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C++ Serializer::syncAsUint32LE方法代码示例

本文整理汇总了C++中common::Serializer::syncAsUint32LE方法的典型用法代码示例。如果您正苦于以下问题:C++ Serializer::syncAsUint32LE方法的具体用法?C++ Serializer::syncAsUint32LE怎么用?C++ Serializer::syncAsUint32LE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::Serializer的用法示例。


在下文中一共展示了Serializer::syncAsUint32LE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: 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;
	// Skip over any extra bytes
	s.skip(tmp);
	return true;
}
开发者ID:dividedmind,项目名称:scummvm,代码行数:25,代码来源:saveload.cpp

示例2: syncSavedMover

static void syncSavedMover(Common::Serializer &s, SAVED_MOVER &sm) {
	int i, j;

	s.syncAsUint32LE(sm.bActive);
	s.syncAsSint32LE(sm.actorID);
	s.syncAsSint32LE(sm.objX);
	s.syncAsSint32LE(sm.objY);
	s.syncAsUint32LE(sm.hLastfilm);

	// Sync walk reels
	for (i = 0; i < TOTAL_SCALES; ++i)
		for (j = 0; j < 4; ++j)
			s.syncAsUint32LE(sm.walkReels[i][j]);

	// Sync stand reels
	for (i = 0; i < TOTAL_SCALES; ++i)
		for (j = 0; j < 4; ++j)
			s.syncAsUint32LE(sm.standReels[i][j]);

	// Sync talk reels
	for (i = 0; i < TOTAL_SCALES; ++i)
		for (j = 0; j < 4; ++j)
			s.syncAsUint32LE(sm.talkReels[i][j]);


	if (TinselV2) {
		s.syncAsByte(sm.bHidden);

		s.syncAsSint32LE(sm.brightness);
		s.syncAsSint32LE(sm.startColor);
		s.syncAsSint32LE(sm.paletteLength);
	}
}
开发者ID:,项目名称:,代码行数:33,代码来源:

示例3: syncSCdata

void syncSCdata(Common::Serializer &s) {
	s.syncAsUint32LE(HookScene.scene);
	s.syncAsSint32LE(HookScene.entry);
	s.syncAsSint32LE(HookScene.trans);

	s.syncAsUint32LE(DelayedScene.scene);
	s.syncAsSint32LE(DelayedScene.entry);
	s.syncAsSint32LE(DelayedScene.trans);
}
开发者ID:havlenapetr,项目名称:Scummvm,代码行数:9,代码来源:tinsel.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: 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6: syncPreloadData

static void syncPreloadData(Common::Serializer &s) {
	uint8 dummyByte = 0;
	uint32 dummyLong = 0;

	for (int i = 0; i < 64; i++) {
		preloadStruct &pe = preloadData[i];

		s.syncBytes((byte *)pe.name, 15);
		s.syncAsByte(dummyByte);
		s.syncAsUint32LE(pe.size);
		s.syncAsUint32LE(pe.sourceSize);
		s.syncAsUint32LE(dummyLong);
		s.syncAsUint16LE(pe.nofree);
		s.syncAsUint16LE(pe.protect);
		s.syncAsUint16LE(pe.ovl);
	}
}
开发者ID:33d,项目名称:scummvm,代码行数:17,代码来源:saveload.cpp

示例7: syncAllActorsAlive

void syncAllActorsAlive(Common::Serializer &s) {
	for (int i = 0; i < MAX_SAVED_ALIVES; i++) {
		s.syncAsByte(actorInfo[i].bAlive);
		s.syncAsByte(actorInfo[i].tagged);
		s.syncAsByte(actorInfo[i].tType);
		s.syncAsUint32LE(actorInfo[i].hTag);
	}
}
开发者ID:AdamRi,项目名称:scummvm-pink,代码行数:8,代码来源:actors.cpp

示例8: saveLoadWithSerializer

//////////////////////////////////////////////////////////////////////////
// Savegame
//////////////////////////////////////////////////////////////////////////
void SoundQueue::saveLoadWithSerializer(Common::Serializer &s) {
	Common::StackLock locker(_mutex);

	s.syncAsUint32LE(_state);
	s.syncAsUint32LE(_currentType);

	// Compute the number of entries to save
	uint32 numEntries = count();
	s.syncAsUint32LE(numEntries);

	// Save or load each entry data
	if (s.isSaving()) {
		for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i)
			(*i)->saveLoadWithSerializer(s);
	} else {
		warning("[Sound::saveLoadWithSerializer] Loading not implemented");
		s.skip(numEntries * 64);
	}
}
开发者ID:singron,项目名称:scummvm,代码行数:22,代码来源:queue.cpp

示例9:

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10: syncSavedActor

static void syncSavedActor(Common::Serializer &s, SAVED_ACTOR &sa) {
	s.syncAsUint16LE(sa.actorID);
	s.syncAsUint16LE(sa.zFactor);
	s.syncAsUint16LE(sa.bAlive);
	s.syncAsUint16LE(sa.bHidden);
	s.syncAsUint32LE(sa.presFilm);
	s.syncAsUint16LE(sa.presRnum);
	s.syncAsUint16LE(sa.presPlayX);
	s.syncAsUint16LE(sa.presPlayY);
}
开发者ID:,项目名称:,代码行数:10,代码来源:

示例11:

static void syncOverlays1(Common::Serializer &s) {
	uint8 dummyByte = 0;
	uint32 dummyLong = 0;

	for (int i = 0; i < numOfLoadedOverlay; i++) {
		overlayStruct &oe = overlayTable[i];

		s.syncBytes((byte *)oe.overlayName, 13);
		s.syncAsByte(dummyByte);
		s.syncAsUint32LE(dummyLong);
		s.syncAsUint16LE(oe.alreadyLoaded);
		s.syncAsUint16LE(oe.state);
		s.syncAsUint32LE(dummyLong);
		s.syncAsUint32LE(dummyLong);
		s.syncAsUint32LE(dummyLong);
		s.syncAsUint32LE(dummyLong);
		s.syncAsUint16LE(oe.executeScripts);
	}
}
开发者ID:33d,项目名称:scummvm,代码行数:19,代码来源:saveload.cpp

示例12: 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13: 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14: saveLoadWithSerializer

//////////////////////////////////////////////////////////////////////////
// Savegame
//////////////////////////////////////////////////////////////////////////
void SoundQueue::saveLoadWithSerializer(Common::Serializer &s) {
	s.syncAsUint32LE(_ambientState);
	s.syncAsUint32LE(_currentTag);

	// Save or load each entry data
	if (s.isSaving()) {
		// Compute the number of entries to save
		uint32 numEntries = count();
		s.syncAsUint32LE(numEntries);

		for (Common::List<SoundEntry *>::iterator i = _soundList.begin(); i != _soundList.end(); ++i)
			if ((*i)->needSaving())
				(*i)->saveLoadWithSerializer(s);
	} else {
		uint32 numEntries;
		s.syncAsUint32LE(numEntries);
		for (uint32 i = 0; i < numEntries; i++) {
			SoundEntry* entry = new SoundEntry(_engine);
			entry->saveLoadWithSerializer(s);
			addToQueue(entry);
		}
	}
}
开发者ID:BenCastricum,项目名称:scummvm,代码行数:26,代码来源:queue.cpp

示例15: syncActors

static void syncActors(Common::Serializer &s) {
	int numEntries = 0;
	actorStruct *ptr;
	uint16 dummyLong = 0;

	if (s.isSaving()) {
		ptr = actorHead.next;
		while (ptr) {
			++numEntries;
			ptr = ptr->next;
		}
	}
	s.syncAsSint16LE(numEntries);

	ptr = s.isSaving() ? actorHead.next : &actorHead;
	for (int i = 0; i < numEntries; ++i) {
		actorStruct *p = s.isSaving() ? ptr : (actorStruct *)mallocAndZero(sizeof(actorStruct));

		s.syncAsUint32LE(dummyLong);
		s.syncAsSint16LE(p->idx);
		s.syncAsSint16LE(p->type);
		s.syncAsSint16LE(p->overlayNumber);
		s.syncAsSint16LE(p->x_dest);
		s.syncAsSint16LE(p->y_dest);
		s.syncAsSint16LE(p->x);
		s.syncAsSint16LE(p->y);
		s.syncAsSint16LE(p->startDirection);
		s.syncAsSint16LE(p->nextDirection);
		s.syncAsSint16LE(p->endDirection);
		s.syncAsSint16LE(p->stepX);
		s.syncAsSint16LE(p->stepY);
		s.syncAsSint16LE(p->pathId);
		s.syncAsSint16LE(p->phase);
		s.syncAsSint16LE(p->counter);
		s.syncAsSint16LE(p->poly);
		s.syncAsSint16LE(p->flag);
		s.syncAsSint16LE(p->start);
		s.syncAsSint16LE(p->freeze);

		if (s.isSaving())
			ptr = ptr->next;
		else {
			p->next = NULL;
			ptr->next = p;
			p->prev = actorHead.prev;
			actorHead.prev = p;
			ptr = p->next;
		}
	}
}
开发者ID:33d,项目名称:scummvm,代码行数:50,代码来源:saveload.cpp


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