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(); }
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(); }