当前位置: 首页>>代码示例>>C++>>正文


C++ OutSaveFile::writeSint32BE方法代码示例

本文整理汇总了C++中common::OutSaveFile::writeSint32BE方法的典型用法代码示例。如果您正苦于以下问题:C++ OutSaveFile::writeSint32BE方法的具体用法?C++ OutSaveFile::writeSint32BE怎么用?C++ OutSaveFile::writeSint32BE使用的例子?那么恭喜您, 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common::OutSaveFile的用法示例。


在下文中一共展示了OutSaveFile::writeSint32BE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: writeCompleteSaveFile

bool DMEngine::writeCompleteSaveFile(int16 saveSlot, Common::String& saveDescription, int16 saveAndPlayChoice) {
    Common::String savefileName = getSavefileName(saveSlot);
    Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
    Common::OutSaveFile *file = saveFileManager->openForSaving(savefileName);

    if (!file)
        return false;

    writeSaveGameHeader(file, saveDescription);

    file->writeSint32BE(_gameVersion->_saveTargetToWrite);
    file->writeSint32BE(1); // save version
    file->writeSint32BE(_gameVersion->_origSaveFormatToWrite);
    file->writeSint32BE(_gameVersion->_origPlatformToWrite);

    // Was _gameID, useless.
    file->writeSint32BE(0);
    file->writeUint16BE(_dungeonId);

    // write C0_SAVE_PART_GLOBAL_DATA part
    file->writeSint32BE(_gameTime);
    //L1348_s_GlobalData.LastRandomNumber = G0349_ul_LastRandomNumber;
    file->writeUint16BE(_championMan->_partyChampionCount);
    file->writeSint16BE(_dungeonMan->_partyMapX);
    file->writeSint16BE(_dungeonMan->_partyMapY);
    file->writeUint16BE(_dungeonMan->_partyDir);
    file->writeByte(_dungeonMan->_partyMapIndex);
    file->writeSint16BE(_championMan->_leaderIndex);
    file->writeSint16BE(_championMan->_magicCasterChampionIndex);
    file->writeUint16BE(_timeline->_eventCount);
    file->writeUint16BE(_timeline->_firstUnusedEventIndex);
    file->writeUint16BE(_timeline->_eventMaxCount);
    file->writeUint16BE(_groupMan->_currActiveGroupCount);
    file->writeSint32BE(_projexpl->_lastCreatureAttackTime);
    file->writeSint32BE(_projexpl->_lastPartyMovementTime);
    file->writeSint16BE(_disabledMovementTicks);
    file->writeSint16BE(_projectileDisableMovementTicks);
    file->writeSint16BE(_lastProjectileDisabledMovementDirection);
    file->writeUint16BE(_championMan->_leaderHandObject.toUint16());
    file->writeUint16BE(_groupMan->_maxActiveGroupCount);

    // write C1_SAVE_PART_ACTIVE_GROUP part
    _groupMan->saveActiveGroupPart(file);
    // write C2_SAVE_PART_PARTY part
    _championMan->savePartyPart2(file);
    // write C3_SAVE_PART_EVENTS part
    _timeline->saveEventsPart(file);
    // write C4_SAVE_PART_TIMELINE part
    _timeline->saveTimelinePart(file);

    // write sentinel
    file->writeUint32BE(0x6f85e3d3);

    // save _g278_dungeonFileHeader
    DungeonFileHeader &header = _dungeonMan->_dungeonFileHeader;
    file->writeUint16BE(header._ornamentRandomSeed);
    file->writeUint16BE(header._rawMapDataSize);
    file->writeByte(header._mapCount);
    file->writeByte(0); // to match the structure of dungeon.dat, will be discarded
    file->writeUint16BE(header._textDataWordCount);
    file->writeUint16BE(header._partyStartLocation);
    file->writeUint16BE(header._squareFirstThingCount);
    for (uint16 i = 0; i < 16; ++i)
        file->writeUint16BE(header._thingCounts[i]);

    // save _g277_dungeonMaps
    for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._mapCount; ++i) {
        Map &map = _dungeonMan->_dungeonMaps[i];

        file->writeUint16BE(map._rawDunDataOffset);
        file->writeUint32BE(0); // to match the structure of dungeon.dat, will be discarded
        file->writeByte(map._offsetMapX);
        file->writeByte(map._offsetMapY);

        uint16 tmp;
        tmp = ((map._height & 0x1F) << 11) | ((map._width & 0x1F) << 6) | (map._level & 0x3F);
        file->writeUint16BE(tmp);

        tmp = ((map._randFloorOrnCount & 0xF) << 12) | ((map._floorOrnCount & 0xF) << 8)
              | ((map._randWallOrnCount & 0xF) << 4) | (map._wallOrnCount & 0xF);
        file->writeUint16BE(tmp);

        tmp = ((map._difficulty & 0xF) << 12) | ((map._creatureTypeCount & 0xF) << 4) | (map._doorOrnCount & 0xF);
        file->writeUint16BE(tmp);

        tmp = ((map._doorSet1 & 0xF) << 12) | ((map._doorSet0 & 0xF) << 8)
              | ((map._wallSet & 0xF) << 4) | (map._floorSet & 0xF);
        file->writeUint16BE(tmp);
    }

    // save _g280_dungeonColumnsCumulativeSquareThingCount
    for (uint16 i = 0; i < _dungeonMan->_dungeonColumCount; ++i)
        file->writeUint16BE(_dungeonMan->_dungeonColumnsCumulativeSquareThingCount[i]);

    // save _g283_squareFirstThings
    for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._squareFirstThingCount; ++i)
        file->writeUint16BE(_dungeonMan->_squareFirstThings[i].toUint16());

    // save _g260_dungeonTextData
    for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._textDataWordCount; ++i)
//.........这里部分代码省略.........
开发者ID:mikeliturbe,项目名称:scummvm,代码行数:101,代码来源:loadsave.cpp


注:本文中的common::OutSaveFile::writeSint32BE方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。