/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. 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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "game.h" #include #include #include #include #include Character Game::player() const { return mPlayer; } QVector Game::levels() const { return mLevels; } //! [0] void Game::newGame() { mPlayer = Character(); mPlayer.setName(QStringLiteral("Hero")); mPlayer.setClassType(Character::Archer); mPlayer.setLevel(QRandomGenerator::global()->bounded(15, 21)); mLevels.clear(); mLevels.reserve(2); Level village(QStringLiteral("Village")); QVector villageNpcs; villageNpcs.reserve(2); villageNpcs.append(Character(QStringLiteral("Barry the Blacksmith"), QRandomGenerator::global()->bounded(8, 11), Character::Warrior)); villageNpcs.append(Character(QStringLiteral("Terry the Trader"), QRandomGenerator::global()->bounded(6, 8), Character::Warrior)); village.setNpcs(villageNpcs); mLevels.append(village); Level dungeon(QStringLiteral("Dungeon")); QVector dungeonNpcs; dungeonNpcs.reserve(3); dungeonNpcs.append(Character(QStringLiteral("Eric the Evil"), QRandomGenerator::global()->bounded(18, 26), Character::Mage)); dungeonNpcs.append(Character(QStringLiteral("Eric's Left Minion"), QRandomGenerator::global()->bounded(5, 7), Character::Warrior)); dungeonNpcs.append(Character(QStringLiteral("Eric's Right Minion"), QRandomGenerator::global()->bounded(4, 9), Character::Warrior)); dungeon.setNpcs(dungeonNpcs); mLevels.append(dungeon); } //! [0] //! [3] bool Game::loadGame(Game::SaveFormat saveFormat) { QFile loadFile(saveFormat == Json ? QStringLiteral("save.json") : QStringLiteral("save.dat")); if (!loadFile.open(QIODevice::ReadOnly)) { qWarning("Couldn't open save file."); return false; } QByteArray saveData = loadFile.readAll(); QJsonDocument loadDoc(saveFormat == Json ? QJsonDocument::fromJson(saveData) : QJsonDocument::fromBinaryData(saveData)); read(loadDoc.object()); QTextStream(stdout) << "Loaded save for " << loadDoc["player"]["name"].toString() << " using " << (saveFormat != Json ? "binary " : "") << "JSON...\n"; return true; } //! [3] //! [4] bool Game::saveGame(Game::SaveFormat saveFormat) const { QFile saveFile(saveFormat == Json ? QStringLiteral("save.json") : QStringLiteral("save.dat")); if (!saveFile.open(QIODevice::WriteOnly)) { qWarning("Couldn't open save file."); return false; } QJsonObject gameObject; write(gameObject); QJsonDocument saveDoc(gameObject); saveFile.write(saveFormat == Json ? saveDoc.toJson() : saveDoc.toBinaryData()); return true; } //! [4] //! [1] void Game::read(const QJsonObject &json) { if (json.contains("player") && json["player"].isObject()) mPlayer.read(json["player"].toObject()); if (json.contains("levels") && json["levels"].isArray()) { QJsonArray levelArray = json["levels"].toArray(); mLevels.clear(); mLevels.reserve(levelArray.size()); for (int levelIndex = 0; levelIndex < levelArray.size(); ++levelIndex) { QJsonObject levelObject = levelArray[levelIndex].toObject(); Level level; level.read(levelObject); mLevels.append(level); } } } //! [1] //! [2] void Game::write(QJsonObject &json) const { QJsonObject playerObject; mPlayer.write(playerObject); json["player"] = playerObject; QJsonArray levelArray; for (const Level &level : mLevels) { QJsonObject levelObject; level.write(levelObject); levelArray.append(levelObject); } json["levels"] = levelArray; } //! [2] void Game::print(int indentation) const { const QString indent(indentation * 2, ' '); QTextStream(stdout) << indent << "Player\n"; mPlayer.print(indentation + 1); QTextStream(stdout) << indent << "Levels\n"; for (Level level : mLevels) level.print(indentation + 1); }