本文整理汇总了C++中FSerializer::isWriting方法的典型用法代码示例。如果您正苦于以下问题:C++ FSerializer::isWriting方法的具体用法?C++ FSerializer::isWriting怎么用?C++ FSerializer::isWriting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FSerializer
的用法示例。
在下文中一共展示了FSerializer::isWriting方法的4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: StaticSerializeTranslations
void FRemapTable::StaticSerializeTranslations(FSerializer &arc)
{
if (arc.BeginArray("translations"))
{
// Does this level have custom translations?
FRemapTable *trans;
int w;
if (arc.isWriting())
{
for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
{
trans = translationtables[TRANSLATION_LevelScripted][i];
if (trans != NULL && !trans->IsIdentity())
{
if (arc.BeginObject(nullptr))
{
arc("index", i);
trans->Serialize(arc);
arc.EndObject();
}
}
}
}
else
{
while (arc.BeginObject(nullptr))
{
arc("index", w);
trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
if (trans == NULL)
{
trans = new FRemapTable;
translationtables[TRANSLATION_LevelScripted].SetVal(w, trans);
}
trans->Serialize(arc);
arc.EndObject();
}
}
arc.EndArray();
}
}
示例2: P_SerializeSounds
void P_SerializeSounds(FSerializer &arc)
{
S_SerializeSounds(arc);
DSeqNode::SerializeSequences (arc);
const char *name = NULL;
BYTE order;
if (arc.isWriting())
{
order = S_GetMusic(&name);
}
arc.StringPtr("musicname", name)
("musicorder", order);
if (arc.isReading())
{
if (!S_ChangeMusic(name, order))
if (level.cdtrack == 0 || !S_ChangeCDMusic(level.cdtrack, level.cdid))
S_ChangeMusic(level.Music, level.musicorder);
}
}
示例3: 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(§ors[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.........
示例4: P_SerializePlayers
void P_SerializePlayers(FSerializer &arc, bool skipload)
{
int numPlayers, numPlayersNow;
int i;
// Count the number of players present right now.
for (numPlayersNow = 0, i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
++numPlayersNow;
}
}
if (arc.isWriting())
{
// Record the number of players in this save.
arc("numplayers", numPlayersNow);
if (arc.BeginArray("players"))
{
// Record each player's name, followed by their data.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
if (arc.BeginObject(nullptr))
{
const char *n = players[i].userinfo.GetName();
arc.StringPtr("playername", n);
players[i].Serialize(arc);
arc.EndObject();
}
}
}
arc.EndArray();
}
}
else
{
arc("numplayers", numPlayers);
if (arc.BeginArray("players"))
{
// If there is only one player in the game, they go to the
// first player present, no matter what their name.
if (numPlayers == 1)
{
ReadOnePlayer(arc, skipload);
}
else
{
ReadMultiplePlayers(arc, numPlayers, numPlayersNow, skipload);
}
arc.EndArray();
}
if (!skipload && numPlayersNow > numPlayers)
{
SpawnExtraPlayers();
}
// Redo pitch limits, since the spawned player has them at 0.
players[consoleplayer].SendPitchLimits();
}
}