Ejemplo n.º 1
0
void nofFlagWorker::Serialize_nofFlagWorker(SerializedGameData& sgd) const
{
    Serialize_noFigure(sgd);

    sgd.PushObject(flag, true);
    sgd.PushUnsignedChar(static_cast<unsigned char>(state));
}
Ejemplo n.º 2
0
void nofPlaner::Serialize_nofPlaner(SerializedGameData& sgd) const
{
    Serialize_noFigure(sgd);

    sgd.PushUnsignedChar(static_cast<unsigned char>(state));
    sgd.PushObject(building_site, true);
    sgd.PushUnsignedChar(static_cast<unsigned char>(pd));
}
Ejemplo n.º 3
0
void nofWarehouseWorker::Serialize_nofWarehouseWorker(SerializedGameData& sgd) const
{
    Serialize_noFigure(sgd);

    sgd.PushObject(carried_ware, true);
    sgd.PushBool(shouldBringWareIn);
    sgd.PushBool(fat);
}
Ejemplo n.º 4
0
void nofSoldier::Serialize_nofSoldier(SerializedGameData* sgd) const
{
    Serialize_noFigure(sgd);

    if(fs != FS_WANDER && fs != FS_GOHOME)
        sgd->PushObject(building, false);

    sgd->PushUnsignedChar(hitpoints);
}
Ejemplo n.º 5
0
void nofTradeLeader::Serialize(SerializedGameData& sgd) const
{
    Serialize_noFigure(sgd);

    tr.Serialize(sgd);

    sgd.PushObject(successor, true);
    sgd.PushMapPoint(start);
    sgd.PushMapPoint(goal_);
    sgd.PushUnsignedChar(fails);
}
Ejemplo n.º 6
0
void nofBuilder::Serialize_nofBuilder(SerializedGameData& sgd) const
{
    Serialize_noFigure(sgd);

    sgd.PushUnsignedChar(static_cast<unsigned char>(state));
    sgd.PushObject(building_site, true);
    sgd.PushSignedShort(rel_x);
    sgd.PushSignedShort(rel_y);
    sgd.PushSignedShort(next_rel_x);
    sgd.PushSignedShort(next_rel_y);
    sgd.PushUnsignedChar(building_steps_available);
}
Ejemplo n.º 7
0
void nofTradeDonkey::Serialize(SerializedGameData *sgd) const 
{
	Serialize_noFigure(sgd);
	
	sgd->PushObject(leader,true);
	sgd->PushObject(successor,true);
	sgd->PushUnsignedChar(static_cast<unsigned char>(gt));
	sgd->PushUnsignedInt(next_dirs.size());
	
	for(unsigned i = 0;i<next_dirs.size();++i)
		sgd->PushUnsignedChar(next_dirs[i]);
}
void nofBuildingWorker::Serialize_nofBuildingWorker(SerializedGameData& sgd) const
{
    Serialize_noFigure(sgd);

    sgd.PushUnsignedChar(static_cast<unsigned char>(state));

    if(fs != FS_GOHOME && fs != FS_WANDER)
    {
        sgd.PushObject(workplace, false);
        sgd.PushUnsignedChar(static_cast<unsigned char>(ware));
        sgd.PushBool(was_sounding);
    }
}
Ejemplo n.º 9
0
void nofBuildingWorker::Serialize_nofBuildingWorker(SerializedGameData* sgd) const
{
    Serialize_noFigure(sgd);

    sgd->PushUnsignedChar(static_cast<unsigned char>(state));

    if(fs != FS_GOHOME && fs != FS_WANDER)
    {
        sgd->PushObject(workplace, false);
        sgd->PushUnsignedChar(static_cast<unsigned char>(ware));
        sgd->PushUnsignedShort(not_working);
        sgd->PushUnsignedInt(since_not_working);
        sgd->PushBool(was_sounding);
    }
    sgd->PushBool(OutOfRessourcesMsgSent);
}
Ejemplo n.º 10
0
/**
 *
 *
 *  @author OLiver
 */
void nofCarrier::Serialize_nofCarrier(SerializedGameData* sgd) const
{
    Serialize_noFigure(sgd);

    sgd->PushUnsignedChar(static_cast<unsigned char>(ct));
    sgd->PushUnsignedChar(static_cast<unsigned char>(state));
    sgd->PushBool(fat);
    sgd->PushObject(workplace, true);
    sgd->PushObject(carried_ware, true);
    sgd->PushObject(productivity_ev, true);
    sgd->PushUnsignedInt(productivity);
    sgd->PushUnsignedInt(worked_gf);
    sgd->PushUnsignedInt(since_working_gf);

    if(state == CARRS_BOATCARRIER_WANDERONWATER)
    {
        sgd->PushUnsignedInt(shore_path->size());
        for(unsigned i = 0; i < shore_path->size(); ++i)
            sgd->PushUnsignedChar(shore_path->at(i));
    }
}