void Player::save( VariantMap& stream ) const { VARIANT_SAVE_ANY_D( stream, _d, funds ); VARIANT_SAVE_STR_D( stream, _d, name ); VARIANT_SAVE_ANY_D( stream, _d, salary ); VARIANT_SAVE_ANY_D( stream, _d, color ); VARIANT_SAVE_ANY_D( stream, _d, rank ); }
void MarketKid::save(VariantMap& stream) const { Walker::save( stream ); stream[ "basket" ] = _d->basket.save(); VARIANT_SAVE_ANY_D( stream, _d, delay ); VARIANT_SAVE_ANY_D( stream, _d, marketPos ); VARIANT_SAVE_ANY_D( stream, _d, birthTime ); }
VariantMap HealthUpdater::save() const { VariantMap ret; VARIANT_SAVE_ANY_D( ret, _d, endTime ) VARIANT_SAVE_ANY_D( ret, _d, value ) return ret; }
VariantMap WrathOfVenus::save() const { VariantMap ret = Srvc::save(); VARIANT_SAVE_ANY_D( ret, _d, endTime ) VARIANT_SAVE_ANY_D( ret, _d, isDeleted ) VARIANT_SAVE_ANY_D( ret, _d, strong ) return ret; }
VariantMap GoodsUpdater::save() const { VariantMap ret; VARIANT_SAVE_ANY_D( ret, _d, endTime ) VARIANT_SAVE_ANY_D( ret, _d, value ) VARIANT_SAVE_CLASS_D( ret, _d, buildings ) ret[ literals::good ] = Variant( good::Helper::getTypeName( _d->gtype ) ); return ret; }
VariantMap PostponeEvent::save() const { VariantMap ret = _d->options; ret[ "type" ] = Variant( _type ); ret[ "name" ] = Variant( _name ); ret[ "date" ] = _d->date; VARIANT_SAVE_ANY_D( ret, _d, checkInterval) VARIANT_SAVE_ANY_D( ret, _d, population ) return ret; }
VariantMap CityIndebt::save() const { VariantMap ret = GameEvent::save(); VariantList emperorMoneys( _d->emperorMoney ); ret[ "emperorMoney" ] = emperorMoneys; VARIANT_SAVE_ANY_D( ret, _d, text ) VARIANT_SAVE_ANY_D( ret, _d, isDeleted ) VARIANT_SAVE_ANY_D( ret, _d, title ) VARIANT_SAVE_ANY_D( ret, _d, video ) VARIANT_SAVE_ANY_D( ret, _d, state ) return ret; }
void Object::save( VariantMap& stream ) const { VARIANT_SAVE_ANY_D( stream, _d, location ) stream[ "picture" ] = Variant( _d->pic.name() ); stream[ "name" ] = Variant( _d->name ); stream[ "animation" ] = _d->animation.save(); stream[ "isDeleted" ] = _d->isDeleted; stream[ "type" ] = Variant( type() ); }
void Merchant::save(VariantMap& stream) const { Object::save( stream ); VARIANT_SAVE_CLASS_D( stream, _d, sells ) VARIANT_SAVE_CLASS_D( stream, _d, buys ) VARIANT_SAVE_ANY_D( stream, _d, step ) VARIANT_SAVE_STR_D( stream, _d, baseCity ) VARIANT_SAVE_STR_D( stream, _d, destCity ) stream[ "steps" ] = _d->steps.save(); }
VariantMap VictoryConditions::save() const { VariantMap ret; ret[ "maxHouseLevel" ] = Variant( HouseSpecHelper::instance().getSpec( _d->maxHouseLevel ).internalName() ); VARIANT_SAVE_ANY_D( ret, _d, success ) VARIANT_SAVE_ANY_D( ret, _d, culture ) VARIANT_SAVE_ANY_D( ret, _d, population ) VARIANT_SAVE_ANY_D( ret, _d, prosperity ) VARIANT_SAVE_ANY_D( ret, _d, favour ) VARIANT_SAVE_ANY_D( ret, _d, peace ) VARIANT_SAVE_STR_D( ret, _d, overview ) VARIANT_SAVE_ANY_D( ret, _d, finishDate ) VARIANT_SAVE_ANY_D( ret, _d, reignYears ) ret[ "short" ] = Variant( _d->shortDesc ); VARIANT_SAVE_STR_D( ret, _d, win.text ); VARIANT_SAVE_STR_D( ret, _d, caption ) VARIANT_SAVE_STR_D( ret, _d, name ) VARIANT_SAVE_ANY_D( ret, _d, sound.overview ) VARIANT_SAVE_ANY_D( ret, _d, sound.win ) VARIANT_SAVE_STR_D( ret, _d, may_continue ) VARIANT_SAVE_STR_D( ret, _d, next ) VARIANT_SAVE_STR_D( ret, _d, title ) return ret; }
void EntertainmentBuilding::save(VariantMap& stream) const { ServiceBuilding::save( stream ); VARIANT_SAVE_ANY_D( stream, _d, showCounter ); }