/* 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 serializeCombat(CombatPacket* packet, void* buffer) { SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType)); //identify the combat instance SERIALIZE(buffer, &packet->combatIndex, sizeof(int)); SERIALIZE(buffer, &packet->difficulty, sizeof(int)); SERIALIZE(buffer, &packet->terrainType, sizeof(CombatData::Terrain)); //combatants SERIALIZE(buffer, &packet->characterArray, sizeof(int) * COMBAT_MAX_CHARACTERS); SERIALIZE(buffer, &packet->enemyArray, sizeof(int) * COMBAT_MAX_ENEMIES); //location SERIALIZE(buffer, &packet->mapIndex, sizeof(int)); SERIALIZE(buffer, &packet->origin.x, sizeof(double)); SERIALIZE(buffer, &packet->origin.y, sizeof(double)); //TODO: gameplay components: rewards } void deserializeCombat(CombatPacket* packet, void* buffer) { DESERIALIZE(buffer, &packet->type, sizeof(SerialPacketType)); //identify the combat instance DESERIALIZE(buffer, &packet->combatIndex, sizeof(int)); DESERIALIZE(buffer, &packet->difficulty, sizeof(int)); DESERIALIZE(buffer, &packet->terrainType, sizeof(CombatData::Terrain)); //combatants DESERIALIZE(buffer, &packet->characterArray, sizeof(int) * COMBAT_MAX_CHARACTERS); DESERIALIZE(buffer, &packet->enemyArray, sizeof(int) * COMBAT_MAX_ENEMIES); //location DESERIALIZE(buffer, &packet->mapIndex, sizeof(int)); DESERIALIZE(buffer, &packet->origin.x, sizeof(double)); DESERIALIZE(buffer, &packet->origin.y, sizeof(double)); //TODO: gameplay components: rewards }