/* * 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(); }
void mission::serialize(JsonOut &json) const { json.start_object(); json.member("type_id", type == NULL ? -1 : (int)type->id); json.member("description", description); json.member("failed", failed); json.member("value", value); json.member("reward", reward); json.member("uid", uid); json.member("target"); json.start_array(); json.write(target.x); json.write(target.y); json.end_array(); json.member("count", count); json.member("deadline", deadline); json.member("npc_id", npc_id); json.member("good_fac_id", good_fac_id); json.member("bad_fac_id", bad_fac_id); json.member("step", step); json.member("follow_up", (int)follow_up); json.end_object(); }
void zone_manager::serialize( JsonOut &json ) const { json.start_array(); for( auto &elem : zones ) { json.start_object(); json.member( "name", elem.get_name() ); json.member( "type", elem.get_type() ); json.member( "invert", elem.get_invert() ); json.member( "enabled", elem.get_enabled() ); tripoint start = elem.get_start_point(); tripoint end = elem.get_end_point(); json.member( "start_x", start.x ); json.member( "start_y", start.y ); json.member( "start_z", start.z ); json.member( "end_x", end.x ); json.member( "end_y", end.y ); json.member( "end_z", end.z ); json.end_object(); } json.end_array(); }
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(); }
/* * 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(); }
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(); }
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(); }
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("materials"); json.start_array(); for (auto mat : materials) { json.write(mat); } json.end_array(); 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(); }
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("materials"); json.start_array(); for (auto mat : materials) { json.write(mat); } json.end_array(); 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); // 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(); }
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(); }
/* * 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(); }
/* * 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(); }
void item::serialize(JsonOut &json, bool save_contents) const { json.start_object(); ///// if (type == NULL) { debugmsg("Tried to save an item with NULL type!"); } itype_id ammotmp = "null"; /* TODO: This causes a segfault sometimes, even though we check to make sure * curammo isn't NULL. The crashes seem to occur most frequently when saving an * NPC, or when saving map data containing an item an NPC has dropped. */ if (curammo != NULL) { ammotmp = curammo->id; } ///// json.member( "invlet", int(invlet) ); json.member( "typeid", typeId() ); json.member( "bday", bday ); if ( charges != -1 ) json.member( "charges", long(charges) ); if ( damage != 0 ) json.member( "damage", int(damage) ); if ( burnt != 0 ) json.member( "burnt", burnt ); if ( poison != 0 ) json.member( "poison", poison ); if ( ammotmp != "null" ) json.member( "curammo", ammotmp ); if ( mode != "NULL" ) json.member( "mode", mode ); if ( active == true ) json.member( "active", true ); if ( item_counter != 0) json.member( "item_counter", item_counter ); // bug? // if ( fridge == true ) json.member( "fridge", true ); if ( fridge != 0 ) json.member( "fridge", fridge ); if ( rot != 0 ) json.member( "rot", rot ); if ( last_rot_check != 0 ) json.member( "last_rot_check", last_rot_check ); if ( corpse != NULL ) json.member( "corpse", corpse->id ); if ( owned != -1 ) json.member( "owned", owned ); if ( player_id != -1 ) json.member( "player_id", player_id ); if ( mission_id != -1 ) json.member( "mission_id", mission_id ); if ( ! item_tags.empty() ) { json.member( "item_tags", item_tags ); } if ( ! item_vars.empty() ) { json.member( "item_vars", item_vars ); } if ( name != type->name ) { json.member( "name", name ); } if ( light.luminance != 0 ) { json.member( "light", int(light.luminance) ); if ( light.width != 0 ) { json.member( "light_width", int(light.width) ); json.member( "light_dir", int(light.direction) ); } } if ( save_contents && !contents.empty() ) { json.member("contents"); json.start_array(); for (int k = 0; k < contents.size(); k++) { if(!(contents[k].contents.empty()) && contents[k].contents[0].is_gunmod()) { contents[k].serialize(json, true); // save gun mods of holstered pistol } else { contents[k].serialize(json, false); // no matryoshka dolls } } json.end_array(); } json.member( "components", components ); json.end_object(); }
void item::serialize(JsonOut &json, bool save_contents) const { json.start_object(); ///// if (type == NULL) { debugmsg("Tried to save an item with NULL type!"); } itype_id ammotmp = "null"; /* TODO: This causes a segfault sometimes, even though we check to make sure * curammo isn't NULL. The crashes seem to occur most frequently when saving an * NPC, or when saving map data containing an item an NPC has dropped. */ if (curammo != NULL) { ammotmp = curammo->id; } if( std::find(unreal_itype_ids.begin(), unreal_itype_ids.end(), ammotmp) != unreal_itype_ids.end() && std::find(artifact_itype_ids.begin(), artifact_itype_ids.end(), ammotmp) != artifact_itype_ids.end() ) { ammotmp = "null"; //Saves us from some bugs, apparently? } ///// json.member( "invlet", int(invlet) ); json.member( "typeid", typeId() ); json.member( "bday", bday ); if ( charges != -1 ) json.member( "charges", int(charges) ); if ( damage != 0 ) json.member( "damage", int(damage) ); if ( burnt != 0 ) json.member( "burnt", burnt ); if ( poison != 0 ) json.member( "poison", poison ); if ( ammotmp != "null" ) json.member( "curammo", ammotmp ); if ( mode != "NULL" ) json.member( "mode", mode ); if ( active == true ) json.member( "active", true ); if ( fridge == true ) json.member( "fridge", true ); if ( corpse != NULL ) json.member( "corpse", corpse->id ); if ( owned != -1 ) json.member( "owned", owned ); if ( player_id != -1 ) json.member( "player_id", player_id ); if ( mission_id != -1 ) json.member( "mission_id", mission_id ); if ( ! item_tags.empty() ) { json.member( "item_tags", item_tags ); } if ( ! item_vars.empty() ) { json.member( "item_vars", item_vars ); } if ( name != type->name ) { json.member( "name", name ); } if ( light.luminance != 0 ) { json.member( "light", int(light.luminance) ); if ( light.width != 0 ) { json.member( "light_width", int(light.width) ); json.member( "light_dir", int(light.direction) ); } } if ( save_contents && contents.size() > 0 ) { json.member("contents"); json.start_array(); for (int k = 0; k < contents.size(); k++) { contents[k].serialize(json, false); // no matryoshka dolls } json.end_array(); } json.end_object(); }