Exemple #1
0
void FeatureInst::deserialize(GameState* gs, SerializeBuffer& serializer) {
	GameInst::deserialize(gs, serializer);
	serializer.read_int(feature);
	serializer.read_int(last_seen_spr);
	serializer.read_int(spriteid);
	serializer.read_int(sprite_frame);
}
void net_recv_game_init_data(SerializeBuffer& sb, int sender,
		GameStateInitData& init_data, PlayerData& pd) {
	//Write seed
	sb.read_int(init_data.seed);
	init_data.seed_set_by_network_message = true;

	//Read player data
	int localidx;
	sb.read_int(localidx);
	pd.set_local_player_idx(localidx);
	int playern;
	sb.read_int(playern);
	LANARTS_ASSERT(pd.all_players().empty());
	for (int i = 0; i < playern; i++) {
		std::string name;
		class_id classtype;
		int net_id;
		sb.read(name);
		sb.read_int(classtype);
		sb.read_int(net_id);
		pd.register_player(name, NULL, classtype, net_id);
	}
	printf("Received init packet: seed = 0x%X, localid = %d, nplayers = %d\n",
			init_data.seed, localidx, playern);
}
Exemple #3
0
void GameInstSet::deserialize(GameState* gs, SerializeBuffer& serializer) {
	serializer.read_int(grid_w);
	serializer.read_int(grid_h);

	//Resize and clear
	unit_grid.resize(grid_w * grid_h);
	clear();

	int amnt;
	serializer.read_int(amnt);
	serializer.read_int(next_id);

	for (int i = 0; i < amnt; i++) {
		InstType type;
		int id;
		serializer.read_int(type);
		serializer.read_int(id);
		printf("Deserializing id=%d\n", id);
		GameInst* inst = get_instance(id);
		bool has_inst = inst != NULL;
		if (!has_inst) {
			inst = from_inst_type(type);
			inst->deserialize(gs, serializer);
			inst->last_x = inst->x;
			inst->last_y = inst->y;
			inst->id = id;
			add_instance(inst, inst->id);

		} else {
			safe_deserialize(inst, gs, serializer);
		}
		LANARTS_ASSERT(
				serializer_equals_read(serializer, inst->integrity_hash()));
	}
}
void net_recv_game_init_data(SerializeBuffer& sb, int sender,
        GameStateInitData& init_data, PlayerData& pd) {
    //Write seed
    sb.read(init_data);
    init_data.received_init_data = true;

    //Read player data
    int localidx;
    sb.read_int(localidx);
    int playern;
    sb.read_int(playern);
    LANARTS_ASSERT(pd.all_players().empty());
    for (int i = 0; i < playern; i++) {
        std::string name;
        std::string classtype;
        int net_id;
        sb.read(name);
        sb.read(classtype);
        sb.read_int(net_id);
        pd.register_player(name, NULL, classtype, LuaValue(), (i == localidx), net_id);
    }

    printf(
            "Received init packet: seed = 0x%X, localid = %d, nplayers = %d, "
                    "frame_action_repeat = %d, regen_level_on_death = %d, network_debug_mode = %d, time_per_step = %f\n",
            init_data.seed, localidx, playern, init_data.frame_action_repeat,
            (int) init_data.regen_on_death,
            (int) init_data.network_debug_mode, init_data.time_per_step);
}
Exemple #5
0
void Equipment::deserialize(SerializeBuffer& serializer) {
	inventory.deserialize(serializer);
	weapon.deserialize(serializer);
	projectile.deserialize(serializer);
	serializer.read_int(projectile_amnt);
	armour.deserialize(serializer);
	serializer.read_int(money);
}
Exemple #6
0
void EffectStats::deserialize(GameState* gs, SerializeBuffer& serializer) {
	lua_State* L = gs->get_luastate();

	for (int i = 0; i < EFFECTS_MAX; i++) {
		serializer.read_int(effects[i].effectid);
		effects[i].state.deserialize(L, serializer);
		if (!effects[i].state.isnil(L)) {
			lua_init_metatable(L, effects[i].state, effects[i].effectid);
		}
		serializer.read_int(effects[i].t_remaining);
	}
}
void net_recv_player_actions(SerializeBuffer& sb, int sender, PlayerData& pd) {
	int frame, player_number;
	sb.read_int(frame);
	sb.read_int(player_number);

	PlayerDataEntry& pde = pd.all_players().at(player_number);

	ActionQueue actions;
	sb.read_container(actions);
	pde.action_queue.queue_actions_for_frame(actions, frame);

//	printf("Receiving %d actions for player %d from %d \n", actions.size(),
//			player_number, sender);
}
bool GameNetConnection::_handle_message(int sender,
		SerializeBuffer& serializer) {
	// Read type from buffer
	message_t type;
	serializer.read_int(type);

	switch (type) {

	case PACKET_CLIENT2SERV_CONNECTION_AFFIRM: {
		net_recv_connection_affirm(serializer, sender, pd);
		break;
	}
	case PACKET_SERV2CLIENT_INITIALPLAYERDATA: {
		net_recv_game_init_data(serializer, sender, init_data, pd);
		break;
	}

	case PACKET_ACTION: {
		net_recv_player_actions(serializer, sender, pd);
		break;
	}
	case PACKET_CHAT_MESSAGE: {
		ChatMessage msg;
		msg.deserialize(serializer);
		chat.add_message(msg);
		break;
	}
	default:
		serializer.move_read_position(-(int)sizeof(int));
		return false;
	}
	return true;
}
Exemple #9
0
void GameScreen::deserialize(GameState *gs, SerializeBuffer &serializer) {
    serializer.read_int(index);
    // hud details not serialized as they are ephermal user interface state
    serializer.read(focus_player_id);
    current_level = read_gamemap(gs, serializer);
    serializer.read(last_player_pos);
}
Exemple #10
0
// Only the server is concerned with this message
void net_recv_connection_affirm(SerializeBuffer& sb, int sender,
		PlayerData& pd) {
	std::string name;
	class_id classtype;
	sb.read(name);
	sb.read_int(classtype);
	printf("connection affirm read\n");
	pd.register_player(name, NULL, classtype, sender);
	printf("now there are %d players\n", (int)pd.all_players().size());
	pd.set_local_player_idx(0);
}
Exemple #11
0
void net_recv_sync_data(SerializeBuffer& sb, GameState* gs) {
    printf("Got sync on frame %d\n", gs->frame());
    int mtwistseed;
    sb.read_int(mtwistseed);
    gs->rng().init_genrand(mtwistseed);
    gs->deserialize(sb);
    std::vector<PlayerDataEntry>& pdes = gs->player_data().all_players();
    for (int i = 0; i < pdes.size(); i++) {
        pdes[i].player()->set_local_player(pdes[i].is_local_player);
    }
}
Exemple #12
0
static bool has_message(std::vector<QueuedMessage>& delayed_messages,
		int type) {
	for (int i = 0; i < delayed_messages.size(); i++) {
		SerializeBuffer* msg = delayed_messages[i].message;
		int msg_type;
		msg->read_int(msg_type);
		msg->move_read_position(-(int)sizeof(int));
		if (type == msg_type) {
			return true;
		}
	}
	return false;
}
Exemple #13
0
void net_recv_sync_data(SerializeBuffer& sb, GameState* gs) {
	int mtwistseed;
	sb.read_int(mtwistseed);
	gs->rng().init_genrand(mtwistseed);
	int nplayer = gs->player_data().get_local_player_idx();
	gs->deserialize(sb);
	std::vector<PlayerDataEntry>& pdes = gs->player_data().all_players();
	for (int i = 0; i < pdes.size(); i++) {
		pdes[i].player()->set_local_player(false);
	}
	gs->player_data().set_local_player_idx(nplayer);
	gs->game_world().set_current_level(gs->local_player()->current_level);
}
Exemple #14
0
static int find_message_type(QueuedMessage& qm,
        std::vector<QueuedMessage>& delayed_messages, int type) {
    for (int i = 0; i < delayed_messages.size(); i++) {
        qm = delayed_messages[i];
        SerializeBuffer* msg = qm.message;
        int msg_type;
        msg->read_int(msg_type);
        msg->move_read_position(-(int) sizeof(int));
        if (type == msg_type) {
            return i;
        }
    }
    return -1;
}
Exemple #15
0
void GameScreenSet::deserialize(GameState *gs, SerializeBuffer &serializer) {
    serializer.read_int(current_screen);
    simulation_map = read_gamemap(gs, serializer);
    serializer.read_container(screens, [&](GameScreen& screen) {
        screen.deserialize(gs, serializer);
    });

    GameSettings& settings = gs->game_settings();
    int n_local_players = 0;
    for (PlayerDataEntry &player: gs->player_data().all_players()) {
        if (player.is_local_player) {
            n_local_players++;
        }
    }
    // Number of split-screens tiled together
    int n_x = 1, n_y = 1;
    if (n_local_players <= 2) {
        n_x = n_local_players;
    } else if (n_local_players <= 4) {
        // More than 2, less than 4? Try 2x2 tiling
        n_x = 2, n_y = 2;
    } else if (n_local_players <= 6) {
        n_x = 3, n_y = 2;
    } else {
        LANARTS_ASSERT(n_local_players <= 9);
        // Last resort, Try 3x3 tiling
        n_x = 3, n_y = 3;
    }

    const int WIDTH = settings.view_width / n_x;
    const int HEIGHT = settings.view_height / n_y; // / N_PLAYERS;
    std::vector<BBox> bounding_boxes;
    for (GameScreen& screen : screens) {
        const int x1 = (screen.index % n_x) * WIDTH, y1 = (screen.index / n_x) * HEIGHT;
        bounding_boxes.push_back(BBox {x1, y1, x1 + WIDTH, y1 + HEIGHT});
    }
    if (bounding_boxes.size() == 3) {
        bounding_boxes[1] = {WIDTH, 0, settings.view_width, settings.view_height};
    }
    for (GameScreen& screen : screens) {
        BBox b = bounding_boxes[screen.index];
        screen.window_region = b;
        screen.hud = GameHud {
                BBox(b.x2 - GAME_SIDEBAR_WIDTH, b.y1, b.x2, b.y2),
                BBox(b.x1, b.y1, b.x2 - GAME_SIDEBAR_WIDTH, b.y2)
        };
        screen.view = GameView {0, 0, b.width() - GAME_SIDEBAR_WIDTH, b.height()};
    }
}
Exemple #16
0
static bool extract_message(QueuedMessage& qm,
		std::vector<QueuedMessage>& delayed_messages, int type) {
	for (int i = 0; i < delayed_messages.size(); i++) {
		qm = delayed_messages[i];
		SerializeBuffer* msg = qm.message;
		int msg_type;
		msg->read_int(msg_type);
		if (type == msg_type) {
			delayed_messages.erase(delayed_messages.begin() + i);
			return true;
		}
		msg->move_read_position(-(int)sizeof(int));
	}
	return false;
}