void FieldOfView::serialize(Archive& ar, const unsigned int version) { if (Archive::is_saving::value) // don't save the visibility values, as they can be easily recomputed visibility = Table<unique_ptr<Visibility>>(visibility.getBounds()); ar & SVAR(squares) & SVAR(visibility) & SVAR(vision); }
void MovementType::serialize(Archive& ar, const unsigned int version) { ar& SVAR(traits) & SVAR(tribe) & SVAR(sunlightVulnerable) & SVAR(fireResistant) & SVAR(forced); }
void Task::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(UniqueEntity) & SVAR(position) & SVAR(done) & SVAR(collective); CHECK_SERIAL; }
void ItemFactory::serialize(Archive& ar, const unsigned int version) { ar& SVAR(items) & SVAR(weights) & SVAR(minCount) & SVAR(maxCount) & SVAR(unique); }
void Tribe::serialize(Archive& ar, const unsigned int version) { ar& SVAR(diplomatic) & SVAR(standing) & SVAR(attacks) & SVAR(enemyTribes) & SVAR(name); }
void Item::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(UniqueEntity) & SUBCLASS(Renderable) & SVAR(attributes) & SVAR(discarded) & SVAR(shopkeeper) & SVAR(fire); }
void MonsterAI::serialize(Archive& ar, const unsigned int version) { ar& SVAR(behaviours) & SVAR(weights) & SVAR(creature) & SVAR(pickItems); CHECK_SERIAL; }
void Monster::serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Controller) & SVAR(creature) & SVAR(actor) & SVAR(enemies); CHECK_SERIAL; }
void Deity::serialize(Archive& ar, const unsigned int version) { ar& SVAR(name) & SVAR(gender) & SVAR(epithets) & SVAR(habitat); CHECK_SERIAL; }
void ShortestPath::serialize(Archive& ar, const unsigned int version) { ar& SVAR(path) & SVAR(target) & SVAR(directions) & SVAR(bounds) & SVAR(reversed); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(Trigger) & SVAR(startTime) & SVAR(active) & SVAR(other) & SVAR(previous); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(GuardTarget) & SUBCLASS(EventListener) & SVAR(target) & SVAR(levelChanges) & SVAR(dieTime); CHECK_SERIAL; }
void Location::serialize(Archive& ar, const unsigned int version) { ar& SVAR(name) & SVAR(description) & SVAR(bounds) & SVAR(level) & SVAR(surprise); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(NonTransferable) & SVAR(items) & SVAR(pickedUp) & SVAR(position) & SVAR(tries) & SVAR(callback); CHECK_SERIAL; }
void Technology::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(Singleton) & SVAR(name) & SVAR(cost) & SVAR(prerequisites) & SVAR(research) & SVAR(skill); CHECK_SERIAL; }
void Item::serialize(Archive& ar, const unsigned int version) { ItemAttributes::serialize(ar, version); ar& SUBCLASS(UniqueEntity) & SVAR(viewObject) & SVAR(discarded) & SVAR(inspected) & SVAR(shopkeeper) & SVAR(fire); CHECK_SERIAL; }
void ImmigrantInfo::serialize(Archive& ar, const unsigned int version) { ar& SVAR(id) & SVAR(frequency) & SVAR(attractions) & SVAR(traits) & SVAR(spawnAtDorm) & SVAR(salary) & SVAR(techId) & SVAR(limit) & SVAR(groupSize) & SVAR(autoTeam); }
void ViewObject::serialize(Archive& ar, const unsigned int version) { ar& SVAR(resource_id) & SVAR(viewLayer) & SVAR(description) & SVAR(modifiers) & SVAR(attributes) & SVAR(attachmentDir) & SVAR(position) & SVAR(creatureId) & SVAR(adjectives); }
void CollectiveConfig::serialize(Archive& ar, const unsigned int version) { ar& SVAR(immigrantFrequency) & SVAR(payoutTime) & SVAR(payoutMultiplier) & SVAR(maxPopulation) & SVAR(populationIncreases) & SVAR(immigrantInfo) & SVAR(type) & SVAR(recruitingMinPopulation) & SVAR(leaderAsFighter); }
void Player::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(Controller) & SUBCLASS(EventListener) & SVAR(creature) & SVAR(travelling) & SVAR(travelDir) & SVAR(target) & SVAR(lastLocation) & SVAR(specialCreatures) & SVAR(displayGreeting) & SVAR(levelMemory) & SVAR(model) & SVAR(displayTravelInfo); CHECK_SERIAL; }
void TaskMap<CostInfo>::serialize(Archive& ar, const unsigned int version) { ar& SVAR(tasks) & SVAR(positionMap) & SVAR(reversePositions) & SVAR(creatureMap) & SVAR(marked); if (version == 0) { // OBSOLETE set<pair<const Creature*, UniqueEntity<Creature>::Id>> lockedTasks; ar & boost::serialization::make_nvp("lockedTasks", lockedTasks); } ar & SVAR(completionCost) & SVAR(priorityTasks) & SVAR(delayedTasks) & SVAR(highlight); }
void Tribe::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(EventListener) & SVAR(diplomatic) & SVAR(standing) & SVAR(attacks) & SVAR(leader) & SVAR(members) & SVAR(enemyTribes) & SVAR(name) & SVAR(handicap); CHECK_SERIAL; }
void VillageControl::Villain::serialize(Archive& ar, const unsigned int version) { ar& SVAR(minPopulation) & SVAR(minTeamSize) & SVAR(collective) & SVAR(triggers) & SVAR(behaviour) & SVAR(welcomeMessage) & SVAR(ransom); }
void Model::serialize(Archive& ar, const unsigned int version) { ar& SVAR(levels) & SVAR(villageControls) & SVAR(timeQueue) & SVAR(deadCreatures) & SVAR(lastTick) & SVAR(levelLinks) & SVAR(collective) & SVAR(won) & SVAR(addHero) & SVAR(adventurer); CHECK_SERIAL; Skill::serializeAll(ar); Deity::serializeAll(ar); Quests::serializeAll(ar); Tribes::serializeAll(ar); Creature::serializeAll(ar); Technology::serializeAll(ar); Statistics::serialize(ar, version); }
void VillageControl::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(EventListener) & SVAR(allCreatures) & SVAR(villain) & SVAR(level) & SVAR(name) & SVAR(tribe) & SVAR(attackTrigger) & SVAR(atWar); CHECK_SERIAL; }
void serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(VillageControl::AttackTrigger) & SVAR(killedPoints) & SVAR(killedCoeff) & SVAR(powerCoeff) & SVAR(lastAttack) & SVAR(lastMyAttack) & SVAR(lastAttackLaunched) & SVAR(triggerAmounts); CHECK_SERIAL; }
void VillageControl::serialize(Archive& ar, const unsigned int version) { ar& SUBCLASS(CollectiveControl) & SVAR(villains) & SVAR(victims) & SVAR(myItems) & SVAR(stolenItemCount) & SVAR(attackSizes) & SVAR(entries); }
void PlayerMessage::serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(UniqueEntity) & SVAR(text) & SVAR(priority) & SVAR(freshness) & SVAR(position) & SVAR(creature) & SVAR(location); }
void Trigger::serialize(Archive& ar, const unsigned int version) { ar& SVAR(viewObject) & SVAR(position); }
void serialize(Archive& ar, const unsigned int version) { ar & SUBCLASS(Location) & SVAR(entered); CHECK_SERIAL; }