コード例 #1
0
ファイル: messages.cpp プロジェクト: Catacstone/Cataclysm-DDA
void Messages::serialize( JsonOut &json )
{
    json.member( "player_messages" );
    json.start_object();
    json.member( "messages", player_messages.impl_->messages );
    json.member( "curmes", player_messages.impl_->curmes );
    json.end_object();
}
コード例 #2
0
////////////////////////////////////////////////////////////////////////////////////////////////////
///// skill.h
void SkillLevel::serialize(JsonOut &json) const
{
    json.start_object();
    json.member("level", level() );
    json.member("exercise", exercise(true) );
    json.member("istraining", isTraining() );
    json.member("lastpracticed", int ( lastPracticed() ) );
    json.end_object();
}
コード例 #3
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static void write_array( JsonIn &jsin, JsonOut &jsout, int depth, bool force_wrap )
{
    jsout.start_array( force_wrap );
    jsin.start_array();
    while( !jsin.end_array() ) {
        format( jsin, jsout, depth );
    }
    jsout.end_array();
}
コード例 #4
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 void serialize( JsonOut &js ) const override {
     js.start_object();
     js.member( "type", "vehicle" );
     js.member( "pos", position() );
     js.member( "part", cur.part );
     if( target() != &cur.veh.parts[ cur.part ].base ) {
         js.member( "idx", find_index( cur, target() ) );
     }
     js.end_object();
 }
コード例 #5
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static void write_object( JsonIn &jsin, JsonOut &jsout, int depth, bool force_wrap )
{
    jsout.start_object( force_wrap );
    jsin.start_object();
    while( !jsin.end_object() ) {
        std::string name = jsin.get_member_name();
        jsout.member( name );
        format( jsin, jsout, depth );
    }
    jsout.end_object();
}
コード例 #6
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/*
 * save all items. Just this->items, invlet cache saved seperately
 */
void inventory::json_save_items(JsonOut &json) const
{
    json.start_array();
    for (invstack::const_iterator iter = items.begin(); iter != items.end(); ++iter) {
        for (std::list<item>::const_iterator stack_iter = iter->begin();
             stack_iter != iter->end();
             ++stack_iter)
        {
            stack_iter->serialize(json, true);
        }
    }
    json.end_array();
}
コード例 #7
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void player_activity::serialize(JsonOut &json) const
{
    json.start_object();
    json.member( "type", int(type) );
    json.member( "moves_left", moves_left );
    json.member( "index", index );
    json.member( "position", position );
    json.member( "name", name );
    json.member( "placement", placement );
    json.member( "values", values );
    json.member( "str_values", str_values );
    json.end_object();
}
コード例 #8
0
ファイル: stomach.cpp プロジェクト: Robik81/Cataclysm-DDA
void stomach_contents::serialize( JsonOut &json ) const
{
    json.start_object();
    json.member( "vitamins", vitamins );
    json.member( "vitamins_absorbed", vitamins_absorbed );
    json.member( "calories", calories );
    json.member( "water", ml_to_string( water ) );
    json.member( "max_volume", ml_to_string( max_volume ) );
    json.member( "contents", ml_to_string( contents ) );
    json.member( "last_ate", last_ate );
    json.end_object();
}
コード例 #9
0
ファイル: clzones.cpp プロジェクト: KrazyTheFox/Cataclysm-DDA
void zone_data::serialize( JsonOut &json ) const
{
    json.start_object();
    json.member( "name", name );
    json.member( "type", type );
    json.member( "invert", invert );
    json.member( "enabled", enabled );
    json.member( "is_vehicle", is_vehicle );
    json.member( "start", start );
    json.member( "end", end );
    get_options().serialize( json );
    json.end_object();
}
コード例 #10
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void npc_chatbin::serialize(JsonOut &json) const
{
    json.start_object();
    json.member( "first_topic", (int)first_topic );
    json.member( "mission_selected", mission_selected );
    json.member( "tempvalue", tempvalue );     //No clue what this value does, but it is used all over the place. So it is NOT temp.
    if ( skill ) {
        json.member("skill", skill->ident() );
    }
    json.member( "missions", missions );
    json.member( "missions_assigned", missions_assigned );
    json.end_object();
}
コード例 #11
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void npc_opinion::serialize(JsonOut &json) const
{
    json.start_object();
    json.member( "trust", trust );
    json.member( "fear", fear );
    json.member( "value", value );
    json.member( "anger", anger );
    json.member( "owed", owed );
    json.member( "favors", favors );
    json.end_object();
}
コード例 #12
0
ファイル: safemode_ui.cpp プロジェクト: Nukesor/Cataclysm-DDA
void safemode::serialize( JsonOut &json ) const
{
    json.start_array();

    auto &temp_rules = ( is_character ) ? character_rules : global_rules;
    for( auto &elem : temp_rules ) {
        json.start_object();

        json.member( "rule", elem.rule );
        json.member( "active", elem.active );
        json.member( "whitelist", elem.whitelist );
        json.member( "attitude", elem.attitude );
        json.member( "proximity", elem.proximity );

        json.end_object();
    }

    json.end_array();
}
コード例 #13
0
/*
 * Save invlet cache
 */
void inventory::json_save_invcache(JsonOut &json) const
{
    json.start_array();
    for( std::map<std::string, std::vector<char> >::const_iterator invlet_id =  invlet_cache.begin(); invlet_id != invlet_cache.end(); ++invlet_id ) {
        json.start_object();
        json.member( invlet_id->first );
        json.start_array();
        for( std::vector<char>::const_iterator sym = invlet_id->second.begin();
                sym != invlet_id->second.end(); ++sym ) {
            json.write( int(*sym) );
        }
        json.end_array();
        json.end_object();
    }
    json.end_array();
}
コード例 #14
0
void npc_personality::serialize(JsonOut &json) const
{
    json.start_object();
    json.member( "aggression", (int)aggression );
    json.member( "bravery", (int)bravery );
    json.member( "collector", (int)collector );
    json.member( "altruism", (int)altruism );
    json.end_object();
};
コード例 #15
0
ファイル: messages.cpp プロジェクト: Devanon/Cataclysm-DDA
void Messages::game_message::serialize( JsonOut &jsout ) const
{
    jsout.start_object();
    jsout.member( "turn", static_cast<int>( turn ) );
    jsout.member( "message", message );
    jsout.member( "count", count );
    jsout.member( "type", static_cast<int>( type ) );
    jsout.end_object();
}
コード例 #16
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static void format( JsonIn &jsin, JsonOut &jsout, int depth )
{
    depth++;
    if( jsin.test_array() ) {
        format_collection( jsin, jsout, depth, write_array );
    } else if( jsin.test_object() ) {
        format_collection( jsin, jsout, depth, write_object );
    } else if( jsin.test_string() ) {
        std::string str = jsin.get_string();
        jsout.write( str );
    } else if( jsin.test_number() ) {
        // Have to introspect into the string to distinguish integers from floats.
        // Otherwise they won't serialize correctly.
        const int start_pos = jsin.tell();
        double num = jsin.get_float();
        const int end_pos = jsin.tell();
        std::string str_form = jsin.substr( start_pos, end_pos - start_pos );
        if( str_form.find( '.' ) == std::string::npos ) {
            jsout.write( static_cast<long>( num ) );
        } else {
            // This is QUITE insane, but as far as I can tell there is NO way to configure
            // an ostream to output a float/double meeting two constraints:
            // Always emit a decimal point (and single trailing 0 after a bare decimal point).
            // Don't emit trailing zeroes otherwise.
            std::string double_str = std::to_string( num );
            double_str.erase( double_str.find_last_not_of( '0' ) + 1, std::string::npos );
            if( double_str.back() == '.' ) {
                double_str += "0";
            }
            jsout.write_separator();
            *jsout.get_stream() << double_str;
            jsout.set_need_separator();
        }
        jsin.seek( end_pos );
    } else if( jsin.test_bool() ) {
        bool tf = jsin.get_bool();
        jsout.write( tf );
    } else if( jsin.test_null() ) {
        jsout.write_null();
    } else {
        std::cerr << "Encountered unrecognized json element \"";
        const int start_pos = jsin.tell();
        jsin.skip_value();
        const int end_pos = jsin.tell();
        for( int i = start_pos; i < end_pos; ++i ) {
            jsin.seek( i );
            std::cerr << jsin.peek();
        }
        std::cerr << "\"" << std::endl;
    }
}
コード例 #17
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void npc_combat_rules::serialize(JsonOut &json) const
{
    json.start_object();
    json.member("engagement", (int)engagement );
    json.member("use_guns", use_guns );
    json.member("use_grenades", use_grenades );
    json.member("use_silent", use_silent );
    //todo    json.member("guard_pos", guard_pos );
    json.end_object();
}
コード例 #18
0
void npc_favor::serialize(JsonOut &json) const
{
    json.start_object();
    json.member("type", (int)type);
    json.member("value", value);
    json.member("itype_id", (std::string)item_id);
    if (skill != NULL) {
        json.member("skill_id", skill->ident());
    }
    json.end_object();
}
コード例 #19
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void auto_pickup::serialize(JsonOut &json) const
{
    json.start_array();

    for( auto &elem : vRules[( bChar ) ? CHARACTER_TAB : GLOBAL_TAB] ) {
        json.start_object();

        json.member( "rule", elem.sRule );
        json.member( "active", elem.bActive );
        json.member( "exclude", elem.bExclude );

        json.end_object();
    }

    json.end_array();
}
コード例 #20
0
ファイル: color.cpp プロジェクト: AreasAside/Cataclysm-DDA
void color_manager::serialize( JsonOut &json ) const
{
    json.start_array();
    for( auto &entry : color_array ) {
        if( !entry.name_custom.empty() || !entry.name_invert_custom.empty() ) {
            json.start_object();

            json.member( "name", id_to_name( entry.col_id ) );
            json.member( "custom", entry.name_custom );
            json.member( "invertcustom", entry.name_invert_custom );

            json.end_object();
        }
    }

    json.end_array();
}
コード例 #21
0
ファイル: color.cpp プロジェクト: AreasAside/Cataclysm-DDA
void nc_color::serialize( JsonOut &jsout ) const
{
    jsout.write( attribute_value );
}
コード例 #22
0
/*
 * save npc
 */
void npc::serialize(JsonOut &json, bool save_contents) const
{
    json.start_object();

    json_save_common_variables( json );

    json.member( "name", name );
    json.member( "id", getID() );
    json.member( "marked_for_death", marked_for_death );
    json.member( "dead", dead );
    json.member( "patience", patience );
    json.member( "myclass", (int)myclass );

    json.member( "personality", personality );
    json.member( "wandx", wandx );
    json.member( "wandy", wandy );
    json.member( "wandf", wandf );
    json.member( "omx", omx );
    json.member( "omy", omy );
    json.member( "omz", omz );

    json.member( "mapx", mapx );
    json.member( "mapy", mapy );
    json.member( "plx", plx );
    json.member( "ply", ply );
    json.member( "goalx", goal.x );
    json.member( "goaly", goal.y );
    json.member( "goalz", goal.z );

    json.member( "mission", mission ); // todo: stringid
    json.member( "flags", flags );
    if ( my_fac != NULL ) { // set in constructor
        json.member( "my_fac", my_fac->id );
    }
    json.member( "attitude", (int)attitude );
    json.member("op_of_u", op_of_u);
    json.member("chatbin", chatbin);
    json.member("combat_rules", combat_rules);

    if ( save_contents ) {
        json.member( "worn", worn ); // also saves contents

        json.member("inv");
        inv.json_save_items(json);

        if (!weapon.is_null()) {
            json.member( "weapon", weapon ); // also saves contents
        }
    }

    json.end_object();
}
コード例 #23
0
/*
 * Save, json ed; serialization that won't break as easily. In theory.
 */
void monster::serialize(JsonOut &json, bool save_contents) const
{
    json.start_object();

    json.member( "typeid", type->id );
    json.member("posx",_posx);
    json.member("posy",_posy);
    json.member("wandx",wandx);
    json.member("wandy",wandy);
    json.member("wandf",wandf);
    json.member("moves",moves);
    json.member("speed",speed);
    json.member("hp",hp);
    json.member("sp_timeout",sp_timeout);
    json.member("friendly",friendly);
    json.member("faction_id",faction_id);
    json.member("mission_id",mission_id);
    json.member("no_extra_death_drops", no_extra_death_drops );
    json.member("dead",dead);
    json.member("anger",anger);
    json.member("morale",morale);
    json.member("hallucination",hallucination);
    json.member("onstairs",onstairs);
    json.member("stairscount",staircount);
    json.member("plans", plans);
    json.member("ammo", ammo);

    json.member("effects", effects);

    if ( save_contents ) {
        json.member("inv");
        json.start_array();
        for(int i=0;i<inv.size();i++) {
            inv[i].serialize(json, true);
        }
        json.end_array();
    }

    json.end_object();
}
コード例 #24
0
 void serialize( JsonOut &js ) const override {
     js.start_object();
     js.member( "type", "null" );
     js.end_object();
 }
コード例 #25
0
ファイル: clzones.cpp プロジェクト: KrazyTheFox/Cataclysm-DDA
void zone_manager::serialize( JsonOut &json ) const
{
    json.write( zones );
}
コード例 #26
0
ファイル: clzones.cpp プロジェクト: KrazyTheFox/Cataclysm-DDA
void plot_options::serialize( JsonOut &json ) const
{
    json.member( "mark", mark );
    json.member( "seed", seed );
}
コード例 #27
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 void serialize( JsonOut &js ) const override {
     js.start_object();
     js.member( "type", "character" );
     js.member( "idx", find_index( who, target() ) );
     js.end_object();
 }
コード例 #28
0
void it_artifact_armor::serialize(JsonOut &json) const
{
    json.start_object();

    json.member("type", "artifact_armor");

    // generic data
    json.member("id", id);
    json.member("name", name);
    json.member("description", description);
    json.member("sym", sym);
    json.member("color", color_to_int(color));
    json.member("price", price);
    json.member("m1", m1);
    json.member("m2", m2);
    json.member("volume", volume);
    json.member("weight", weight);
    json.member("id", id);
    json.member("melee_dam", melee_dam);
    json.member("melee_cut", melee_cut);
    json.member("m_to_hit", m_to_hit);

    json.member("item_flags", item_tags);

    json.member("techniques", techniques);

    // armor data
    json.member("covers", covers);
    json.member("encumber", encumber);
    json.member("coverage", coverage);
    json.member("material_thickness", thickness);
    json.member("env_resist", env_resist);
    json.member("warmth", warmth);
    json.member("storage", storage);
    json.member("power_armor", power_armor);

    // artifact data
    json.member("effects_worn", effects_worn);

    json.end_object();
}
コード例 #29
0
void it_artifact_tool::serialize(JsonOut &json) const
{
    json.start_object();

    json.member("type", "artifact_tool");

    // generic data
    json.member("id", id);
    json.member("name", name);
    json.member("description", description);
    json.member("sym", sym);
    json.member("color", color_to_int(color));
    json.member("price", price);
    json.member("m1", m1);
    json.member("m2", m2);
    json.member("volume", volume);
    json.member("weight", weight);
    json.member("melee_dam", melee_dam);
    json.member("melee_cut", melee_cut);
    json.member("m_to_hit", m_to_hit);

    json.member("item_flags", item_tags);
    json.member("techniques", techniques);

    // tool data
    json.member("ammo", ammo);
    json.member("max_charges", max_charges);
    json.member("def_charges", def_charges);
    json.member("rand_charges", rand_charges);
    json.member("charges_per_use", charges_per_use);
    json.member("turns_per_charge", turns_per_charge);
    json.member("revert_to", revert_to);

    // artifact data
    json.member("charge_type", charge_type);
    json.member("effects_wielded", effects_wielded);
    json.member("effects_activated", effects_activated);
    json.member("effects_carried", effects_carried);

    json.end_object();
}
コード例 #30
0
/*
 * Prepare a json object for player, including player specific data, and data common to
   players and npcs ( which json_save_actor_data() handles ).
 */
void player::serialize(JsonOut &json, bool save_contents) const
{
    json.start_object();

    json_save_common_variables( json );

    // player-specific specifics
    if ( prof != NULL ) {
        json.member( "profession", prof->ident() );
    }

    // someday, npcs may drive
    json.member( "driving_recoil", int(driving_recoil) );
    json.member( "in_vehicle", in_vehicle );
    json.member( "controlling_vehicle", controlling_vehicle );

    // shopping carts, furniture etc
    json.member( "grab_point", grab_point );
    json.member( "grab_type", obj_type_name[ (int)grab_type ] );

    // misc player specific stuff
    json.member( "blocks_left", num_blocks );
    json.member( "focus_pool", focus_pool );
    json.member( "style_selected", style_selected );

    // possibly related to illness[] ?
    json.member( "health", health );

    // crafting etc
    json.member( "activity", activity );
    json.member( "backlog", activity );

    // mutations; just like traits but can be removed.
    json.member( "mutations", my_mutations );

    // "The cold wakes you up."
    json.member( "temp_cur", std::vector<int>( temp_cur, temp_cur + num_bp ) );
    json.member( "temp_conv", std::vector<int>( temp_conv, temp_conv + num_bp ) );
    json.member( "frostbite_timer", std::vector<int>( frostbite_timer, frostbite_timer + num_bp ) );

    // npc: unimplemented, potentially useful
    json.member( "learned_recipes" );
    json.start_array();
    for (std::map<std::string, recipe*>::const_iterator iter = learned_recipes.begin(); iter != learned_recipes.end(); ++iter) {
        json.write( iter->first );
    }
    json.end_array();

    // :(
    json.member( "morale", morale );

    // mission stuff
    json.member("active_mission", active_mission );

    json.member( "active_missions", active_missions );
    json.member( "completed_missions", completed_missions );
    json.member( "failed_missions", failed_missions );

    json.member( "player_stats", get_stats() );

    if ( save_contents ) {
        json.member( "worn", worn ); // also saves contents

        json.member("inv");
        inv.json_save_items(json);

        json.member("invcache");
        inv.json_save_invcache(json);

        if (!weapon.is_null()) {
            json.member( "weapon", weapon ); // also saves contents
        }
//FIXME: seperate function, better still another file
  /*      for( size_t i = 0; i < memorial_log.size(); ++i ) {
            ptmpvect.push_back(pv(memorial_log[i]));
        }
        json.member("memorial",ptmpvect);
*/
    }

    json.end_object();
}