コード例 #1
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 #2
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 #3
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 #4
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 #5
0
 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 #6
0
 void serialize( JsonOut &js ) const override {
     js.start_object();
     js.member( "type", "null" );
     js.end_object();
 }
コード例 #7
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();
}
コード例 #8
0
/*
 * Variables common to player and npc
 */
void player::json_save_common_variables(JsonOut &json) const
{
    // assumes already in player object
    // positional data
    json.member( "posx", posx );            json.member( "posy", posy );

    // attributes, current / max levels
    json.member( "str_cur", str_cur );      json.member( "str_max", str_max );
    json.member( "dex_cur", dex_cur );      json.member( "dex_max", dex_max );
    json.member( "int_cur", int_cur );      json.member( "int_max", int_max );
    json.member( "per_cur", per_cur );      json.member( "per_max", per_max );

    // om-noms or lack thereof
    json.member( "hunger", hunger );        json.member( "thirst", thirst );
    // energy
    json.member( "fatigue", fatigue );      json.member( "stim", stim );
    // pain
    json.member( "pain", pain );            json.member( "pkill", pkill );
    // misc levels
    json.member( "radiation", radiation );
    json.member( "scent", int(scent) );

    // initiative type stuff
    json.member( "moves", moves );
    json.member( "dodges_left", num_dodges);

    // breathing
    json.member( "underwater", underwater );
    json.member( "oxygen", oxygen );

    // gender
    json.member( "male", male );

    json.member( "cash", cash );
    json.member( "recoil", int(recoil) );

    // potential incompatibility with future expansion
    // todo: consider ["parts"]["head"]["hp_cur"] instead of ["hp_cur"][head_enum_value]
    json.member( "hp_cur", std::vector<int>( hp_cur, hp_cur + num_hp_parts ) );
    json.member( "hp_max", std::vector<int>( hp_max, hp_max + num_hp_parts ) );

    // npc; unimplemented
    json.member( "power_level", power_level );
    json.member( "max_power_level", max_power_level );

    // traits: permanent 'mutations' more or less
    json.member( "traits", my_traits );

    // skills
    json.member( "skills" );
    json.start_object();
    for (std::vector<Skill*>::iterator aSkill = Skill::skills.begin(); aSkill != Skill::skills.end(); ++aSkill) {
        SkillLevel sk = get_skill_level(*aSkill);
        json.member((*aSkill)->ident(), sk);
    }
    json.end_object();

    // martial arts
    /*for (int i = 0; i < ma_styles.size(); i++) {
        ptmpvect.push_back( pv( ma_styles[i] ) );
    }*/
    json.member( "ma_styles", ma_styles );

    // disease
    json.member( "illness", illness );
    json.member( "effects", effects );

    // "Looks like I picked the wrong week to quit smoking." - Steve McCroskey
    json.member( "addictions", addictions );

    // "Fracking Toasters" - Saul Tigh, toaster
    json.member( "my_bionics", my_bionics );
}
コード例 #9
0
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();
}
コード例 #10
0
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();
}