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C++ Serializer::isLoading方法代码示例

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


在下文中一共展示了Serializer::isLoading方法的15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: syncCT

static void syncCT(Common::Serializer &s) {
	int v = (_vm->_polyStruct) ? 1 : 0;
	s.syncAsSint32LE(v);
	if (s.isLoading())
		_vm->_polyStruct = (v != 0) ? &_vm->_polyStructNorm : NULL;

	if (v == 0)
		// There is no further data to load or save
		return;

	s.syncAsSint16LE(numberOfWalkboxes);

	if (numberOfWalkboxes) {
		for (int i = 0; i < numberOfWalkboxes; ++i)
			s.syncAsSint16LE(walkboxColor[i]);
		for (int i = 0; i < numberOfWalkboxes; ++i)
			s.syncAsSint16LE(walkboxState[i]);
	}

	for (int i = 0; i < 10; i++) {
		v = 0;
		if (s.isSaving()) v = (persoTable[i]) ? 1 : 0;
		s.syncAsSint32LE(v);

		if (s.isLoading())
			// Set up the pointer for the next structure
			persoTable[i] = (v == 0) ? NULL : (persoStruct *)mallocAndZero(sizeof(persoStruct));

		if (v != 0)
			syncPerso(s, *persoTable[i]);
	}
}
开发者ID:33d,项目名称:scummvm,代码行数:32,代码来源:saveload.cpp

示例2: DoSync

static bool DoSync(Common::Serializer &s, int numInterp) {
	int	sg = 0;

	if (TinselV2) {
		if (s.isSaving())
			g_restoreCD = GetCurrentCD();
		s.syncAsSint16LE(g_restoreCD);
	}

	if (TinselV2 && s.isLoading())
		HoldItem(INV_NOICON);

	syncSavedData(s, *g_srsd, numInterp);
	syncGlobInfo(s);		// Glitter globals
	syncInvInfo(s);			// Inventory data

	// Held object
	if (s.isSaving())
		sg = WhichItemHeld();
	s.syncAsSint32LE(sg);
	if (s.isLoading()) {
		if (sg != -1 && !GetIsInvObject(sg))
			// Not a valid inventory object, so return false
			return false;

		if (TinselV2)
			g_thingHeld = sg;
		else
			HoldItem(sg);
	}

	syncTimerInfo(s);		// Timer data
	if (!TinselV2)
		syncPolyInfo(s);		// Dead polygon data
	syncSCdata(s);			// Hook Scene and delayed scene

	s.syncAsSint32LE(*g_SaveSceneSsCount);

	if (*g_SaveSceneSsCount != 0) {
		SAVED_DATA *sdPtr = g_SaveSceneSsData;
		for (int i = 0; i < *g_SaveSceneSsCount; ++i, ++sdPtr)
			syncSavedData(s, *sdPtr, numInterp);

		// Flag that there is a saved scene to return to. Note that in this context 'saved scene'
		// is a stored scene to return to from another scene, such as from the Summoning Book close-up
		// in Discworld 1 to whatever scene Rincewind was in prior to that
		g_ASceneIsSaved = true;
	}

	if (!TinselV2)
		syncAllActorsAlive(s);

	return true;
}
开发者ID:,项目名称:,代码行数:54,代码来源:

示例3: syncScript

void syncScript(Common::Serializer &s, scriptInstanceStruct *entry) {
	int numScripts = 0;
	uint32 dummyLong = 0;
	uint16 dummyWord = 0;

	if (s.isSaving()) {
		// Figure out the number of scripts to save
		scriptInstanceStruct* pCurrent = entry->nextScriptPtr;
		while (pCurrent) {
			++numScripts;
			pCurrent = pCurrent->nextScriptPtr;
		}
	}
	s.syncAsSint16LE(numScripts);

	scriptInstanceStruct *ptr = entry->nextScriptPtr;
	for (int i = 0; i < numScripts; ++i) {
		if (s.isLoading())
			ptr = (scriptInstanceStruct *)mallocAndZero(sizeof(scriptInstanceStruct));

		s.syncAsUint16LE(dummyWord);
		s.syncAsSint16LE(ptr->ccr);
		s.syncAsSint16LE(ptr->scriptOffset);
		s.syncAsUint32LE(dummyLong);
		s.syncAsSint16LE(ptr->dataSize);
		s.syncAsSint16LE(ptr->scriptNumber);
		s.syncAsSint16LE(ptr->overlayNumber);
		s.syncAsSint16LE(ptr->sysKey);
		s.syncAsSint16LE(ptr->freeze);
		s.syncAsSint16LE(ptr->type);
		s.syncAsSint16LE(ptr->var16);
		s.syncAsSint16LE(ptr->var18);
		s.syncAsSint16LE(ptr->var1A);

		s.syncAsSint16LE(ptr->dataSize);

		if (ptr->dataSize) {
			if (s.isLoading())
				ptr->data = (byte *)mallocAndZero(ptr->dataSize);
			s.syncBytes(ptr->data, ptr->dataSize);
		}

		if (s.isLoading()) {
			ptr->nextScriptPtr = NULL;
			entry->nextScriptPtr = ptr;
			entry = ptr;
		} else {
			ptr = ptr->nextScriptPtr;
		}
	}
}
开发者ID:33d,项目名称:scummvm,代码行数:51,代码来源:saveload.cpp

示例4: saveLoadWithSerializer

void Player_AD::saveLoadWithSerializer(Common::Serializer &s) {
	Common::StackLock lock(_mutex);

	if (s.getVersion() < VER(95)) {
		IMuse *dummyImuse = IMuse::create(_vm->_system, NULL, NULL);
		dummyImuse->saveLoadIMuse(s, _vm, false);
		delete dummyImuse;
		return;
	}

	if (s.getVersion() >= VER(96)) {
		int32 res[4] = {
			_musicResource, _sfx[0].resource, _sfx[1].resource, _sfx[2].resource
		};

		// The first thing we save is a list of sound resources being played
		// at the moment.
		s.syncArray(res, 4, Common::Serializer::Sint32LE);

		// If we are loading start the music again at this point.
		if (s.isLoading()) {
			if (res[0] != -1) {
				startSound(res[0]);
			}
		}

		uint32 musicOffset = _curOffset;

		s.syncAsSint32LE(_engineMusicTimer, VER(96));
		s.syncAsUint32LE(_musicTimer, VER(96));
		s.syncAsUint32LE(_internalMusicTimer, VER(96));
		s.syncAsUint32LE(_curOffset, VER(96));
		s.syncAsUint32LE(_nextEventTimer, VER(96));

		// We seek back to the old music position.
		if (s.isLoading()) {
			SWAP(musicOffset, _curOffset);
			musicSeekTo(musicOffset);
		}

		// Finally start up the SFX. This makes sure that they are not
		// accidently stopped while seeking to the old music position.
		if (s.isLoading()) {
			for (int i = 1; i < ARRAYSIZE(res); ++i) {
				if (res[i] != -1) {
					startSound(res[i]);
				}
			}
		}
	}
}
开发者ID:BenCastricum,项目名称:scummvm,代码行数:51,代码来源:player_ad.cpp

示例5: synchronize

void Rails::synchronize(Common::Serializer &s) {
	s.syncAsSint16LE(_routeLength);
	s.syncAsSint16LE(_next);

	if (s.isLoading()) {
		_routeIndexes.clear();
	}
}
开发者ID:AlbanBedel,项目名称:scummvm,代码行数:8,代码来源:rails.cpp

示例6: saveLoadWithSerializer

//////////////////////////////////////////////////////////////////////////
// Serializable
//////////////////////////////////////////////////////////////////////////
void SavePoints::saveLoadWithSerializer(Common::Serializer &s) {

	// Serialize savepoint data
	uint32 dataSize = (s.isLoading() ? _savePointsMaxSize : _data.size());
	for (uint i = 0; i < dataSize; i++) {
		if (s.isLoading()) {
			SavePointData data;
			_data.push_back(data);
		}

		s.syncAsUint32LE(_data[i].entity1);
		s.syncAsUint32LE(_data[i].action);
		s.syncAsUint32LE(_data[i].entity2);
		s.syncAsUint32LE(_data[i].param);
	}

	// Skip uninitialized data if any
	s.skip((_savePointsMaxSize - dataSize) * 16);

	// Number of savepoints
	uint32 numSavepoints = _savepoints.size();
	s.syncAsUint32LE(numSavepoints);

	// Savepoints
	if (s.isLoading()) {
		for (uint i = 0; i < numSavepoints; i++) {
			SavePoint point;
			s.syncAsUint32LE(point.entity1);
			s.syncAsUint32LE(point.action);
			s.syncAsUint32LE(point.entity2);
			s.syncAsUint32LE(point.param.intValue);

			_savepoints.push_back(point);

			if (_savepoints.size() >= _savePointsMaxSize)
				break;
		}
	} else {
		for (Common::List<SavePoint>::iterator it = _savepoints.begin(); it != _savepoints.end(); ++it) {
			s.syncAsUint32LE((*it).entity1);
			s.syncAsUint32LE((*it).action);
			s.syncAsUint32LE((*it).entity2);
			s.syncAsUint32LE((*it).param.intValue);
		}
	}
}
开发者ID:,项目名称:,代码行数:49,代码来源:

示例7: synchronize

void UserInterface::synchronize(Common::Serializer &s) {
	InventoryObjects &invObjects = _vm->_game->_objects;

	if (s.isLoading()) {
		_selectedInvIndex = invObjects._inventoryList.empty() ? -1 : 0;
	}

	for (int i = 0; i < 8; ++i)
		s.syncAsSint16LE(_categoryIndexes[i]);
}
开发者ID:CobaltBlues,项目名称:scummvm,代码行数:10,代码来源:user_interface.cpp

示例8:

void SaveLoad::sync<ScriptRegister::Script>(Common::Serializer &serializer, ScriptRegister::Script &var) {
	if (serializer.isSaving())
		if (var.chunk)
			var.line = var.chunk->getCurLine();

	serializer.syncAsUint32LE(var.line);

	if (serializer.isLoading())
		var.chunk = 0;
}
开发者ID:DrMcCoy,项目名称:OLDscummvm-darkseed2,代码行数:10,代码来源:script.cpp

示例9: syncFilesDatabase

static void syncFilesDatabase(Common::Serializer &s) {
	uint8 dummyVal = 0;
	uint32 tmp;

	for (int i = 0; i < NUM_FILE_ENTRIES; i++) {
		dataFileEntry &fe = filesDatabase[i];

		s.syncAsUint16LE(fe.widthInColumn);
		s.syncAsUint16LE(fe.width);
		s.syncAsUint16LE(fe.resType);
		s.syncAsUint16LE(fe.height);

		// Remember whether this file database was open or not.
		// Upon loading, loadSavegameData uses this information
		// in order to re-open the file databases accordingly.
		tmp = (fe.subData.ptr) ? 1 : 0;
		s.syncAsUint32LE(tmp);
		if (s.isLoading()) {
			fe.subData.ptr = tmp ? (uint8 *)1 : 0;
		}

		s.syncAsSint16LE(fe.subData.index);
		s.syncBytes((byte *)fe.subData.name, 13);
		s.syncAsByte(dummyVal);

		s.syncAsSint16LE(fe.subData.transparency);

		// Treat fe.subData.ptrMask the same as fe.subData.ptr.
		tmp = (fe.subData.ptrMask) ? 1 : 0;
		s.syncAsUint32LE(tmp);
		if (s.isLoading()) {
			fe.subData.ptrMask = tmp ? (uint8 *)1 : 0;
		}

		s.syncAsUint16LE(fe.subData.resourceType);
		s.syncAsSint16LE(fe.subData.compression);
	}
}
开发者ID:vladimir-zahradnik,项目名称:scummvm,代码行数:38,代码来源:saveload.cpp

示例10: syncSaveGameHeader

static bool syncSaveGameHeader(Common::Serializer &s, SaveGameHeader &hdr) {
	s.syncAsUint32LE(hdr.id);
	s.syncAsUint32LE(hdr.size);
	s.syncAsUint32LE(hdr.ver);

	s.syncBytes((byte *)hdr.desc, SG_DESC_LEN);
	hdr.desc[SG_DESC_LEN - 1] = 0;

	syncTime(s, hdr.dateTime);

	int tmp = hdr.size - s.bytesSynced();

	// NOTE: We can't use SAVEGAME_ID here when attempting to remove a saved game from the launcher,
	// as there is no TinselEngine initialized then. This means that we can't check if this is a DW1
	// or DW2 savegame in this case, but it doesn't really matter, as the saved game is about to be
	// deleted anyway. Refer to bug #3387551.
	bool correctID = _vm ? (hdr.id == SAVEGAME_ID) : (hdr.id == DW1_SAVEGAME_ID || hdr.id == DW2_SAVEGAME_ID);

	// Perform sanity check
	if (tmp < 0 || !correctID || hdr.ver > CURRENT_VER || hdr.size > 1024)
		return false;

	if (tmp > 0) {
		// If there's header space left, handling syncing the Scn flag and game language
		s.syncAsByte(hdr.scnFlag);
		s.syncAsByte(hdr.language);
		tmp -= 2;

		if (_vm && s.isLoading()) {
			// If the engine is loaded, ensure the Scn/Gra usage is correct, and it's the correct language
			if ((hdr.scnFlag != ((_vm->getFeatures() & GF_SCNFILES) != 0)) ||
					(hdr.language != _vm->_config->_language))
				return false;
		}
	}

	// Handle the number of interpreter contexts that will be saved in the savegame
	if (tmp >= 2) {
		tmp -= 2;
		hdr.numInterpreters = NUM_INTERPRET;
		s.syncAsUint16LE(hdr.numInterpreters);
	} else {
		hdr.numInterpreters = (TinselV2 ? 70 : 64) - 20;
	}

	// Skip over any extra bytes
	s.skip(tmp);
	return true;
}
开发者ID:,项目名称:,代码行数:49,代码来源:

示例11: syncSongs

static void syncSongs(Common::Serializer &s) {
	int size = 0;

	if (songLoaded) {
		// TODO: implement
		s.syncAsByte(size);
		if (s.isLoading()) {
			saveVar1 = size;
			if (saveVar1)
				s.syncBytes(saveVar2, saveVar1);
		}
	} else {
		s.syncAsByte(size);
	}
}
开发者ID:33d,项目名称:scummvm,代码行数:15,代码来源:saveload.cpp

示例12: syncFilesDatabase

static void syncFilesDatabase(Common::Serializer &s) {
	uint8 dummyVal = 0;
	uint32 tmp;

	for (int i = 0; i < NUM_FILE_ENTRIES; i++) {
		dataFileEntry &fe = filesDatabase[i];

		s.syncAsUint16LE(fe.widthInColumn);
		s.syncAsUint16LE(fe.width);
		s.syncAsUint16LE(fe.resType);
		s.syncAsUint16LE(fe.height);

		// TODO: Have a look at the saving/loading of this pointer
		tmp = (fe.subData.ptr) ? 1 : 0;
		s.syncAsUint32LE(tmp);
		if (s.isLoading()) {
			fe.subData.ptr = (uint8 *)tmp;
		}

		s.syncAsSint16LE(fe.subData.index);
		s.syncBytes((byte *)fe.subData.name, 13);
		s.syncAsByte(dummyVal);

		s.syncAsSint16LE(fe.subData.transparency);

		// TODO: Have a look at the saving/loading of this pointer
		tmp = (fe.subData.ptrMask) ? 1 : 0;
		s.syncAsUint32LE(tmp);
		if (s.isLoading()) {
			fe.subData.ptrMask = (uint8 *)tmp;
		}

		s.syncAsUint16LE(fe.subData.resourceType);
		s.syncAsSint16LE(fe.subData.compression);
	}
}
开发者ID:33d,项目名称:scummvm,代码行数:36,代码来源:saveload.cpp

示例13: synchronize

void StopWalkers::synchronize(Common::Serializer &s) {
	StopWalkerEntry rec;
	int count = size();
	s.syncAsUint16LE(count);

	if (s.isLoading()) {
		clear();
		for (int idx = 0; idx < count; ++idx) {
			rec.synchronize(s);
			push(rec);
		}
	} else {
		for (int idx = 0; idx < count; ++idx)
			(*this)[idx].synchronize(s);
	}
}
开发者ID:Cruel,项目名称:scummvm,代码行数:16,代码来源:player.cpp

示例14: syncHeader

void CGEEngine::syncHeader(Common::Serializer &s) {
	debugC(1, kCGEDebugEngine, "CGEEngine::syncHeader(s)");

	int i = kDemo;

	s.syncAsUint16LE(_now);
	s.syncAsUint16LE(_oldLev);
	s.syncAsUint16LE(i);        // unused Demo string id
	for (i = 0; i < 5; i++)
		s.syncAsUint16LE(_game);
	s.syncAsSint16LE(i);		// unused VGA::Mono variable
	s.syncAsUint16LE(_music);
	s.syncBytes(_volume, 2);
	for (i = 0; i < 4; i++)
		s.syncAsUint16LE(_flag[i]);

	if (s.isLoading()) {
		// Reset scene values
		initSceneValues();
	}

	for (i = 0; i < kSceneMax; i++) {
		s.syncAsSint16LE(_heroXY[i].x);
		s.syncAsUint16LE(_heroXY[i].y);
	}
	for (i = 0; i < 1 + kSceneMax; i++) {
		s.syncAsByte(_barriers[i]._horz);
		s.syncAsByte(_barriers[i]._vert);
	}
	for (i = 0; i < kPocketNX; i++)
		s.syncAsUint16LE(_pocref[i]);

	if (s.isSaving()) {
		// Write checksum
		int checksum = kSavegameCheckSum;
		s.syncAsUint16LE(checksum);
	} else {
		// Read checksum and validate it
		uint16 checksum = 0;
		s.syncAsUint16LE(checksum);
		if (checksum != kSavegameCheckSum)
			error("%s", _text->getText(kBadSVG));
	}
}
开发者ID:MaddTheSane,项目名称:scummvm,代码行数:44,代码来源:cge_main.cpp

示例15: syncBitFlags

void SavesManager::syncBitFlags(Common::Serializer &s, bool *startP, bool *endP) {
	byte data = 0;

	int bitCounter = 0;
	for (bool *p = startP; p <= endP; ++p, bitCounter = (bitCounter + 1) % 8) {
		if (p == endP || bitCounter == 0) {
			if (p != endP || s.isSaving())
				s.syncAsByte(data);
			if (p == endP)
				break;

			if (s.isSaving())
				data = 0;
		}

		if (s.isLoading())
			*p = (data >> bitCounter) != 0;
		else if (*p)
			data |= 1 << bitCounter;
	}
开发者ID:peterkohaut,项目名称:scummvm,代码行数:20,代码来源:saves.cpp


注:本文中的common::Serializer::isLoading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。