void SerializeColor(creg::ISerializer &s, unsigned char **color) { if (s.IsWriting()) { char ColorType = 0; char ColorId = 0; if (!ColorType) for (int a = 0; a < teamHandler->ActiveTeams(); ++a) if (*color==teamHandler->Team(a)->color) { ColorType = 1; ColorId = a; break; } s.Serialize(&ColorId,sizeof(ColorId)); s.Serialize(&ColorType,sizeof(ColorType)); } else { char ColorType; char ColorId; s.Serialize(&ColorId,sizeof(ColorId)); s.Serialize(&ColorType,sizeof(ColorType)); switch (ColorType) { case 0:{ *color = DefaultColor; break; } case 1:{ *color = teamHandler->Team(ColorId)->color; break; } } } }
void CPieceProjectile::creg_Serialize(creg::ISerializer& s) { s.Serialize(numCallback, sizeof(int)); for (int i = 0; i < 8; i++) { s.Serialize(oldInfos[i], sizeof(CPieceProjectile::OldInfo)); } }
void SerializeColor(creg::ISerializer &s, unsigned char **color) { if (s.IsWriting()) { char ColorType = 0; char ColorId = 0; if (!ColorType) for (int a=0;a<MAX_TEAMS;a++) if (*color==gs->Team(a)->color) { ColorType = 1; ColorId = a; break; } s.Serialize(&ColorId,sizeof(ColorId)); s.Serialize(&ColorType,sizeof(ColorType)); } else { char ColorType; char ColorId; s.Serialize(&ColorId,sizeof(ColorId)); s.Serialize(&ColorType,sizeof(ColorType)); switch (ColorType) { case 0:{ *color = DefaultColor; break; } case 1:{ *color = gs->Team(ColorId)->color; break; } } } }
void CStarburstProjectile::creg_Serialize(creg::ISerializer& s) { s.Serialize(numCallback, sizeof(int)); // NOTE This could be tricky if gs is serialized after losHandler. for (int a = 0; a < 5; ++a) { s.Serialize(oldInfos[a],sizeof(struct CStarburstProjectile::OldInfo)); } }
void CLosHandler::creg_Serialize(creg::ISerializer& s) { // NOTE This could be tricky if gs is serialized after losHandler. for (int a = 0; a < gs->activeAllyTeams; ++a) { s.Serialize(losMap[a], losSizeX*losSizeY*2); s.Serialize(airLosMap[a], airSizeX*airSizeY*2); } }
static void SerializeString(creg::ISerializer& s, std::string& str) { unsigned short size = (unsigned short)str.length(); s.Serialize(&size,2); if (!s.IsWriting()) str.resize(size); s.Serialize(&str[0], size); }
void spring_time::Serialize(creg::ISerializer& s) { if (s.IsWriting()) { int y = spring_tomsecs(*this - spring_gettime()); s.SerializeInt(&y, 4); } else { int y; s.SerializeInt(&y, 4); *this = *this + spring_msecs(y); } }
void CQuadField::Serialize(creg::ISerializer& s) { // no need to alloc quad array, this has already been done in constructor for (int z = 0; z < numQuadsZ; ++z) for (int x = 0; x < numQuadsX; ++x) s.SerializeObjectInstance(&baseQuads[z*numQuadsX+x], Quad::StaticClass()); }
void CStarburstProjectile::creg_Serialize(creg::ISerializer& s) { // NOTE This could be tricky if gs is serialized after losHandler. for (int a = 0; a < NUM_TRACER_PARTS; ++a) { s.Serialize(&tracerParts[a], sizeof(struct CStarburstProjectile::TracerPart)); } }
void CRadarHandler::creg_Serialize(creg::ISerializer& s) { const int size = xsize*ysize*2; // NOTE This could be tricky if gs is serialized after radarHandler. for(int a = 0; a < gs->activeAllyTeams; ++a) { s.Serialize(radarMaps[a], size); if (!circularRadar) s.Serialize(airRadarMaps[a], size); s.Serialize(sonarMaps[a], size); s.Serialize(jammerMaps[a], size); s.Serialize(seismicMaps[a], size); } s.Serialize(commonJammerMap, size); s.Serialize(commonSonarJammerMap, size); }
void CMuzzleFlame::creg_Serialize(creg::ISerializer& s) { s.Serialize(randSmokeDir, numSmoke*sizeof(float3)); }
void CGameStateCollector::Serialize(creg::ISerializer& s) { // GetClass() works because readmap and uh both have to exist already s.SerializeObjectInstance(gs, gs->GetClass()); s.SerializeObjectInstance(gu, gu->GetClass()); s.SerializeObjectInstance(game, game->GetClass()); s.SerializeObjectInstance(readmap, readmap->GetClass()); s.SerializeObjectInstance(qf, qf->GetClass()); s.SerializeObjectInstance(featureHandler, featureHandler->GetClass()); s.SerializeObjectInstance(loshandler, loshandler->GetClass()); s.SerializeObjectInstance(radarhandler, radarhandler->GetClass()); s.SerializeObjectInstance(airBaseHandler, airBaseHandler->GetClass()); s.SerializeObjectInstance(&interceptHandler, interceptHandler.GetClass()); s.SerializeObjectInstance(CCategoryHandler::Instance(), CCategoryHandler::Instance()->GetClass()); s.SerializeObjectInstance(uh, uh->GetClass()); s.SerializeObjectInstance(ph, ph->GetClass()); // std::map<std::string, int> unitRestrictions; s.SerializeObjectInstance(&waitCommandsAI, waitCommandsAI.GetClass()); s.SerializeObjectInstance(&wind, wind.GetClass()); s.SerializeObjectInstance(inMapDrawer,inMapDrawer->GetClass()); for (int a=0;a<MAX_TEAMS;a++) s.SerializeObjectInstance(grouphandlers[a], grouphandlers[a]->GetClass()); s.SerializeObjectInstance(globalAI, globalAI->GetClass()); s.SerializeObjectInstance(&CBuilderCAI::reclaimers,CBuilderCAI::reclaimers.GetClass()); // s.Serialize() }
void CGameStateCollector::Serialize(creg::ISerializer& s) { // GetClass() works because readmap and uh both have to exist already s.SerializeObjectInstance(gs, gs->GetClass()); s.SerializeObjectInstance(gu, gu->GetClass()); s.SerializeObjectInstance(game, game->GetClass()); s.SerializeObjectInstance(readmap, readmap->GetClass()); s.SerializeObjectInstance(qf, qf->GetClass()); s.SerializeObjectInstance(featureHandler, featureHandler->GetClass()); s.SerializeObjectInstance(loshandler, loshandler->GetClass()); s.SerializeObjectInstance(radarhandler, radarhandler->GetClass()); s.SerializeObjectInstance(airBaseHandler, airBaseHandler->GetClass()); s.SerializeObjectInstance(&interceptHandler, interceptHandler.GetClass()); s.SerializeObjectInstance(CCategoryHandler::Instance(), CCategoryHandler::Instance()->GetClass()); s.SerializeObjectInstance(uh, uh->GetClass()); s.SerializeObjectInstance(ph, ph->GetClass()); // std::map<std::string, int> unitRestrictions; s.SerializeObjectInstance(&waitCommandsAI, waitCommandsAI.GetClass()); s.SerializeObjectInstance(&wind, wind.GetClass()); s.SerializeObjectInstance(inMapDrawerModel, inMapDrawerModel->GetClass()); for (int a=0; a < teamHandler->ActiveTeams(); a++) { s.SerializeObjectInstance(grouphandlers[a], grouphandlers[a]->GetClass()); } s.SerializeObjectInstance(eoh, eoh->GetClass()); // s.Serialize() }
void springLegacyAI::DamageArray::creg_Serialize(creg::ISerializer& s) { s.Serialize(damages, numTypes * sizeof(damages[0])); }
void DamageArray::creg_Serialize(creg::ISerializer& s) { s.Serialize(damages, numTypes * sizeof(damages[0])); }