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encoding.go
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package main
import (
"bytes"
"compress/zlib"
"encoding/gob"
"github.com/anaseto/gruid"
)
func init() {
gob.Register(&playerEvent{})
gob.Register(&statusEvent{})
gob.Register(&monsterTurnEvent{})
gob.Register(&monsterStatusEvent{})
gob.Register(&posEvent{})
gob.Register(endTurnEvent(0))
}
func (g *game) GameSave() ([]byte, error) {
data := bytes.Buffer{}
enc := gob.NewEncoder(&data)
err := enc.Encode(g)
if err != nil {
return nil, err
}
var buf bytes.Buffer
w := zlib.NewWriter(&buf)
w.Write(data.Bytes())
w.Close()
return buf.Bytes(), nil
}
type config struct {
NormalModeKeys map[gruid.Key]action
TargetModeKeys map[gruid.Key]action
DarkLOS bool
Tiles bool
Version string
ShowNumbers bool
}
func (c *config) ConfigSave() ([]byte, error) {
data := bytes.Buffer{}
enc := gob.NewEncoder(&data)
err := enc.Encode(c)
if err != nil {
return nil, err
}
return data.Bytes(), nil
}
func (g *game) DecodeGameSave(data []byte) (*game, error) {
buf := bytes.NewReader(data)
r, err := zlib.NewReader(buf)
if err != nil {
return nil, err
}
dec := gob.NewDecoder(r)
lg := &game{}
err = dec.Decode(lg)
if err != nil {
return nil, err
}
r.Close()
return lg, nil
}
func DecodeConfigSave(data []byte) (*config, error) {
buf := bytes.NewBuffer(data)
dec := gob.NewDecoder(buf)
c := &config{}
err := dec.Decode(c)
if err != nil {
return nil, err
}
return c, nil
}