Example #1
0
        private HashSet <Sprite> DeserializeInteriorObjects(List <InteriorObjectSerialized> interiorObjsSaved, Interior interior)
        {
            HashSet <Sprite> ret = new HashSet <Sprite>();

            foreach (InteriorObjectSerialized objSave in interiorObjsSaved)
            {
                Sprite sp = null;
                if (objSave.groundObj)
                {
                    OnGroundState ogs = (OnGroundState)objSave.saveState;
                    sp           = DeserializeModel(ogs.objKey, objSave.saveState);
                    sp.location  = ogs.location;
                    sp.regionKey = ogs.region;
                }
                else if (objSave.npcObj)
                {
                    NpcState npcs = (NpcState)objSave.saveState;
                    Npc      npc  = (Npc)DeserializeModel(npcs.objKey, npcs);
                    npc.location      = npcs.location;
                    npc.inventory     = DeserializeInventory(npcs.inventory);
                    npc.regionKey     = npcs.region;
                    npc.onShip        = npcs.onShip;
                    npc.health        = npcs.health;
                    npc.npcInInterior = interior;
                    sp = npc;
                }
                ret.Add(sp);
            }
            return(ret);
        }
Example #2
0
        private List <InteriorObjectSerialized> SerializeInteriorObjects(List <Sprite> interiorObjs, Guid interiorId)
        {
            List <InteriorObjectSerialized> ret = new List <InteriorObjectSerialized>();

            foreach (Sprite obj in interiorObjs)
            {
                InteriorObjectSerialized ios = new InteriorObjectSerialized();
                if (obj is IPlayer)
                {
                    continue; // don't save player as part of interior state, player is done seperatly
                }
                if (obj is INPC)
                {
                    NpcState state = new NpcState();
                    Npc      npc   = (Npc)obj;
                    state.team            = npc.teamType;
                    state.location        = npc.location;
                    state.objKey          = npc.bbKey;
                    state.region          = npc.regionKey;
                    state.inventory       = SerializeInventory(npc.inventory);
                    state.onShip          = npc.onShip;
                    state.health          = npc.health;
                    state.npcInInteriorId = interiorId;

                    ios.npcObj    = true;
                    ios.saveState = state;
                    ret.Add(ios);
                }
                else
                {
                    OnGroundState ogs = new OnGroundState();
                    ogs.objKey   = obj.bbKey;
                    ogs.region   = obj.regionKey;
                    ogs.team     = TeamType.Gusto;
                    ogs.location = obj.location;

                    if (obj is IStorage)
                    {
                        Storage storage = (Storage)obj;
                        ogs.inventory = SerializeInventory(storage.inventory);
                    }
                    else if (obj is IContainer)
                    {
                        Container cont = (Container)obj;
                        ogs.inventory = SerializeInventory(cont.drops);
                    }
                    ios.groundObj = true;
                    ios.saveState = ogs;
                    ret.Add(ios);
                }
            }
            return(ret);
        }
Example #3
0
        private void InitializeLoadState(List <ISaveState> LoadFromState)
        {
            Dictionary <Guid, Interior> interiorForObjMap = new Dictionary <Guid, Interior>(); // key is the interiorObjFor and val is the interior that belongs to this obj

            foreach (ISaveState objState in LoadFromState)
            {
                // Interiors are deserialized first since they were serialized first
                if (objState.GetType() == typeof(InteriorState))
                {
                    InteriorState its = (InteriorState)objState;
                    Interior      i   = DeserializeInterior(its);
                    interiorForObjMap.Add(its.interiorForId, i);
                    BoundingBoxLocations.interiorMap.Add(i.interiorId, i);
                }

                if (objState.GetType() == typeof(PlayerState))
                {
                    PlayerState ps = (PlayerState)objState;
                    player.location  = ps.location;
                    player.inventory = DeserializeInventory(ps.inventory);
                    player.inHand    = (HandHeld)DeserializeInventoryItem(ps.inHandItemKey);

                    if (ps.playerInInteriorId == Guid.Empty)
                    {
                        player.playerOnShip     = null;
                        player.playerInInterior = null;
                    }
                    else
                    {
                        player.entranceLoc = ps.interiorEntranceLocation;
                        // check if the interior already exists
                        foreach (KeyValuePair <Guid, Interior> interior in BoundingBoxLocations.interiorMap)
                        {
                            if (ps.playerInInteriorId == interior.Key)
                            {
                                player.playerInInterior = interior.Value;
                                break;
                            }
                        }
                    }

                    player.onShip    = ps.onShip;
                    player.regionKey = ps.region;
                    player.health    = ps.health;
                    UpdateOrder.Add(player);
                }

                else if (objState.GetType() == typeof(NpcState))
                {
                    NpcState npcs = (NpcState)objState;
                    Npc      npc  = (Npc)DeserializeModel(npcs.objKey, npcs);
                    npc.location  = npcs.location;
                    npc.inventory = DeserializeInventory(npcs.inventory);

                    if (npcs.npcInInteriorId == Guid.Empty)
                    {
                        npc.npcInInterior = null;
                    }
                    else
                    {
                        // THIS SHOULD NEVER RUN BECAUSE NPCS THAT ARE IN INTERIORS ARE DESERIALIZED ELSEWHERE

                        // check if the interior already exists
                        foreach (KeyValuePair <Guid, Interior> interior in BoundingBoxLocations.interiorMap)
                        {
                            if (npcs.npcInInteriorId == interior.Key)
                            {
                                npc.npcInInterior = interior.Value;
                                break;
                            }
                        }
                    }

                    npc.onShip    = npcs.onShip;
                    npc.regionKey = npcs.region;
                    npc.health    = npcs.health;
                    UpdateOrder.Add(npc);
                }

                else if (objState.GetType() == typeof(ShipState))
                {
                    ShipState ss = (ShipState)objState;
                    Ship      s  = (Ship)DeserializeModel(ss.objKey, ss);
                    UpdateOrder.Add(s);
                }

                else if (objState.GetType() == typeof(StructureState))
                {
                    StructureState ss = (StructureState)objState;
                    Structure      s  = (Structure)DeserializeModel(ss.objKey, ss);
                    UpdateOrder.Add(s);
                }

                else if (objState.GetType() == typeof(WeatherSaveState))
                {
                    WeatherSaveState wss = (WeatherSaveState)objState;
                    WeatherState.currentLightIntensity = wss.currentLightIntensity;
                    WeatherState.currentMsOfDay        = wss.currentMsOfDay;
                    WeatherState.sunAngleX             = wss.sunAngleX;
                    WeatherState.shadowTransparency    = wss.shadowTransparency;
                    WeatherState.totalDays             = wss.nDays;
                    WeatherState.weatherDuration       = wss.weatherDuration;
                    WeatherState.msThroughWeather      = wss.msThroughWeather;
                    WeatherState.rainState             = wss.rainState;
                    WeatherState.rainIntensity         = wss.rainIntensity;
                    WeatherState.lightning             = wss.lightning;

                    // set the rain
                    for (int i = 0; i < WeatherState.rainIntensity; i++)
                    {
                        WeatherState.rain.Add(new RainDrop(_content, _graphics));
                    }
                }

                else if (objState.GetType() == typeof(OnGroundState))
                {
                    OnGroundState ogs = (OnGroundState)objState;
                    Sprite        sp  = null;
                    if (ogs.inventoryItem)
                    {
                        InventoryItem ii = DeserializeInventoryItem(ogs.objKey);
                        ii.amountStacked = ogs.amountStacked;
                        ii.onGround      = true;
                        sp = ii;
                    }
                    else
                    {
                        sp = DeserializeModel(ogs.objKey, objState);
                    }
                    sp.location  = ogs.location;
                    sp.regionKey = ogs.region;

                    ItemUtility.ItemsToUpdate.Add(sp);
                }
            }

            // go through newly created world state and set any interiors for the object that owns that interior
            foreach (Sprite sp in UpdateOrder)
            {
                if (sp is IHasInterior)
                {
                    IHasInterior hasInterior   = (IHasInterior)sp;
                    Guid         interiorForId = hasInterior.GetInteriorForId();

                    if (sp is IShip)
                    {
                        Ship sh = (Ship)sp;
                        sh.shipInterior = interiorForObjMap[interiorForId];
                    }
                    else if (sp is IStructure)
                    {
                        Structure st = (Structure)sp;
                        st.structureInterior = interiorForObjMap[interiorForId];
                    }

                    interiorForObjMap[interiorForId].interiorForObj = sp;
                }
            }

            // set player's current ship, the interior will be the ships interior
            if (player.onShip)
            {
                player.playerOnShip = (Ship)BoundingBoxLocations.interiorMap[player.playerInInterior.interiorId].interiorForObj;
            }
        }
Example #4
0
        public void SaveGameState()
        {
            // Create the save state
            List <ISaveState>           SaveState   = new List <ISaveState>();
            Dictionary <Interior, Guid> interiorMap = new Dictionary <Interior, Guid>();

            // save all interior states
            foreach (var interior in BoundingBoxLocations.interiorMap)
            {
                InteriorState its = SerializeInterior(interior.Value);
                interiorMap.Add(interior.Value, interior.Key);
                SaveState.Add(its);
            }

            // save the world state
            foreach (Sprite sp in UpdateOrder)
            {
                // PLAYER
                if (sp.GetType().BaseType == typeof(Gusto.Models.Animated.PlayerPirate))
                {
                    PlayerState state = new PlayerState();
                    state.team     = player.teamType;
                    state.location = player.location;
                    state.interiorEntranceLocation = player.entranceLoc;
                    state.region    = player.regionKey;
                    state.inventory = SerializeInventory(player.inventory);
                    state.onShip    = player.onShip;
                    // set the player in their interior if they save while on ship
                    if (player.onShip)
                    {
                        player.playerInInterior = player.playerOnShip.shipInterior;
                    }

                    if (player.playerInInterior != null)
                    {
                        state.playerInInteriorId = interiorMap[player.playerInInterior]; // interiorMap should be full since we ran interiors before this
                    }
                    else
                    {
                        state.playerInInteriorId = Guid.Empty;
                    }

                    state.inHandItemKey = player.inHand.itemKey;
                    state.health        = player.health;
                    SaveState.Add(state);
                }

                else if (sp.GetType().BaseType == typeof(Gusto.Models.Animated.Npc))
                {
                    Npc      npc   = (Npc)sp;
                    NpcState state = new NpcState();
                    state.team      = npc.teamType;
                    state.location  = npc.location;
                    state.objKey    = npc.bbKey;
                    state.region    = npc.regionKey;
                    state.inventory = SerializeInventory(npc.inventory);
                    state.onShip    = npc.onShip;

                    state.npcInInteriorId = Guid.Empty;
                    state.health          = npc.health;
                    SaveState.Add(state);
                }

                else if (sp.GetType().BaseType == typeof(Gusto.Models.Animated.Ship))
                {
                    Ship      sh    = (Ship)sp;
                    ShipState state = new ShipState();
                    state.team            = sh.teamType;
                    state.location        = sh.location;
                    state.region          = sh.regionKey;
                    state.objKey          = sh.bbKey;
                    state.actionInventory = SerializeInventory(sh.actionInventory);
                    state.playerAboard    = sh.playerAboard;
                    state.anchored        = sh.anchored;
                    state.health          = sh.health;
                    state.shipId          = sh.GetInteriorForId();
                    SaveState.Add(state);
                }

                else if (sp.GetType().BaseType == typeof(Gusto.Models.Animated.Structure))
                {
                    Structure      st    = (Structure)sp;
                    StructureState state = new StructureState();
                    state.team        = st.teamType;
                    state.location    = st.location;
                    state.region      = st.regionKey;
                    state.objKey      = st.bbKey;
                    state.structureId = st.GetInteriorForId();
                    SaveState.Add(state);
                }
            }

            // All objs on ground
            foreach (var item in ItemUtility.ItemsToUpdate)
            {
                OnGroundState ogs = new OnGroundState();
                ogs.objKey   = item.bbKey;
                ogs.region   = item.regionKey;
                ogs.team     = TeamType.Gusto;
                ogs.location = item.location;
                if (item is IInventoryItem)
                {
                    ogs.inventoryItem = true;
                    InventoryItem ii = (InventoryItem)item;
                    ogs.amountStacked = ii.amountStacked;
                }
                else
                {
                    ogs.inventoryItem = false;
                }
                if (item is IStorage)
                {
                    Storage storage = (Storage)item;
                    ogs.inventory = SerializeInventory(storage.inventory);
                }
                else if (item is IContainer)
                {
                    Container cont = (Container)item;
                    ogs.inventory = SerializeInventory(cont.drops);
                }

                SaveState.Add(ogs);
            }

            // Can do the weather state separately becasue it is not in the updateOrder
            WeatherSaveState wss = new WeatherSaveState();

            wss.currentMsOfDay        = WeatherState.currentMsOfDay;
            wss.currentLightIntensity = WeatherState.currentLightIntensity;
            wss.sunAngleX             = WeatherState.sunAngleX;
            wss.shadowTransparency    = WeatherState.shadowTransparency;
            wss.nDays            = WeatherState.totalDays;
            wss.weatherDuration  = WeatherState.weatherDuration;
            wss.msThroughWeather = WeatherState.msThroughWeather;
            wss.rainState        = WeatherState.rainState;
            wss.rainIntensity    = WeatherState.rainIntensity;
            wss.lightning        = WeatherState.lightning;
            SaveState.Add(wss);



            // serialize save to file system
            DataContractSerializer s = new DataContractSerializer(typeof(List <ISaveState>));

            using (FileStream fs = new FileStream(savePath + "GustoGame_" + gameName, FileMode.Create))
            {
                s.WriteObject(fs, SaveState);
            }
        }