Exemplo n.º 1
0
 cSave_Level_Object* cPath::Save_To_Savegame(void)
 {
     cSave_Level_Object *save_object = new cSave_Level_Object();
     
     save_object->m_type = m_type;
     save_object->m_properties.push_back(cSave_Level_Object_Property("posx", int_to_string(static_cast<int>(m_start_pos_x))));
     save_object->m_properties.push_back(cSave_Level_Object_Property("posy", int_to_string(static_cast<int>(m_start_pos_y))));
     
     return save_object;
 }
Exemplo n.º 2
0
 void cPath_State::Save_To_Savegame(cSave_Level_Object *save_object)
 {
     save_object->m_properties.push_back(cSave_Level_Object_Property("new_pos_x", float_to_string(pos_x)));
     save_object->m_properties.push_back(cSave_Level_Object_Property("new_pos_y", float_to_string(pos_y)));
     
     save_object->m_properties.push_back(cSave_Level_Object_Property("current_segment", int_to_string(current_segment)));
     
     save_object->m_properties.push_back(cSave_Level_Object_Property("current_segment_pos", float_to_string(current_segment_pos)));
     
     save_object->m_properties.push_back(cSave_Level_Object_Property("forward", int_to_string(static_cast<int>(forward)))); 
 }
Exemplo n.º 3
0
 cSave_Level_Object* cPowerUp::Save_To_Savegame(void)
 {
     if (m_active)
     {
         return NULL;
     }
     
     cSave_Level_Object* save_object = new cSave_Level_Object();
     
     save_object->m_type = m_type;
     save_object->m_properties.push_back(cSave_Level_Object_Property("posx", int_to_string(static_cast<int>(m_start_pos_x))));
     save_object->m_properties.push_back(cSave_Level_Object_Property("posy", int_to_string(static_cast<int>(m_start_pos_y))));
     
     save_object->m_properties.push_back(cSave_Level_Object_Property("active", int_to_string(m_active)));
     
     return save_object;
 }
Exemplo n.º 4
0
 cSave_Level_Object* cBaseBox::Save_To_Savegame(void)
 {
     if (useable_count == start_useable_count)
     {
         return NULL;
     }
     
     cSave_Level_Object* save_object = new cSave_Level_Object();
     
     save_object->m_type = m_type;
     save_object->m_properties.push_back(cSave_Level_Object_Property("posx", int_to_string(static_cast<int>(m_start_pos_x))));
     save_object->m_properties.push_back(cSave_Level_Object_Property("posy", int_to_string(static_cast<int>(m_start_pos_y))));
     
     save_object->m_properties.push_back(cSave_Level_Object_Property("useable_count", int_to_string(useable_count)));
     
     return save_object;
 }
Exemplo n.º 5
0
cSave_Level_Object* cFlyon::Save_To_Savegame(void)
{
    cSave_Level_Object* save_object = cEnemy::Save_To_Savegame();

    // move_back ( only save if needed )
    if (m_move_back) {
        save_object->m_properties.push_back(cSave_Level_Object_Property("move_back", int_to_string(m_move_back)));
    }

    return save_object;
}