Esempio n. 1
0
void Model::serialize(Archive& ar, const unsigned int version) { 
  ar& SVAR(levels)
    & SVAR(collectives)
    & SVAR(mainVillains)
    & SVAR(timeQueue)
    & SVAR(deadCreatures)
    & SVAR(lastTick)
    & SVAR(levelLinks)
    & SVAR(playerControl)
    & SVAR(playerCollective)
    & SVAR(won)
    & SVAR(addHero)
    & SVAR(adventurer)
    & SVAR(currentTime)
    & SVAR(worldName)
    & SVAR(musicType)
    & SVAR(danglingPortal)
    & SVAR(woodCount)
    & SVAR(statistics)
    & SVAR(spectator)
    & SVAR(tribeSet);
  if (version >= 1) {
    ar & SVAR(gameIdentifier)
       & SVAR(gameDisplayName);
  } else {
    gameIdentifier = *playerControl->getKeeper()->getFirstName() + "_" + worldName;
    gameDisplayName = *playerControl->getKeeper()->getFirstName() + " of " + worldName;
  }
  if (version >= 2)
    ar & SVAR(finishCurrentMusic);
  CHECK_SERIAL;
  Deity::serializeAll(ar);
  updateSunlightInfo();
}
Esempio n. 2
0
void Model::serialize(Archive& ar, const unsigned int version) { 
  ar& SVAR(levels)
    & SVAR(collectives)
    & SVAR(mainVillains)
    & SVAR(timeQueue)
    & SVAR(deadCreatures)
    & SVAR(lastTick)
    & SVAR(levelLinks)
    & SVAR(playerControl)
    & SVAR(playerCollective)
    & SVAR(won)
    & SVAR(addHero)
    & SVAR(adventurer)
    & SVAR(currentTime);
  CHECK_SERIAL;
  Deity::serializeAll(ar);
  Quest::serializeAll(ar);
  Tribe::serializeAll(ar);
  Technology::serializeAll(ar);
  Vision::serializeAll(ar);
  Statistics::serialize(ar, version);
  updateSunlightInfo();
}