void Ship::Load(Serializer::Reader &rd, Space *space) { DynamicBody::Load(rd, space); // needs fixups m_angThrusters = rd.Vector3d(); m_thrusters = rd.Vector3d(); m_wheelTransition = rd.Int32(); m_wheelState = rd.Float(); m_launchLockTimeout = rd.Float(); m_testLanded = rd.Bool(); m_flightState = FlightState(rd.Int32()); m_alertState = AlertState(rd.Int32()); m_lastFiringAlert = rd.Double(); m_hyperspace.dest = SystemPath::Unserialize(rd); m_hyperspace.countdown = rd.Float(); for (int i=0; i<ShipType::GUNMOUNT_MAX; i++) { m_gunState[i] = rd.Int32(); m_gunRecharge[i] = rd.Float(); m_gunTemperature[i] = rd.Float(); } m_ecmRecharge = rd.Float(); m_shipFlavour.Load(rd); m_type = &ShipType::types[m_shipFlavour.id]; m_dockedWithPort = rd.Int32(); m_dockedWithIndex = rd.Int32(); m_equipment.InitSlotSizes(m_shipFlavour.id); m_equipment.Load(rd); Init(); m_stats.hull_mass_left = rd.Float(); // must be after Init()... m_stats.shield_mass_left = rd.Float(); if(rd.Int32()) m_curAICmd = AICommand::Load(rd); else m_curAICmd = 0; m_aiMessage = AIError(rd.Int32()); SetFuel(rd.Double()); m_stats.fuel_tank_mass_left = GetShipType().fuelTankMass * GetFuel(); m_reserveFuel = rd.Double(); UpdateStats(); // this is necessary, UpdateStats() in Ship::Init has wrong values of m_thrusterFuel after Load m_controller = 0; const ShipController::Type ctype = static_cast<ShipController::Type>(rd.Int32()); if (ctype == ShipController::PLAYER) SetController(new PlayerShipController()); else SetController(new ShipController()); m_controller->Load(rd); m_equipment.onChange.connect(sigc::mem_fun(this, &Ship::OnEquipmentChange)); }
void Ship::Load(Serializer::Reader &rd) { DynamicBody::Load(rd); // needs fixups m_angThrusters = rd.Vector3d(); m_thrusters = rd.Vector3d(); m_wheelTransition = rd.Int32(); m_wheelState = rd.Float(); m_launchLockTimeout = rd.Float(); m_testLanded = rd.Bool(); m_flightState = FlightState(rd.Int32()); m_alertState = AlertState(rd.Int32()); m_lastFiringAlert = rd.Float(); m_hyperspace.dest = SystemPath::Unserialize(rd); m_hyperspace.countdown = rd.Float(); for (int i=0; i<ShipType::GUNMOUNT_MAX; i++) { m_gunState[i] = rd.Int32(); m_gunRecharge[i] = rd.Float(); m_gunTemperature[i] = rd.Float(); } m_ecmRecharge = rd.Float(); m_shipFlavour.Load(rd); m_dockedWithPort = rd.Int32(); m_dockedWithIndex = rd.Int32(); m_equipment.InitSlotSizes(m_shipFlavour.type); m_equipment.Load(rd); Init(); m_stats.hull_mass_left = rd.Float(); // must be after Init()... m_stats.shield_mass_left = rd.Float(); if(rd.Int32()) m_curAICmd = AICommand::Load(rd); else m_curAICmd = 0; m_equipment.onChange.connect(sigc::mem_fun(this, &Ship::OnEquipmentChange)); }