qt5base-lts/examples/corelib/serialization/savegame/game.cpp
Jarek Kobus 29c99bddbf Use QList instead of QVector in examples
Task-number: QTBUG-84469
Change-Id: Id14119168bb1bf11f99bda7ef6ee9cf51bcfab2e
Reviewed-by: Sona Kurazyan <sona.kurazyan@qt.io>
2020-06-23 14:01:11 +02:00

208 lines
6.8 KiB
C++

/****************************************************************************
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#include "game.h"
#include <QCborMap>
#include <QCborValue>
#include <QFile>
#include <QJsonArray>
#include <QJsonDocument>
#include <QRandomGenerator>
#include <QTextStream>
Character Game::player() const
{
return mPlayer;
}
QList<Level> 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"));
QList<Character> 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"));
QList<Character> 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(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;
}
//! [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);
saveFile.write(saveFormat == Json
? QJsonDocument(gameObject).toJson()
: QCborValue::fromJsonValue(gameObject).toCbor());
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);
}