void noShipBuildingSite::Serialize(SerializedGameData& sgd) const { Serialize_noCoordBase(sgd); sgd.PushUnsignedChar(player); sgd.PushUnsignedChar(progress); }
void noFire::Serialize_noFire(SerializedGameData& sgd) const { Serialize_noCoordBase(sgd); sgd.PushBool(isBig); sgd.PushEvent(dead_event); }
void noRoadNode::Serialize_noRoadNode(SerializedGameData* sgd) const { Serialize_noCoordBase(sgd); sgd->PushUnsignedChar(player); // the trick only seems to work for flags if (this->GetGOT() == GOT_FLAG) { // this is a trick: // -> initialize routes for flag with NULL // -> RoadSegment will set these later for (unsigned i = 0; i < 6; ++i) { sgd->PushObject(NULL, true); } } else { for (unsigned i = 0; i < 6; ++i) { sgd->PushObject(routes[i], true); } } }
void noFire::Serialize_noFire(SerializedGameData* sgd) const { Serialize_noCoordBase(sgd); sgd->PushUnsignedChar(size); sgd->PushObject(dead_event, true); }
void noDisappearingEnvObject::Serialize_noDisappearingEnvObject(SerializedGameData* sgd) const { Serialize_noCoordBase(sgd); sgd->PushBool(disappearing); sgd->PushObject(dead_event, true); }
void noStaticObject::Serialize_noStaticObject(SerializedGameData* sgd) const { Serialize_noCoordBase(sgd); sgd->PushUnsignedShort(id); sgd->PushUnsignedShort(file); sgd->PushUnsignedChar(size); }
void noTree::Serialize_noTree(SerializedGameData * sgd) const { Serialize_noCoordBase(sgd); sgd->PushUnsignedChar(type); sgd->PushUnsignedChar(size); sgd->PushUnsignedChar(static_cast<unsigned char>(state)); sgd->PushObject(event,true); sgd->PushObject(produce_animal_event,true); sgd->PushBool(produce_animals); }
void noMovable::Serialize_noMovable(SerializedGameData& sgd) const { Serialize_noCoordBase(sgd); sgd.PushUnsignedChar(curMoveDir); sgd.PushUnsignedChar(ascent); sgd.PushObject(current_ev, true); sgd.PushUnsignedInt(pause_walked_gf); sgd.PushUnsignedInt(pause_event_length); sgd.PushBool(moving); }