コード例 #1
0
ファイル: QuadField.cpp プロジェクト: achoum/spring
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());
}
コード例 #2
0
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()
}
コード例 #3
0
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()
}