void MapNode::Deserialize(SerializedGameData& sgd, const unsigned numPlayers) { for(unsigned z = 0; z < roads.size(); ++z) { roads[z] = sgd.PopUnsignedChar(); RTTR_Assert(roads[z] < 4); roads_real[z] = roads[z] != 0; } altitude = sgd.PopUnsignedChar(); shadow = sgd.PopUnsignedChar(); t1 = TerrainType(sgd.PopUnsignedChar()); RTTR_Assert(t1 < TT_COUNT); t2 = TerrainType(sgd.PopUnsignedChar()); RTTR_Assert(t2 < TT_COUNT); resources = sgd.PopUnsignedChar(); reserved = sgd.PopBool(); owner = sgd.PopUnsignedChar(); for(unsigned b = 0; b < boundary_stones.size(); ++b) boundary_stones[b] = sgd.PopUnsignedChar(); bq = BuildingQuality(sgd.PopUnsignedChar()); bqVisual = BuildingQuality(sgd.PopUnsignedChar()); RTTR_Assert(numPlayers < fow.size()); for(unsigned z = 0; z < numPlayers; ++z) { MapNode::FoWData& curFoW = fow[z]; curFoW.visibility = Visibility(sgd.PopUnsignedChar()); // Only in FoW can be FoW objects if(curFoW.visibility == VIS_FOW) { curFoW.last_update_time = sgd.PopUnsignedInt(); curFoW.object = sgd.PopFOWObject(); for(unsigned r = 0; r < curFoW.roads.size(); ++r) curFoW.roads[r] = sgd.PopUnsignedChar(); curFoW.owner = sgd.PopUnsignedChar(); for(unsigned b = 0; b < curFoW.boundary_stones.size(); ++b) curFoW.boundary_stones[b] = sgd.PopUnsignedChar(); } else { curFoW.last_update_time = 0; curFoW.object = NULL; for(unsigned r = 0; r < curFoW.roads.size(); ++r) curFoW.roads[r] = 0; curFoW.owner = 0; for(unsigned b = 0; b < curFoW.boundary_stones.size(); ++b) curFoW.boundary_stones[b] = 0; } } obj = sgd.PopObject<noBase>(GOT_UNKNOWN); sgd.PopObjectContainer(figures, GOT_UNKNOWN); sea_id = sgd.PopUnsignedShort(); harbor_id = sgd.PopUnsignedInt(); }
void GameWorld::Deserialize(SerializedGameData& sgd) { // Headinformationen width_ = sgd.PopUnsignedShort(); height_ = sgd.PopUnsignedShort(); lt = LandscapeType(sgd.PopUnsignedChar()); // Initialisierungen Init(); // Obj-ID-Counter setzen GameObject::SetObjIDCounter(sgd.PopUnsignedInt()); // Trade graphs // Only if trade is enabled if(GAMECLIENT.GetGGS().isEnabled(ADDON_TRADE)) { tgs.resize(sgd.PopUnsignedChar()); for(unsigned i = 0; i < tgs.size(); ++i) tgs[i] = new TradeGraph(sgd, this); } // Alle Weltpunkte serialisieren for(unsigned i = 0; i < map_size; ++i) { for(unsigned z = 0; z < 3; ++z) { nodes[i].roads[z] = sgd.PopUnsignedChar(); nodes[i].roads_real[z] = nodes[i].roads[z] ? true : false; } nodes[i].altitude = sgd.PopUnsignedChar(); nodes[i].shadow = sgd.PopUnsignedChar(); nodes[i].t1 = TerrainType(sgd.PopUnsignedChar()); nodes[i].t2 = TerrainType(sgd.PopUnsignedChar()); nodes[i].resources = sgd.PopUnsignedChar(); nodes[i].reserved = sgd.PopBool(); nodes[i].owner = sgd.PopUnsignedChar(); for(unsigned b = 0; b < 4; ++b) nodes[i].boundary_stones[b] = sgd.PopUnsignedChar(); nodes[i].bq = BuildingQuality(sgd.PopUnsignedChar()); for(unsigned z = 0; z < GAMECLIENT.GetPlayerCount(); ++z) { MapNode::FoWData& fow = nodes[i].fow[z]; fow.visibility = Visibility(sgd.PopUnsignedChar()); // Nur im FoW können FOW-Objekte stehen if(fow.visibility == VIS_FOW) { fow.last_update_time = sgd.PopUnsignedInt(); fow.object = sgd.PopFOWObject(); for(unsigned r = 0; r < 3; ++r) fow.roads[r] = sgd.PopUnsignedChar(); fow.owner = sgd.PopUnsignedChar(); for(unsigned b = 0; b < 4; ++b) fow.boundary_stones[b] = sgd.PopUnsignedChar(); } else { fow.last_update_time = 0; fow.object = NULL; for(unsigned r = 0; r < 3; ++r) fow.roads[r] = 0; fow.owner = 0; for(unsigned b = 0; b < 4; ++b) fow.boundary_stones[b] = 0; } } nodes[i].obj = sgd.PopObject<noBase>(GOT_UNKNOWN); sgd.PopObjectContainer(nodes[i].figures, GOT_UNKNOWN); nodes[i].sea_id = sgd.PopUnsignedShort(); nodes[i].harbor_id = sgd.PopUnsignedInt(); if (nodes[i].harbor_id) { GameWorldBase::HarborPos p(MapPoint((MapCoord) (i % width_), (MapCoord) (i / width_))); harbor_pos.push_back(p); } } // Katapultsteine deserialisieren sgd.PopObjectContainer(catapult_stones, GOT_CATAPULTSTONE); // Meeresinformationen deserialisieren seas.resize(sgd.PopUnsignedInt()); for(unsigned i = 0; i < seas.size(); ++i) { seas[i].nodes_count = sgd.PopUnsignedInt(); } // Hafenpositionen serialisieren harbor_pos.resize(sgd.PopUnsignedInt()); for(unsigned i = 0; i < harbor_pos.size(); ++i) { harbor_pos[i].pos = sgd.PopMapPoint(); for(unsigned z = 0; z < 6; ++z) harbor_pos[i].cps[z].sea_id = sgd.PopUnsignedShort(); for(unsigned z = 0; z < 6; ++z) { harbor_pos[i].neighbors[z].resize(sgd.PopUnsignedInt()); for(unsigned c = 0; c < harbor_pos[i].neighbors[z].size(); ++c) { harbor_pos[i].neighbors[z][c].id = sgd.PopUnsignedInt(); harbor_pos[i].neighbors[z][c].distance = sgd.PopUnsignedInt(); } } } sgd.PopObjectContainer(harbor_building_sites_from_sea, GOT_BUILDINGSITE); // BQ neu berechnen for(unsigned y = 0; y < height_; ++y) { for(unsigned x = 0; x < width_; ++x) { SetBQ(MapPoint(x, y), GAMECLIENT.GetPlayerID()); } } tr.GenerateOpenGL(*this); // Zum HQ am Anfang springen, falls dieses existiert if(GetPlayer(GAMECLIENT.GetPlayerID()).hqPos.x != 0xFFFF) this->MoveToMapObject(GetPlayer(GAMECLIENT.GetPlayerID()).hqPos); }