65 lines
2.4 KiB
C++
65 lines
2.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "serial.hpp"
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#include "serial_util.hpp"
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void serializeCombat(CombatPacket* packet, void* buffer) {
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SERIALIZE(buffer, &packet->type, sizeof(SerialPacketType));
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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: gameplay components: 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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//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: gameplay components: rewards
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}
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