void Item::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(UniqueEntity) & SUBCLASS(Renderable) & SVAR(attributes) & SVAR(discarded) & SVAR(shopkeeper) & SVAR(fire); }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(GuardTarget) & SUBCLASS(EventListener) & SVAR(target) & SVAR(levelChanges) & SVAR(dieTime); CHECK_SERIAL; }
void Player::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(Controller) & SUBCLASS(EventListener) & SVAR(creature) & SVAR(travelling) & SVAR(travelDir) & SVAR(target) & SVAR(lastLocation) & SVAR(specialCreatures) & SVAR(displayGreeting) & SVAR(levelMemory) & SVAR(model); CHECK_SERIAL; }
void Monster::serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Controller) & SVAR(creature) & SVAR(actor) & SVAR(enemies); CHECK_SERIAL; }
void Task::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(UniqueEntity) & SVAR(position) & SVAR(done) & SVAR(collective); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(Trigger) & SVAR(startTime) & SVAR(active) & SVAR(other) & SVAR(previous); CHECK_SERIAL; }
void Technology::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(Singleton) & SVAR(name) & SVAR(cost) & SVAR(prerequisites) & SVAR(research) & SVAR(skill); CHECK_SERIAL; }
void PlayerMessage::serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(UniqueEntity) & SVAR(text) & SVAR(priority) & SVAR(freshness) & SVAR(position) & SVAR(creature) & SVAR(location); }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(NonTransferable) & SVAR(items) & SVAR(pickedUp) & SVAR(position) & SVAR(tries) & SVAR(callback); CHECK_SERIAL; }
void VillageControl::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(CollectiveControl) & SVAR(villains) & SVAR(victims) & SVAR(myItems) & SVAR(stolenItemCount) & SVAR(attackSizes) & SVAR(entries); }
void Item::serialize(Archive& ar, const unsigned int version) { ItemAttributes::serialize(ar, version); ar& SUBCLASS(UniqueEntity) & SVAR(viewObject) & SVAR(discarded) & SVAR(inspected) & SVAR(shopkeeper) & SVAR(fire); CHECK_SERIAL; }
void VillageControl::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(EventListener) & SVAR(allCreatures) & SVAR(villain) & SVAR(level) & SVAR(name) & SVAR(tribe) & SVAR(attackTrigger) & SVAR(atWar); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(VillageControl::AttackTrigger) & SVAR(killedPoints) & SVAR(killedCoeff) & SVAR(powerCoeff) & SVAR(lastAttack) & SVAR(lastMyAttack) & SVAR(lastAttackLaunched) & SVAR(triggerAmounts); CHECK_SERIAL; }
void Tribe::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(EventListener) & SVAR(diplomatic) & SVAR(standing) & SVAR(attacks) & SVAR(leader) & SVAR(members) & SVAR(enemyTribes) & SVAR(name) & SVAR(handicap); CHECK_SERIAL; }
void Level::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(UniqueEntity) & SVAR(squares) & SVAR(landingSquares) & SVAR(locations) & SVAR(tickingSquares) & SVAR(creatures) & SVAR(model) & SVAR(fieldOfView) & SVAR(entryMessage) & SVAR(name) & SVAR(player) & SVAR(backgroundLevel) & SVAR(backgroundOffset) & SVAR(coverInfo) & SVAR(bucketMap) & SVAR(lightAmount); CHECK_SERIAL; }
void Square::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(Renderable) & SVAR(inventory) & SVAR(name) & SVAR(level) & SVAR(position) & SVAR(creature) & SVAR(triggers) & SVAR(backgroundObject) & SVAR(vision) & SVAR(hide) & SVAR(strength) & SVAR(height) & SVAR(travelDir) & SVAR(landingLink) & SVAR(fire) & SVAR(poisonGas) & SVAR(constructions) & SVAR(ticking) & SVAR(fog) & SVAR(movementType) & SVAR(dirty); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour) & SVAR(heartPos); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour) & SVAR(behaviours) & SVAR(weights); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour); }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(GuardTarget) & SVAR(pos); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour) & SVAR(location) & SVAR(area); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour) & SVAR(maxPowerRatio) & SVAR(courage) & SVAR(chase) & SVAR(lastSeen); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour) & SVAR(memory) & SVAR(memSize); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Location) & SVAR(entered); CHECK_SERIAL; }
void Equipment::serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Inventory) & SVAR(items); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour) & SVAR(villageControl) & SVAR(guardArea); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Tribe) & SVAR(standing); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Behaviour) & SVAR(minDist) & SVAR(maxDist); CHECK_SERIAL; }
void RangedWeapon::serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Item); }
void Monster::serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Controller) & SVAR(monsterAI) & SVAR(enemies); }