NAME name; //!< \8c \94\\82Ì\96¼\91O
+ friend class boost::serialization::access;
+
/*!
* @brief \83N\83\89\83X\82Ì\83V\83\8a\83A\83\89\83C\83Y\82ð\90Ý\92è\82·\82é
* @param archive \83A\81[\83J\83C\83u\89»\82·\82é\83N\83\89\83X\82Ì\83A\83h\83\8c\83X
public:
+
/*!
* @brief Authority\83N\83\89\83X\83R\83\93\83X\83g\83\89\83N\83^(GameElement\83\81\83\93\83o\91Î\89\9e)
* @param id GameElement\82ÌID
NAME buildingName;
+ friend class boost::serialization::access;
+
/*!
* @brief \83N\83\89\83X\82Ì\83V\83\8a\83A\83\89\83C\83Y\82ð\90Ý\92è\82·\82é
* @param archive \83A\81[\83J\83C\83u\89»\82·\82é\83N\83\89\83X\82Ì\83A\83h\83\8c\83X
NAME name;
+ friend class boost::serialization::access;
+
/*!
* @brief \83N\83\89\83X\82Ì\83V\83\8a\83A\83\89\83C\83Y\82ð\90Ý\92è\82·\82é
* @param archive \83A\81[\83J\83C\83u\89»\82·\82é\83N\83\89\83X\82Ì\83A\83h\83\8c\83X
*/
template<class Archive> void serialize(Archive &archive, const unsigned int fileVersion)
{
- int id;
- for(id = 0; id < MAX_DISCIPLINE_TYPES; id++)
- {
- archive & BOOST_SERIALIZATION_NVP(discipilinePoint[id]);
- }
+ archive & BOOST_SERIALIZATION_NVP(disciplinePoint);
}
* @param fileVersion \83t\83@\83C\83\8b\83o\81[\83W\83\87\83\93
* @return XMLSerialize\83e\83\93\83v\83\8c\81[\83g
*/
- template<class Archive> void serialize(Archive &archive, const unsigned int fileVersion)
+ template<class Archive> void serialize(Archive &archive, const unsigned int version)
{
- archive & BOOST_SERIALIZATION_NVP(floorID);
- archive & BOOST_SERIALIZATION_NVP(position);
+ if(version >= 0)
+ {
+ archive & boost::serialization::make_nvp("Position", position);
+ }
}
public:
ID outerWallFeature; //!< \8aî\96{\8aO\95Ç\92n\8c`ID
ID innerWallFeature; //!< \8aî\96{\93à\95Ç\92n\8c`ID
ID controlCamp; //!< \8f\8a\97L\90w\89cID
- ID gurdianSpecies; //!< \83_\83\93\83W\83\87\83\93\82Ì\8eç\8cì\8eÒID
+ ID guardianSpecies; //!< \83_\83\93\83W\83\87\83\93\82Ì\8eç\8cì\8eÒID
friend class boost::serialization::access;
*/
template<class Archive> void serialize(Archive &archive, const unsigned int fileVersion)
{
- archive & BOOST_SERIALIZATION_NVP(mixDepth);
+ archive & BOOST_SERIALIZATION_NVP(minDepth);
archive & BOOST_SERIALIZATION_NVP(maxDepth);
archive & BOOST_SERIALIZATION_NVP(outerWallFeature);
archive & BOOST_SERIALIZATION_NVP(innerWallFeature);
archive & BOOST_SERIALIZATION_NVP(controlCamp);
- archive & BOOST_SERIALIZATION_NVP(GetGurdianSpecies);
+ archive & BOOST_SERIALIZATION_NVP(guardianSpecies);
}
{
archive & BOOST_SERIALIZATION_NVP(name);
archive & BOOST_SERIALIZATION_NVP(tileID);
- archive & BOOST_SERIALIZATION_NVP(symbol);
- archive & BOOST_SERIALIZATION_NVP(symColor);
- archive & BOOST_SERIALIZATION_NVP(backColor);
+ //archive & BOOST_SERIALIZATION_NVP(symbol);
+ //archive & BOOST_SERIALIZATION_NVP(symColor);
+ //archive & BOOST_SERIALIZATION_NVP(backColor);
}
public:
#include "GameWorld.h"
#include "GameElement.h"
#include "Square.h"
+#include "Door.h"
namespace Deeangband
{
{
if(version >= 0)
{
- boost::serialization::make_nvp("Doors", doors);
- boost::serialization::make_nvp("Width", width);
- boost::serialization::make_nvp("Height", height);
+ archive & boost::serialization::make_nvp("Doors", doors);
+ archive & boost::serialization::make_nvp("Width", width);
+ archive & boost::serialization::make_nvp("Height", height);
}
}
{
if(version >= 0)
{
+ archive & boost::serialization::make_nvp("Authorities", authorityList);
+ archive & boost::serialization::make_nvp("Buildings", buildingList);
+ archive & boost::serialization::make_nvp("Camps", campList);
+ archive & boost::serialization::make_nvp("Dungeons", dungeonList);
+ archive & boost::serialization::make_nvp("Effects", effectList);
+ archive & boost::serialization::make_nvp("Features", featureList);
+ archive & boost::serialization::make_nvp("FixedArtifacts", fixedArtifactList);
+ archive & boost::serialization::make_nvp("ItemBases", itemBaseList);
+ archive & boost::serialization::make_nvp("ItemEgos", itemEgoList);
+ archive & boost::serialization::make_nvp("ItemTraits", itemTraitList);
+ archive & boost::serialization::make_nvp("Karmas", karmaList);
+ archive & boost::serialization::make_nvp("Quests", questList);
+ archive & boost::serialization::make_nvp("Skills", skillList);
+ archive & boost::serialization::make_nvp("Species", speciesList);
+ archive & boost::serialization::make_nvp("TrapBases", trapBaseList);
+
+ archive & boost::serialization::make_nvp("Authorities", authorityList);
archive & boost::serialization::make_nvp("Creatures", creatureList);
archive & boost::serialization::make_nvp("Items", itemList);
archive & boost::serialization::make_nvp("Floors", floorList);
SavingTable plusSaving; //!< \92Ç\89Á\83Z\81[\83r\83\93\83O\8fC\90³
friend class boost::serialization::access;
+
template<class Archive> void serialize(Archive &archive, const unsigned int)
{
archive & BOOST_SERIALIZATION_NVP(name);
*/
class ItemTemplate : public GameElement
{
- private:
+ protected:
Dice baseDamage; //!< \83x\81[\83X\83_\83\81\81[\83W\82Ì\83_\83C\83X
WEIGHT weight; //!< \83A\83C\83e\83\80\82Ì\8fd\97Ê
class Karma : public CreatureTemplate
{
private:
+
Discipline desciplinePlus; //!< \8fC\97{\92l\8fC\90³
+ friend class boost::serialization::access;
+
/*!
* @brief \83N\83\89\83X\82Ì\83V\83\8a\83A\83\89\83C\83Y\82ð\90Ý\92è\82·\82é
* @param archive \83A\81[\83J\83C\83u\89»\82·\82é\83N\83\89\83X\82Ì\83A\83h\83\8c\83X
{
private:
+
std::string name; //!< \83N\83G\83X\83g\96¼
+ friend class boost::serialization::access;
+
/*!
* @brief \83N\83\89\83X\82Ì\83V\83\8a\83A\83\89\83C\83Y\82ð\90Ý\92è\82·\82é
* @param archive \83A\81[\83J\83C\83u\89»\82·\82é\83N\83\89\83X\82Ì\83A\83h\83\8c\83X
std::string name;
std::string details;
+ friend class boost::serialization::access;
+
/*!
* @brief \83N\83\89\83X\82Ì\83V\83\8a\83A\83\89\83C\83Y\82ð\90Ý\92è\82·\82é
* @param archive \83A\81[\83J\83C\83u\89»\82·\82é\83N\83\89\83X\82Ì\83A\83h\83\8c\83X
archive & BOOST_SERIALIZATION_NVP(averageHeight);
archive & BOOST_SERIALIZATION_NVP(averageWeight);
archive & BOOST_SERIALIZATION_NVP(baseFeed);
- archive & BOOST_SERIALIZATION_NVP(divineLebel);
+ archive & BOOST_SERIALIZATION_NVP(divineLevel);
archive & BOOST_SERIALIZATION_NVP(baseCamp);
archive & BOOST_SERIALIZATION_NVP(baseStatus);
}