func makeGame(h *house.HouseDef) *Game { var g Game g.Side = SideExplorers g.House = h g.House.Normalize() g.viewer = house.MakeHouseViewer(g.House, 62) g.Rand = cmwc.MakeCmwc(4285415527, 3) g.Rand.SeedWithDevRand() // This way an unset id will be invalid g.Entity_id = 1 g.Turn = 1 g.Side = SideHaunt g.setup() return &g }
func (g *Game) GobDecode(data []byte) error { g.gameDataPrivate = gameDataPrivate{} for ent := range g.all_ents_in_memory { ent.Release() } if g.Ai.intruders != nil { g.Ai.intruders.Terminate() } if g.Ai.minions != nil { g.Ai.minions.Terminate() } if g.Ai.denizens != nil { g.Ai.denizens.Terminate() } g.gameDataGobbable = gameDataGobbable{} dec := gob.NewDecoder(bytes.NewBuffer(data)) if err := dec.Decode(&g.gameDataGobbable); err != nil { return err } base.ProcessObject(reflect.ValueOf(g.House), "") g.House.Normalize() g.viewer = house.MakeHouseViewer(g.House, 62) g.viewer.Edit_mode = true for _, ent := range g.Ents { base.GetObject("entities", ent) } g.setup() for _, ent := range g.Ents { ent.Load(g) } var sss []sprite.SpriteState if err := dec.Decode(&sss); err != nil { return err } if len(sss) != len(g.Ents) { return errors.New("SpriteStates were not recorded properly.") } for i := range sss { g.Ents[i].Sprite().SetSpriteState(sss[i]) } // If Ais were bound then their paths will be listed here and we have to // reload them if g.Ai.Path.Denizens != "" { ai_maker(g.Ai.Path.Denizens, g, nil, &g.Ai.denizens, DenizensAi) } if g.Ai.denizens == nil { g.Ai.denizens = inactiveAi{} } if g.Ai.Path.Intruders != "" { ai_maker(g.Ai.Path.Intruders, g, nil, &g.Ai.intruders, IntrudersAi) } if g.Ai.intruders == nil { g.Ai.intruders = inactiveAi{} } if g.Ai.Path.Minions != "" { ai_maker(g.Ai.Path.Minions, g, nil, &g.Ai.minions, MinionsAi) } if g.Ai.minions == nil { g.Ai.minions = inactiveAi{} } return nil }