qt5base-lts/examples/corelib/serialization/savegame/game.cpp
Edward Welbourne d8517fb1ab corelib/serialization examples: clang-tidy and coding style clean-up
I overrode clang-tidy where it uglified or obfuscated and did some
clean-up provoked or made possible by its changes. Konrad pointed out,
in review, a constructor that could be = default; it could, in fact,
vanish entirely as a result.

Pick-to: 6.6 6.5
Task-number: QTBUG-111228
Change-Id: I9b7744a3abaa29e6f9e0689d0f6985bfd88cd0fd
Reviewed-by: Konrad Kujawa <konrad.kujawa@qt.io>
2023-09-08 18:17:37 +02:00

143 lines
4.0 KiB
C++

// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#include "game.h"
#include <QCborMap>
#include <QCborValue>
#include <QFile>
#include <QJsonArray>
#include <QJsonDocument>
#include <QRandomGenerator>
#include <QTextStream>
using namespace Qt::StringLiterals;
Character Game::player() const
{
return mPlayer;
}
QList<Level> Game::levels() const
{
return mLevels;
}
//! [newGame]
void Game::newGame()
{
mPlayer = Character();
mPlayer.setName("Hero"_L1);
mPlayer.setClassType(Character::Archer);
mPlayer.setLevel(QRandomGenerator::global()->bounded(15, 21));
mLevels.clear();
mLevels.reserve(2);
Level village("Village"_L1);
QList<Character> villageNpcs;
villageNpcs.reserve(2);
villageNpcs.append(Character("Barry the Blacksmith"_L1,
QRandomGenerator::global()->bounded(8, 11), Character::Warrior));
villageNpcs.append(Character("Terry the Trader"_L1,
QRandomGenerator::global()->bounded(6, 8), Character::Warrior));
village.setNpcs(villageNpcs);
mLevels.append(village);
Level dungeon("Dungeon"_L1);
QList<Character> dungeonNpcs;
dungeonNpcs.reserve(3);
dungeonNpcs.append(Character("Eric the Evil"_L1,
QRandomGenerator::global()->bounded(18, 26), Character::Mage));
dungeonNpcs.append(Character("Eric's Left Minion"_L1,
QRandomGenerator::global()->bounded(5, 7), Character::Warrior));
dungeonNpcs.append(Character("Eric's Right Minion"_L1,
QRandomGenerator::global()->bounded(4, 9), Character::Warrior));
dungeon.setNpcs(dungeonNpcs);
mLevels.append(dungeon);
}
//! [newGame]
//! [loadGame]
bool Game::loadGame(Game::SaveFormat saveFormat)
{
QFile loadFile(saveFormat == Json ? "save.json"_L1 : "save.dat"_L1);
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(QCborValue::fromCbor(saveData).toMap().toJsonObject()));
read(loadDoc.object());
QTextStream(stdout) << "Loaded save for " << loadDoc["player"]["name"].toString()
<< " using " << (saveFormat != Json ? "CBOR" : "JSON") << "...\n";
return true;
}
//! [loadGame]
//! [saveGame]
bool Game::saveGame(Game::SaveFormat saveFormat) const
{
QFile saveFile(saveFormat == Json ? "save.json"_L1 : "save.dat"_L1);
if (!saveFile.open(QIODevice::WriteOnly)) {
qWarning("Couldn't open save file.");
return false;
}
QJsonObject gameObject = toJson();
saveFile.write(saveFormat == Json ? QJsonDocument(gameObject).toJson()
: QCborValue::fromJsonValue(gameObject).toCbor());
return true;
}
//! [saveGame]
//! [read]
void Game::read(const QJsonObject &json)
{
if (const QJsonValue v = json["player"]; v.isObject())
mPlayer = Character::fromJson(v.toObject());
if (const QJsonValue v = json["levels"]; v.isArray()) {
const QJsonArray levels = v.toArray();
mLevels.clear();
mLevels.reserve(levels.size());
for (const QJsonValue &level : levels)
mLevels.append(Level::fromJson(level.toObject()));
}
}
//! [read]
//! [toJson]
QJsonObject Game::toJson() const
{
QJsonObject json;
json["player"] = mPlayer.toJson();
QJsonArray levels;
for (const Level &level : mLevels)
levels.append(level.toJson());
json["levels"] = levels;
return json;
}
//! [toJson]
void Game::print(QTextStream &s, int indentation) const
{
const QString indent(indentation * 2, ' ');
s << indent << "Player\n";
mPlayer.print(s, indentation + 1);
s << indent << "Levels\n";
for (const Level &level : mLevels)
level.print(s, indentation + 1);
}