예제 #1
0
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();
}
예제 #2
0
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);
    }

    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());
    RTTR_Assert(numPlayers < fow.size());
    for(unsigned z = 0; z < numPlayers; ++z)
        fow[z].Deserialize(sgd);
    obj = sgd.PopObject<noBase>(GOT_UNKNOWN);
    sgd.PopObjectContainer(figures, GOT_UNKNOWN);
    seaId = sgd.PopUnsignedShort();
    harborId = sgd.PopUnsignedInt();
}
예제 #3
0
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::inst().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 = sgd->PopUnsignedChar();
		nodes[i].t2 = 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::inst().GetPlayerCount();++z)
		{
			nodes[i].fow[z].visibility = Visibility(sgd->PopUnsignedChar());
			// Nur im FoW können FOW-Objekte stehen
			if(nodes[i].fow[z].visibility == VIS_FOW)
			{
				nodes[i].fow[z].last_update_time = sgd->PopUnsignedInt();
				nodes[i].fow[z].object = sgd->PopFOWObject();
				for(unsigned r = 0;r<3;++r)
					nodes[i].fow[z].roads[r] = sgd->PopUnsignedChar();
				nodes[i].fow[z].owner = sgd->PopUnsignedChar();
				for(unsigned b = 0;b<4;++b)
					nodes[i].fow[z].boundary_stones[b] = sgd->PopUnsignedChar();
			}
			else
			{
				nodes[i].fow[z].last_update_time = 0;
				nodes[i].fow[z].object = NULL;
				for(unsigned r = 0;r<3;++r)
					nodes[i].fow[z].roads[r] = 0;
				nodes[i].fow[z].owner = 0;
				for(unsigned b = 0;b<4;++b)
					nodes[i].fow[z].boundary_stones[b] = 0;
			}
		}
		nodes[i].obj = sgd->PopObject<noBase>(GOT_UNKNOWN);
		sgd->PopObjectList<noBase>(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 = {i%width,i/width};
			harbor_pos.push_back(p);
		}
	}

	// Katapultsteine deserialisieren
	sgd->PopObjectList(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].x = sgd->PopUnsignedShort();
		harbor_pos[i].y = sgd->PopUnsignedShort();
		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->PopObjectList<noBuildingSite>(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(x,y,GAMECLIENT.GetPlayerID());
		}
	}

	tr.GenerateOpenGL(this);

	// Zum HQ am Anfang springen, falls dieses existiert
	if(GetPlayer(GameClient::inst().GetPlayerID())->hqx != 0xFFFF)
		this->MoveToMapObject(GetPlayer(GameClient::inst().GetPlayerID())->hqx,
			GetPlayer(GameClient::inst().GetPlayerID())->hqy);
}