/* Copyright: (c) Kayne Ruse 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "serial.hpp" #include "serial_util.hpp" void serializeCharacter(CharacterPacket* packet, void* buffer) { SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType)); //identify the character SERIALIZE(buffer, &packet->characterIndex, sizeof(int)); SERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE); SERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE); //the owner SERIALIZE(buffer, &packet->accountIndex, sizeof(int)); //location SERIALIZE(buffer, &packet->roomIndex, sizeof(int)); SERIALIZE(buffer, &packet->origin.x, sizeof(double)); SERIALIZE(buffer, &packet->origin.y, sizeof(double)); SERIALIZE(buffer, &packet->motion.x, sizeof(double)); SERIALIZE(buffer, &packet->motion.y, sizeof(double)); //stats structure serializeStatistics(&packet->stats, buffer); buffer = reinterpret_cast(buffer) + sizeof(Statistics); //TODO: gameplay components: equipment, items, buffs, debuffs } void deserializeCharacter(CharacterPacket* packet, void* buffer) { DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType)); //identify the character DESERIALIZE(buffer, &packet->characterIndex, sizeof(int)); DESERIALIZE(buffer, &packet->handle, PACKET_STRING_SIZE); DESERIALIZE(buffer, &packet->avatar, PACKET_STRING_SIZE); //the owner DESERIALIZE(buffer, &packet->accountIndex, sizeof(int)); //location DESERIALIZE(buffer, &packet->roomIndex, sizeof(int)); DESERIALIZE(buffer, &packet->origin.x, sizeof(double)); DESERIALIZE(buffer, &packet->origin.y, sizeof(double)); DESERIALIZE(buffer, &packet->motion.x, sizeof(double)); DESERIALIZE(buffer, &packet->motion.y, sizeof(double)); //stats structure deserializeStatistics(&packet->stats, buffer); buffer = reinterpret_cast(buffer) + sizeof(Statistics); //TODO: gameplay components: equipment, items, buffs, debuffs }