Пример #1
0
void SavedFile::WritePlayerData(BinaryFile& file)
{
    // Spielerdaten
    for(std::vector<Player>::const_iterator it = players.begin(); it != players.end(); ++it)
    {
        file.WriteUnsignedInt(it->ps);

        if(it->ps != PS_LOCKED)
        {
            file.WriteShortString(it->name);
            file.WriteUnsignedChar(it->nation);
            file.WriteUnsignedInt(it->color);
            file.WriteUnsignedChar(it->team);
        }
    }
}
Пример #2
0
/**
 *
 *  @author OLiver
 */
void SavedFile::WritePlayerData(BinaryFile& file)
{
    // Spielerdaten
    for(unsigned char i = 0; i < player_count; ++i)
    {
        file.WriteUnsignedInt(players[i].ps);

        if(players[i].ps != PS_LOCKED)
        {
            file.WriteShortString(players[i].name);
            file.WriteUnsignedChar(players[i].nation);
            file.WriteUnsignedChar(players[i].color);
            file.WriteUnsignedChar(players[i].team);
        }
    }
}
Пример #3
0
/**
 *
 *  @author OLiver
 */
bool Savegame::Save(BinaryFile& file)
{
    // Versionszeug schreiben
    WriteVersion(file, 8, SAVE_SIGNATURE, SAVE_VERSION);

    // Timestamp der Aufzeichnung
    unser_time_t tmpTime = libendian::ConvertEndianess<false>::fromNative(save_time);
    file.WriteRawData(&tmpTime, 8);

    // Mapname
    file.WriteShortString(map_name);

    // Anzahl Spieler
    file.WriteUnsignedChar(GetPlayerCount());

    // Größe der Spielerdaten (später ausfüllen)
    unsigned players_size = 0;
    unsigned players_pos = file.Tell();
    file.WriteUnsignedInt(players_size);

    // Spielerdaten
    WritePlayerData(file);

    // Wieder zurückspringen und Größe des Spielerblocks eintragen
    unsigned new_pos = file.Tell();
    file.Seek(players_pos, SEEK_SET);
    file.WriteUnsignedInt(new_pos - players_pos - 4);
    file.Seek(new_pos, SEEK_SET);

    // GGS
    WriteGGS(file);

    // Start-GF
    file.WriteUnsignedInt(start_gf);

    // Serialisiertes Spielzeug reinschreiben
    sgd.WriteToFile(file);

    return true;
}
Пример #4
0
bool Savegame::Save(BinaryFile& file)
{
    // Versionszeug schreiben
    WriteFileHeader(file);

    // Timestamp der Aufzeichnung
    unser_time_t tmpTime = libendian::ConvertEndianess<false>::fromNative(save_time);
    file.WriteRawData(&tmpTime, sizeof(tmpTime));

    // Mapname
    file.WriteShortString(mapName);

    WritePlayerData(file);
    WriteGGS(file);

    // Start-GF
    file.WriteUnsignedInt(start_gf);

    // Serialisiertes Spielzeug reinschreiben
    sgd.WriteToFile(file);

    return true;
}