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; } }
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(); }
/* * 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 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 nc_color::serialize( JsonOut &jsout ) const { jsout.write( attribute_value ); }
void zone_manager::serialize( JsonOut &json ) const { json.write( zones ); }
/* * 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(); }