本文整理汇总了C++中common::OutSaveFile::writeUint32LE方法的典型用法代码示例。如果您正苦于以下问题:C++ OutSaveFile::writeUint32LE方法的具体用法?C++ OutSaveFile::writeUint32LE怎么用?C++ OutSaveFile::writeUint32LE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类common::OutSaveFile
的用法示例。
在下文中一共展示了OutSaveFile::writeUint32LE方法的11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: saveGame
bool AvalancheEngine::saveGame(const int16 slot, const Common::String &desc) {
Common::String fileName = getSaveFileName(slot);
Common::OutSaveFile *f = g_system->getSavefileManager()->openForSaving(fileName);
if (!f) {
warning("Can't create file '%s', game not saved.", fileName.c_str());
return false;
}
f->writeUint32LE(MKTAG('A', 'V', 'A', 'L'));
// Write version. We can't restore from obsolete versions.
f->writeByte(kSavegameVersion);
f->writeUint32LE(desc.size());
f->write(desc.c_str(), desc.size());
Graphics::saveThumbnail(*f);
TimeDate t;
_system->getTimeAndDate(t);
f->writeSint16LE(t.tm_mday);
f->writeSint16LE(t.tm_mon);
f->writeSint16LE(t.tm_year);
_totalTime += getTimeInSeconds() - _startTime;
Common::Serializer sz(NULL, f);
synchronize(sz);
f->finalize();
delete f;
return true;
}
示例2: saveGameState
Common::Error SavesManager::saveGameState(int slot, const Common::String &desc) {
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(
generateSaveName(slot));
if (!out)
return Common::kCreatingFileFailed;
// Push map and party data to the save archives
Map &map = *g_vm->_map;
map.saveMaze();
// Write the savegame header
XeenSavegameHeader header;
header._saveName = desc;
writeSavegameHeader(out, header);
// Loop through saving the sides' save archives
SaveArchive *archives[2] = { File::_xeenSave, File::_darkSave };
for (int idx = 0; idx < 2; ++idx) {
if (archives[idx]) {
archives[idx]->save(*out);
} else {
// Side isn't present
out->writeUint32LE(0);
}
}
// Write out miscellaneous
FileManager &files = *g_vm->_files;
files.save(*out);
out->finalize();
delete out;
return Common::kNoError;
}
示例3: saveHiscore
void Minigame::saveHiscore(int minigameNum, int score) {
Common::String filename = _vm->getTargetName() + "-highscore.dat";
Common::OutSaveFile *file = g_system->getSavefileManager()->openForSaving(filename);
if (file) {
// Reserve a byte for future usage (rarely a bad idea, you never know...)
file->writeByte(0);
_hiScoreTable[minigameNum] = score;
for (int i = 0; i < kMinigameCount; ++i)
file->writeUint32LE(_hiScoreTable[i]);
delete file;
}
}
示例4: savegame
bool NeverhoodEngine::savegame(const char *filename, const char *description) {
Common::OutSaveFile *out;
if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
warning("Can't create file '%s', game not saved", filename);
return false;
}
TimeDate curTime;
g_system->getTimeAndDate(curTime);
// Header start
out->writeUint32LE(NEVERHOOD_SAVEGAME_VERSION);
byte descriptionLen = strlen(description);
out->writeByte(descriptionLen);
out->write(description, descriptionLen);
Graphics::saveThumbnail(*out);
// Not used yet, reserved for future usage
out->writeByte(0);
out->writeUint32LE(0);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
out->writeUint32LE(saveDate);
out->writeUint32LE(saveTime);
out->writeUint32LE(playTime);
// Header end
_gameVars->setGlobalVar(V_CURRENT_SCENE, _gameState.sceneNum);
_gameVars->setGlobalVar(V_CURRENT_SCENE_WHICH, _gameState.which);
_gameVars->saveState(out);
out->finalize();
delete out;
return true;
}
示例5: DoSave
/**
* DoSave
*/
static void DoSave() {
Common::OutSaveFile *f;
const char *fname;
// Next getList() must do its stuff again
NeedLoad = true;
if (SaveSceneName == NULL)
SaveSceneName = NewName();
if (SaveSceneDesc[0] == 0)
SaveSceneDesc = "unnamed";
fname = SaveSceneName;
f = _vm->getSaveFileMan()->openForSaving(fname);
Common::Serializer s(0, f);
if (f == NULL)
goto save_failure;
// Write out a savegame header
SaveGameHeader hdr;
hdr.id = SAVEGAME_ID;
hdr.size = SAVEGAME_HEADER_SIZE;
hdr.ver = CURRENT_VER;
memcpy(hdr.desc, SaveSceneDesc, SG_DESC_LEN);
hdr.desc[SG_DESC_LEN - 1] = 0;
g_system->getTimeAndDate(hdr.dateTime);
if (!syncSaveGameHeader(s, hdr) || f->err()) {
goto save_failure;
}
DoSync(s);
// Write out the special Id for Discworld savegames
f->writeUint32LE(0xFEEDFACE);
if (f->err())
goto save_failure;
f->finalize();
delete f;
return;
save_failure:
if (f) {
delete f;
_vm->getSaveFileMan()->removeSavefile(fname);
}
GUI::MessageDialog dialog("Failed to save game state to file.");
dialog.runModal();
}
示例6: savegame
void BbvsEngine::savegame(const char *filename, const char *description) {
Common::OutSaveFile *out;
if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
warning("Can't create file '%s', game not saved", filename);
return;
}
TimeDate curTime;
g_system->getTimeAndDate(curTime);
// Header start
out->writeUint32LE(BBVS_SAVEGAME_VERSION);
byte descriptionLen = strlen(description);
out->writeByte(descriptionLen);
out->write(description, descriptionLen);
Graphics::saveThumbnail(*out);
// Not used yet, reserved for future usage
out->writeByte(0);
out->writeUint32LE(0);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
out->writeUint32LE(saveDate);
out->writeUint32LE(saveTime);
out->writeUint32LE(playTime);
// Header end
out->write(_snapshot, _snapshotStream->pos());
out->finalize();
delete out;
}
示例7:
int16 GameDatabaseV3::savegame(const char *filename, const char *description, int16 version) {
Common::OutSaveFile *out;
char desc[64];
int16 result = 0;
uint32 size = 4 + 4 + 2 + _gameStateSize;
if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
warning("Can't create file '%s', game not saved", filename);
return 6;
}
strncpy(desc, description, 64);
out->writeUint32BE(MKTAG('S','G','A','M'));
out->writeUint32LE(size);
out->writeUint16LE(version);
out->write(desc, 64);
out->write(_gameState, _gameStateSize);
delete out;
return result;
}
示例8: saveGame
bool BladeRunnerEngine::saveGame(const Common::String &filename, byte *thumbnail) {
warning("BladeRunnerEngine::saveGame not finished");
if (!playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript()) {
return false;
}
Common::OutSaveFile *commonSaveFile = getSaveFileManager()->openForSaving(filename, false);
if (commonSaveFile->err()) {
return false;
}
SaveFileWriteStream s;
s.padBytes(9600); // TODO: thumbnail
s.writeFloat(-1.0f);
_settings->save(s);
_scene->save(s);
_scene->_exits->save(s);
_scene->_regions->save(s);
_scene->_set->save(s);
for (uint i = 0; i != _gameInfo->getGlobalVarCount(); ++i) {
s.writeInt(_gameVars[i]);
}
_music->save(s);
// _audioPlayer->save(s) // zero func
// _audioSpeech->save(s) // zero func
_combat->save(s);
_gameFlags->save(s);
_items->save(s);
_sceneObjects->save(s);
_ambientSounds->save(s);
_overlays->save(s);
_spinner->save(s);
_scores->save(s);
_dialogueMenu->save(s);
_obstacles->save(s);
_actorDialogueQueue->save(s);
_waypoints->save(s);
for (uint i = 0; i != _gameInfo->getActorCount(); ++i) {
_actors[i]->save(s);
int animationState, animationFrame, animationStateNext, nextAnimation;
_aiScripts->queryAnimationState(i, &animationState, &animationFrame, &animationStateNext, &nextAnimation);
s.writeInt(animationState);
s.writeInt(animationFrame);
s.writeInt(animationStateNext);
s.writeInt(nextAnimation);
}
_actors[kActorVoiceOver]->save(s);
_policeMaze->save(s);
_crimesDatabase->save(s);
s.finalize();
assert(0 && "ok");
commonSaveFile->writeUint32LE(s.size() + 4);
commonSaveFile->write(s.getData(), s.size());
return !commonSaveFile->err();
}
示例9: save
void SagaEngine::save(const char *fileName, const char *saveName) {
Common::OutSaveFile *out;
char title[TITLESIZE];
if (!(out = _saveFileMan->openForSaving(fileName))) {
return;
}
_saveHeader.type = MKTAG('S','A','G','A');
_saveHeader.size = 0;
_saveHeader.version = CURRENT_SAGA_VER;
// Note that IHNM has a smaller save title size than ITE
// We allocate the ITE save title size here, to preserve
// savegame backwards compatibility
Common::strlcpy(_saveHeader.name, saveName, SAVE_TITLE_SIZE);
out->writeUint32BE(_saveHeader.type);
out->writeUint32LE(_saveHeader.size);
out->writeUint32LE(_saveHeader.version);
out->write(_saveHeader.name, sizeof(_saveHeader.name));
// Original game title
memset(title, 0, TITLESIZE);
Common::strlcpy(title, _gameTitle.c_str(), TITLESIZE);
out->write(title, TITLESIZE);
// Thumbnail
// First draw scene without save dialog
int oldMode = _interface->getMode();
_interface->setMode(kPanelMain);
_render->drawScene();
Graphics::saveThumbnail(*out);
_interface->setMode(oldMode);
// Date / time
TimeDate curTime;
_system->getTimeAndDate(curTime);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
out->writeUint32BE(saveDate);
out->writeUint16BE(saveTime);
out->writeUint32BE(playTime);
// Surrounding scene
out->writeSint32LE(_scene->getOutsetSceneNumber());
#ifdef ENABLE_IHNM
if (getGameId() == GID_IHNM) {
out->writeSint32LE(_scene->currentChapterNumber());
out->writeSint32LE(0); // obsolete, was used for the protagonist
out->writeSint32LE(_scene->getCurrentMusicTrack());
out->writeSint32LE(_scene->getCurrentMusicRepeat());
}
#endif
// Inset scene
out->writeSint32LE(_scene->currentSceneNumber());
#ifdef ENABLE_IHNM
if (getGameId() == GID_IHNM) {
out->writeUint32LE(_globalFlags);
for (int i = 0; i < ARRAYSIZE(_ethicsPoints); i++)
out->writeSint16LE(_ethicsPoints[i]);
}
#endif
_interface->saveState(out);
_actor->saveState(out);
out->writeSint16LE(_script->_commonBuffer.size());
out->write(_script->_commonBuffer.getBuffer(), _script->_commonBuffer.size());
// ISO map x, y coordinates for ITE
if (getGameId() == GID_ITE) {
out->writeSint16LE(_isoMap->getMapPosition().x);
out->writeSint16LE(_isoMap->getMapPosition().y);
}
out->finalize();
if (out->err())
warning("Can't write file '%s'. (Disk full?)", fileName);
delete out;
_interface->resetSaveReminder();
}
示例10: savegame
void ToltecsEngine::savegame(const char *filename, const char *description) {
Common::OutSaveFile *out;
if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
warning("Can't create file '%s', game not saved", filename);
return;
}
TimeDate curTime;
g_system->getTimeAndDate(curTime);
// Header start
out->writeUint32LE(TOLTECS_SAVEGAME_VERSION);
byte descriptionLen = strlen(description);
out->writeByte(descriptionLen);
out->write(description, descriptionLen);
Graphics::saveThumbnail(*out);
// Not used yet, reserved for future usage
out->writeByte(0);
out->writeUint32LE(0);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
out->writeUint32LE(saveDate);
out->writeUint32LE(saveTime);
out->writeUint32LE(playTime);
// Header end
out->writeUint16LE(_cameraX);
out->writeUint16LE(_cameraY);
out->writeUint16LE(_cameraHeight);
out->writeUint16LE(_guiHeight);
out->writeUint16LE(_sceneWidth);
out->writeUint16LE(_sceneHeight);
out->writeUint32LE(_sceneResIndex);
out->writeUint16LE(_walkSpeedX);
out->writeUint16LE(_walkSpeedY);
out->writeUint32LE(_counter01);
out->writeUint32LE(_counter02);
out->writeByte(_movieSceneFlag ? 1 : 0);
out->writeByte(_flag01);
out->writeUint16LE(_mouseX);
out->writeUint16LE(_mouseY);
out->writeUint16LE(_mouseDisabled);
_palette->saveState(out);
_script->saveState(out);
_anim->saveState(out);
_screen->saveState(out);
_sound->saveState(out);
_music->saveState(out);
out->finalize();
delete out;
}
示例11: writeSavegame
bool GameLoader::writeSavegame(Scene *sc, const char *fname) {
GameVar *v = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
if (!v) {
v = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0);
if (!v) {
warning("No state to save");
return false;
}
}
SaveHeader header;
v->setSubVarAsInt("Scene", sc->_sceneId);
saveScenePicAniInfos(sc->_sceneId);
memset(&header, 0, sizeof(header));
header.version = 48; // '0'
strcpy(header.magic, "FullPipe Savegame");
header.updateCounter = _updateCounter;
header.unkField = 1;
Common::MemoryWriteStreamDynamic stream;
MfcArchive *archive = new MfcArchive(&stream);
v = _gameVar->getSubVarByName("OBJSTATES");
GameVar *nxt = 0;
GameVar *prv = 0;
GameVar *par;
if (v) {
nxt = v->_nextVarObj;
prv = v->_prevVarObj;
par = v->_parentVarObj;
v->_parentVarObj = 0;
v->_nextVarObj = 0;
v->_prevVarObj = 0;
}
archive->writeObject(v);
if (v) {
v->_parentVarObj = par;
v->_nextVarObj = nxt;
v->_prevVarObj = prv;
}
getGameLoaderInventory()->savePartial(*archive);
archive->writeUint32LE(_sc2array.size());
debugC(3, kDebugLoading, "Saving %d infos", _sc2array.size());
for (uint i = 0; i < _sc2array.size(); i++) {
archive->writeUint32LE(_sc2array[i]._picAniInfosCount);
if (_sc2array[i]._picAniInfosCount)
debugC(3, kDebugLoading, "Count %d: %d", i, _sc2array[i]._picAniInfosCount);
for (uint j = 0; j < _sc2array[i]._picAniInfosCount; j++) {
_sc2array[i]._picAniInfos[j]->save(*archive);
}
}
header.encSize = stream.size();
// Now obfuscate the data
for (uint i = 0; i < header.encSize; i++)
stream.getData()[i] += i & 0x7f;
if (_savegameCallback)
_savegameCallback(archive, true);
// Now dump it into save file
Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(fname);
if (!saveFile) {
warning("Cannot open file for writing: %s", fname);
return false;
}
saveFile->writeUint32LE(header.version);
saveFile->write(header.magic, 32);
saveFile->writeUint32LE(header.updateCounter);
saveFile->writeUint32LE(header.unkField);
saveFile->writeUint32LE(header.encSize);
debugC(3, kDebugLoading, "version: %d magic: %s updateCounter: %d unkField: %d encSize: %d, pos: %d",
header.version, header.magic, header.updateCounter, header.unkField, header.encSize, saveFile->pos());
saveFile->write(stream.getData(), stream.size());
uint headerPos = saveFile->pos();
FullpipeSavegameHeader header2;
strcpy(header2.id, "SVMCR");
header2.version = FULLPIPE_SAVEGAME_VERSION;
//.........这里部分代码省略.........