Fleshed out the serialization internals
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@@ -46,6 +46,8 @@ struct EnemyData {
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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//active gameplay members
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//NOTE: these are lost when unloaded
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#ifdef GRAPHICS
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@@ -33,6 +33,11 @@ struct EnemyPacket : SerialPacketBase {
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//gameplay
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Statistics stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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};
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@@ -26,19 +26,55 @@
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void serializeCharacter(CharacterPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the character
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SERIALIZE(buffer, &packet->characterIndex, sizeof(int));
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SERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE);
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SERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE);
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//the owner
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SERIALIZE(buffer, &packet->accountIndex, sizeof(int));
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//location
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SERIALIZE(buffer, &packet->roomIndex, sizeof(int));
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SERIALIZE(buffer, &packet->origin.x, sizeof(double));
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SERIALIZE(buffer, &packet->origin.y, sizeof(double));
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SERIALIZE(buffer, &packet->motion.x, sizeof(double));
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SERIALIZE(buffer, &packet->motion.y, sizeof(double));
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//stats structure
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serializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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}
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void deserializeCharacter(CharacterPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the character
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DESERIALIZE(buffer, &packet->characterIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE);
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DESERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE);
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//the owner
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DESERIALIZE(buffer, &packet->accountIndex, sizeof(int));
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//location
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DESERIALIZE(buffer, &packet->roomIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->origin.x, sizeof(double));
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DESERIALIZE(buffer, &packet->origin.y, sizeof(double));
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DESERIALIZE(buffer, &packet->motion.x, sizeof(double));
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DESERIALIZE(buffer, &packet->motion.y, sizeof(double));
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//stats structure
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deserializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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}
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@@ -26,11 +26,17 @@
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void serializeClient(ClientPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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SERIALIZE(buffer, &packet->clientIndex, sizeof(int));
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SERIALIZE(buffer, &packet->accountIndex, sizeof(int));
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SERIALIZE(buffer, &packet->username, sizeof(PACKET_STRING_SIZE));
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SERIALIZE(buffer, &packet->password, sizeof(PACKET_STRING_SIZE));
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}
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void deserializeClient(ClientPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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DESERIALIZE(buffer, &packet->clientIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->accountIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->username, sizeof(PACKET_STRING_SIZE));
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DESERIALIZE(buffer, &packet->password, sizeof(PACKET_STRING_SIZE));
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}
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@@ -26,11 +26,39 @@
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void serializeCombat(CombatPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the combat instance
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SERIALIZE(buffer, &packet->combatIndex, sizeof(int));
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SERIALIZE(buffer, &packet->difficulty, sizeof(int));
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SERIALIZE(buffer, &packet->terrainType, sizeof(CombatData::Terrain));
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//combatants
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SERIALIZE(buffer, &packet->characterArray, sizeof(int) * COMBAT_MAX_CHARACTERS);
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SERIALIZE(buffer, &packet->enemyArray, sizeof(int) * COMBAT_MAX_ENEMIES);
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//location
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SERIALIZE(buffer, &packet->mapIndex, sizeof(int));
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SERIALIZE(buffer, &packet->origin.x, sizeof(double));
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SERIALIZE(buffer, &packet->origin.y, sizeof(double));
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//TODO: rewards
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}
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void deserializeCombat(CombatPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the combat instance
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DESERIALIZE(buffer, &packet->combatIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->difficulty, sizeof(int));
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DESERIALIZE(buffer, &packet->terrainType, sizeof(CombatData::Terrain));
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//combatants
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DESERIALIZE(buffer, &packet->characterArray, sizeof(int) * COMBAT_MAX_CHARACTERS);
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DESERIALIZE(buffer, &packet->enemyArray, sizeof(int) * COMBAT_MAX_ENEMIES);
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//location
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DESERIALIZE(buffer, &packet->mapIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->origin.x, sizeof(double));
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DESERIALIZE(buffer, &packet->origin.y, sizeof(double));
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//TODO: rewards
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}
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@@ -26,19 +26,41 @@
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void serializeEnemy(EnemyPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the enemy
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SERIALIZE(buffer, &packet->enemyIndex, sizeof(int));
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SERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE);
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SERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE);
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//gameplay
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//stats structure
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serializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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}
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void deserializeEnemy(EnemyPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the enemy
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DESERIALIZE(buffer, &packet->enemyIndex, sizeof(int));
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DESERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE);
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DESERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE);
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//stats structure
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deserializeStatistics(&packet->stats, buffer);
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buffer = reinterpret_cast<char*>(buffer) + sizeof(Statistics);
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: rewards
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}
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@@ -26,11 +26,17 @@
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void serializeServer(ServerPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the server
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SERIALIZE(buffer, &packet->name, PACKET_STRING_SIZE);
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SERIALIZE(buffer, &packet->playerCount, sizeof(int));
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SERIALIZE(buffer, &packet->version, sizeof(int));
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}
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void deserializeServer(ServerPacket* packet, void* buffer) {
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DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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//TODO
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//identify the server
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DESERIALIZE(buffer, &packet->name, PACKET_STRING_SIZE);
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DESERIALIZE(buffer, &packet->playerCount, sizeof(int));
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DESERIALIZE(buffer, &packet->version, sizeof(int));
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}
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