Пример #1
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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);
}
Пример #2
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void MovementType::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(traits)
    & SVAR(tribe)
    & SVAR(sunlightVulnerable)
    & SVAR(fireResistant)
    & SVAR(forced);
}
Пример #3
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void Task::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(UniqueEntity)
    & SVAR(position)
    & SVAR(done)
    & SVAR(collective);
  CHECK_SERIAL;
}
Пример #4
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void ItemFactory::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(items)
    & SVAR(weights)
    & SVAR(minCount)
    & SVAR(maxCount)
    & SVAR(unique);
}
Пример #5
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void Tribe::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(diplomatic)
    & SVAR(standing)
    & SVAR(attacks)
    & SVAR(enemyTribes)
    & SVAR(name);
}
Пример #6
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void Item::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(UniqueEntity) & SUBCLASS(Renderable)
    & SVAR(attributes)
    & SVAR(discarded)
    & SVAR(shopkeeper)
    & SVAR(fire);
}
Пример #7
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void MonsterAI::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(behaviours)
    & SVAR(weights)
    & SVAR(creature)
    & SVAR(pickItems);
  CHECK_SERIAL;
}
Пример #8
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void Monster::serialize(Archive& ar, const unsigned int version) {
  ar & SUBCLASS(Controller)
     & SVAR(creature)
     & SVAR(actor)
     & SVAR(enemies);
  CHECK_SERIAL;
}
Пример #9
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void Deity::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(name)
    & SVAR(gender)
    & SVAR(epithets)
    & SVAR(habitat);
  CHECK_SERIAL;
}
Пример #10
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void ShortestPath::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(path)
    & SVAR(target)
    & SVAR(directions)
    & SVAR(bounds)
    & SVAR(reversed);
  CHECK_SERIAL;
}
Пример #11
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 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(Trigger)
     & SVAR(startTime)
     & SVAR(active)
     & SVAR(other)
     & SVAR(previous);
   CHECK_SERIAL;
 }
Пример #12
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 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(GuardTarget)
     & SUBCLASS(EventListener)
     & SVAR(target) 
     & SVAR(levelChanges)
     & SVAR(dieTime);
   CHECK_SERIAL;
 }
Пример #13
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void Location::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(name)
    & SVAR(description)
    & SVAR(bounds)
    & SVAR(level)
    & SVAR(surprise);
  CHECK_SERIAL;
}
Пример #14
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 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(NonTransferable)
     & SVAR(items)
     & SVAR(pickedUp)
     & SVAR(position)
     & SVAR(tries)
     & SVAR(callback);
   CHECK_SERIAL;
 }
Пример #15
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void Technology::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(Singleton)
    & SVAR(name)
    & SVAR(cost)
    & SVAR(prerequisites)
    & SVAR(research)
    & SVAR(skill);
  CHECK_SERIAL;
}
Пример #16
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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;
}
Пример #17
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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);
}
Пример #18
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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);
}
Пример #19
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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);
}
Пример #20
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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;
}
Пример #21
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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);
}
Пример #22
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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;
}
Пример #23
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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);
}
Пример #24
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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);
}
Пример #25
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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;
}
Пример #26
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 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;
 }
Пример #27
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void VillageControl::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(CollectiveControl)
    & SVAR(villains)
    & SVAR(victims)
    & SVAR(myItems)
    & SVAR(stolenItemCount)
    & SVAR(attackSizes)
    & SVAR(entries);
}
Пример #28
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void PlayerMessage::serialize(Archive& ar, const unsigned int version) { 
  ar & SUBCLASS(UniqueEntity) 
     & SVAR(text)
     & SVAR(priority)
     & SVAR(freshness)
     & SVAR(position)
     & SVAR(creature)
     & SVAR(location);
}
Пример #29
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void Trigger::serialize(Archive& ar, const unsigned int version) {
  ar& SVAR(viewObject)
    & SVAR(position);
}
Пример #30
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Location) & SVAR(entered);
   CHECK_SERIAL;
 }