Exemple #1
0
void Item::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(UniqueEntity) & SUBCLASS(Renderable)
    & SVAR(attributes)
    & SVAR(discarded)
    & SVAR(shopkeeper)
    & SVAR(fire);
}
Exemple #2
0
 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(GuardTarget)
     & SUBCLASS(EventListener)
     & SVAR(target) 
     & SVAR(levelChanges)
     & SVAR(dieTime);
   CHECK_SERIAL;
 }
Exemple #3
0
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;
}
Exemple #4
0
void Monster::serialize(Archive& ar, const unsigned int version) {
  ar & SUBCLASS(Controller)
     & SVAR(creature)
     & SVAR(actor)
     & SVAR(enemies);
  CHECK_SERIAL;
}
Exemple #5
0
void Task::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(UniqueEntity)
    & SVAR(position)
    & SVAR(done)
    & SVAR(collective);
  CHECK_SERIAL;
}
Exemple #6
0
 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(Trigger)
     & SVAR(startTime)
     & SVAR(active)
     & SVAR(other)
     & SVAR(previous);
   CHECK_SERIAL;
 }
Exemple #7
0
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);
}
Exemple #9
0
 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);
}
Exemple #11
0
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;
 }
Exemple #14
0
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;
}
Exemple #15
0
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;
}  
Exemple #16
0
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;
}
Exemple #17
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(heartPos);
   CHECK_SERIAL;
 }
Exemple #18
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(behaviours) & SVAR(weights);
   CHECK_SERIAL;
 }
Exemple #19
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour);
 }
Exemple #20
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(GuardTarget) & SVAR(pos);
   CHECK_SERIAL;
 }
Exemple #21
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(location) & SVAR(area);
   CHECK_SERIAL;
 }
Exemple #22
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(maxPowerRatio) & SVAR(courage) 
     & SVAR(chase) & SVAR(lastSeen);
   CHECK_SERIAL;
 }
Exemple #23
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(memory) & SVAR(memSize);
   CHECK_SERIAL;
 }
Exemple #24
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Location) & SVAR(entered);
   CHECK_SERIAL;
 }
Exemple #25
0
void Equipment::serialize(Archive& ar, const unsigned int version) {
  ar & SUBCLASS(Inventory) & SVAR(items);
  CHECK_SERIAL;
}
Exemple #26
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(villageControl) & SVAR(guardArea);
   CHECK_SERIAL;
 }
Exemple #27
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Tribe) & SVAR(standing);
   CHECK_SERIAL;
 }
Exemple #28
0
 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(minDist) & SVAR(maxDist);
   CHECK_SERIAL;
 }
Exemple #29
0
void RangedWeapon::serialize(Archive& ar, const unsigned int version) {
  ar & SUBCLASS(Item);
}
Exemple #30
0
void Monster::serialize(Archive& ar, const unsigned int version) {
    ar & SUBCLASS(Controller)
    & SVAR(monsterAI)
    & SVAR(enemies);
}