)
		("level.teamdamage", level.teamdamage)
		("level.maptime", level.maptime)
		("level.totaltime", i)
		("level.skytexture1", level.skytexture1)
		("level.skytexture2", level.skytexture2);

	// Hub transitions must keep the current total time
	if (!hubload)
		level.totaltime = i;

	if (arc.isReading())
	{
		sky1texture = level.skytexture1;
		sky2texture = level.skytexture2;
		R_InitSkyMap();
		G_AirControlChanged();
	}



	// fixme: This needs to ensure it reads from the correct place. Should be one once there's enough of this code converted to JSON

	FBehavior::StaticSerializeModuleStates(arc);
	// The order here is important: First world state, then portal state, then thinkers, and last polyobjects.
	arc.Array("linedefs", lines, &loadlines[0], numlines);
	arc.Array("sidedefs", sides, &loadsides[0], numsides);
	arc.Array("sectors", sectors, &loadsectors[0], numsectors);
	arc("zones", Zones);
	arc("lineportals", linePortals);
	arc("sectorportals", sectorPortals);
	if (arc.isReading()) P_CollectLinkedPortals();

	DThinker::SerializeThinkers(arc, !hubload);
	arc.Array("polyobjs", polyobjs, po_NumPolyobjs);
	arc("subsectors", subsectors);
	StatusBar->SerializeMessages(arc);
	AM_SerializeMarkers(arc);
	FRemapTable::StaticSerializeTranslations(arc);
	FCanvasTextureInfo::Serialize(arc);
	P_SerializePlayers(arc, hubload);
	P_SerializeSounds(arc);

	if (arc.isReading())
	{
		for (int i = 0; i < numsectors; i++)
		{
			P_Recalculate3DFloors(&sectors[i]);
		}
		for (int i = 0; i < MAXPLAYERS; ++i)
		{
			if (playeringame[i] && players[i].mo != NULL)
			{
				players[i].mo->SetupWeaponSlots();
			}
		}
//.........这里部分代码省略.........
开发者ID:XaserAcheron,项目名称:zdoom,代码行数:101,代码来源:p_saveg.cpp


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