Beispiel #1
1
void HyperspaceCloud::Load(Serializer::Reader &rd, Space *space)
{
	Body::Load(rd, space);
	m_vel = rd.Vector3d();
	m_birthdate = rd.Double();
	m_due = rd.Double();
	m_isArrival = rd.Bool();
	if (rd.Bool()) {
		m_ship = static_cast<Ship*>(Body::Unserialize(rd, space));
	}
}
void BinaryConverter::LoadMaterials(Serializer::Reader &rd)
{
	for (Uint32 numMats = rd.Int32(); numMats > 0; numMats--) {
		MaterialDefinition m("");
		m.name = rd.String();
		m.tex_diff = rd.String();
		m.tex_spec = rd.String();
		m.tex_glow = rd.String();
		m.tex_ambi = rd.String();
		m.tex_norm = rd.String();
		m.diffuse = rd.Color4UB();
		m.specular = rd.Color4UB();
		m.ambient = rd.Color4UB();
		m.emissive = rd.Color4UB();
		m.shininess = rd.Int16();
		m.opacity = rd.Int16();
		m.alpha_test = rd.Bool();
		m.unlit = rd.Bool();
		m.use_pattern = rd.Bool();

		if (m.use_pattern) m_patternsUsed = true;

		ConvertMaterialDefinition(m);
	}
}
Beispiel #3
0
void Body::Load(Serializer::Reader &rd, Space *space)
{
	m_frame = space->GetFrameByIndex(rd.Int32());
	m_label = rd.String();
	m_dead = rd.Bool();
	m_hasDoubleFrame = rd.Bool();
}	
Beispiel #4
0
void ModelBody::Load(Serializer::Reader &rd, Space *space)
{
	Body::Load(rd, space);
	m_isStatic = rd.Bool();
	m_colliding = rd.Bool();
	SetModel(rd.String().c_str());
	m_model->Load(rd);
}
Beispiel #5
0
void Body::Load(Serializer::Reader &rd)
{
	m_frame = Serializer::LookupFrame(rd.Int32());
	m_label = rd.String();
	m_onscreen = rd.Bool();
	m_projectedPos = rd.Vector3d();
	m_dead = rd.Bool();
	m_hasDoubleFrame = rd.Bool();
}	
AIParagonCmdGoTo::AIParagonCmdGoTo(Serializer::Reader &rd) : AICommand(rd, CMD_PARAGON_GOTO) 
{
	m_targetFrameIndex = rd.Int32();
	m_targetPosition = rd.Vector3d();
	m_toTransit = rd.Bool();

	if(Game::s_loadedGameVersion >= 77) { // Save game upgrade: 76 -> 77
		m_targetOrient = matrix3x3d::FromVectors(
			rd.Vector3d(), rd.Vector3d(), rd.Vector3d());
		m_startPO.pos = rd.Vector3d();
		m_startPO.xaxis = rd.Vector3d();
		m_startPO.yaxis = rd.Vector3d();
		m_startPO.zaxis = rd.Vector3d();

		m_endPO.pos = rd.Vector3d();
		m_endPO.xaxis = rd.Vector3d();
		m_endPO.yaxis = rd.Vector3d();
		m_endPO.zaxis = rd.Vector3d();

		m_speedLimit = rd.Double();
		m_arrivalSpeed = rd.Double();

		m_mode = static_cast<EGoToMode>(rd.Int32());
	}
}
Beispiel #7
0
void SpaceStation::Load(Serializer::Reader &rd, Space *space)
{
	ModelBody::Load(rd, space);
	MarketAgent::Load(rd);
	int num = rd.Int32();
	if (num > Equip::TYPE_MAX) throw SavedGameCorruptException();
	for (int i=0; i<Equip::TYPE_MAX; i++) {
		m_equipmentStock[i] = 0;
	}
	for (int i=0; i<num; i++) {
		m_equipmentStock[i] = static_cast<Equip::Type>(rd.Int32());
	}
	// load shityard
	int numShipsForSale = rd.Int32();
	for (int i=0; i<numShipsForSale; i++) {
		ShipFlavour s;
		s.Load(rd);
		m_shipsOnSale.push_back(s);
	}
	for (int i=0; i<MAX_DOCKING_PORTS; i++) {
		m_shipDocking[i].shipIndex = rd.Int32();
		m_shipDocking[i].stage = rd.Int32();
		m_shipDocking[i].stagePos = rd.Float();
		m_shipDocking[i].fromPos = rd.Vector3d();
		m_shipDocking[i].fromRot = rd.RdQuaternionf();

		m_openAnimState[i] = rd.Float();
		m_dockAnimState[i] = rd.Float();
	}
	m_bbCreated = rd.Bool();
	m_lastUpdatedShipyard = rd.Double();
	m_sbody = space->GetSystemBodyByIndex(rd.Int32());
	m_numPoliceDocked = rd.Int32();
	InitStation();
}
Beispiel #8
0
void Missile::Load(Serializer::Reader &rd, Space *space)
{
	Ship::Load(rd, space);
	m_ownerIndex = rd.Int32();
	m_power = rd.Int32();
	m_armed = rd.Bool();
}
Beispiel #9
0
void NavLights::Load(Serializer::Reader &rd)
{
	m_time    = rd.Float();
	m_enabled = rd.Bool();

	RefCountedPtr<Graphics::Material> mat;
	for (LightIterator it = m_lights.begin(); it != m_lights.end(); ++it) {
		Uint8 c = rd.Byte();
		it->billboard->SetMaterial(get_material(c));
	}
}
Beispiel #10
0
SectorView::SectorView(Serializer::Reader &rd)
{
	InitDefaults();

	m_pos.x = m_posMovingTo.x = rd.Float();
	m_pos.y = m_posMovingTo.y = rd.Float();
	m_pos.z = m_posMovingTo.z = rd.Float();
	m_rotX = m_rotXMovingTo = rd.Float();
	m_rotZ = m_rotZMovingTo = rd.Float();
	m_zoom = m_zoomMovingTo = rd.Float();
	m_inSystem = rd.Bool();
	m_current = SystemPath::Unserialize(rd);
	m_selected = SystemPath::Unserialize(rd);
	m_hyperspaceTarget = SystemPath::Unserialize(rd);
	m_matchTargetToSelection = rd.Bool();
	m_selectionFollowsMovement = rd.Bool();
	m_detailBoxVisible = rd.Byte();

	InitObject();
}
void PlayerShipController::Load(Serializer::Reader &rd)
{
	m_flightControlState = static_cast<FlightControlState>(rd.Int32());
	m_setSpeed = rd.Double();
	m_lowThrustPower = rd.Float();
	m_rotationDamping = rd.Bool();
	//figure out actual bodies in PostLoadFixup - after Space body index has been built
	m_combatTargetIndex = rd.Int32();
	m_navTargetIndex = rd.Int32();
	m_setSpeedTargetIndex = rd.Int32();
}
Beispiel #12
0
void Body::Load(Serializer::Reader &rd, Space *space)
{
	m_frame = space->GetFrameByIndex(rd.Int32());
	m_label = rd.String();
	Properties().Set("label", m_label);
	m_dead = rd.Bool();

	m_pos = rd.Vector3d();
	for (int i=0; i<9; i++) m_orient[i] = rd.Double();
	m_physRadius = rd.Double();
	m_clipRadius = rd.Double();
}
Beispiel #13
0
void DynamicBody::Load(Serializer::Reader &rd, Space *space)
{
    ModelBody::Load(rd, space);
    m_force = rd.Vector3d();
    m_torque = rd.Vector3d();
    m_vel = rd.Vector3d();
    m_angVel = rd.Vector3d();
    m_mass = rd.Double();
    m_massRadius = rd.Double();
    m_angInertia = rd.Double();
    m_isMoving = rd.Bool();
}
Beispiel #14
0
void SpaceStation::Load(Serializer::Reader &rd, Space *space)
{
	ModelBody::Load(rd, space);
	MarketAgent::Load(rd);
	int num = rd.Int32();
	if (num > Equip::TYPE_MAX) throw SavedGameCorruptException();
	for (int i=0; i<Equip::TYPE_MAX; i++) {
		m_equipmentStock[i] = 0;
	}
	for (int i=0; i<num; i++) {
		m_equipmentStock[i] = static_cast<Equip::Type>(rd.Int32());
	}
	// load shityard
	int numShipsForSale = rd.Int32();
	for (int i=0; i<numShipsForSale; i++) {
		ShipType::Id id(rd.String());
		std::string regId(rd.String());
		SceneGraph::ModelSkin skin;
		skin.Load(rd);
		ShipOnSale sos(id, regId, skin);
		m_shipsOnSale.push_back(sos);
	}
	for (int i=0; i<MAX_DOCKING_PORTS; i++) {
		m_shipDocking[i].shipIndex = rd.Int32();
		m_shipDocking[i].stage = rd.Int32();
		m_shipDocking[i].stagePos = rd.Float();
		m_shipDocking[i].fromPos = rd.Vector3d();
		m_shipDocking[i].fromRot = rd.RdQuaternionf();
	}
	m_dockingLock = rd.Bool();

	m_bbCreated = rd.Bool();
	m_lastUpdatedShipyard = rd.Double();
	m_sbody = space->GetSystemBodyByIndex(rd.Int32());
	m_numPoliceDocked = rd.Int32();
	InitStation();

	m_navLights->Load(rd);
}
Beispiel #15
0
void DynamicBody::Load(Serializer::Reader &rd)
{
	ModelBody::Load(rd);
	for (int i=0; i<16; i++) m_orient[i] = rd.Double();
	m_oldOrient = m_orient;
	m_force = rd.Vector3d();
	m_torque = rd.Vector3d();
	m_vel = rd.Vector3d();
	m_angVel = rd.Vector3d();
	m_mass = rd.Double();
	m_massRadius = rd.Double();
	m_angInertia = rd.Double();
	m_enabled = rd.Bool();
}
Beispiel #16
0
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));
}
Beispiel #17
0
SectorView::SectorView(Serializer::Reader &rd)
{
    InitDefaults();

    m_pos.x = m_posMovingTo.x = rd.Float();
    m_pos.y = m_posMovingTo.y = rd.Float();
    m_pos.z = m_posMovingTo.z = rd.Float();
    m_rotX = m_rotXMovingTo = rd.Float();
    m_rotZ = m_rotZMovingTo = rd.Float();
    m_zoom = m_zoomMovingTo = rd.Float();
    // XXX I have no idea if this is correct,
    // I just copied it from the one other place m_zoomClamped is set
    m_zoomClamped = Clamp(m_zoom, 1.f, FAR_LIMIT);
    m_inSystem = rd.Bool();
    m_current = SystemPath::Unserialize(rd);
    m_selected = SystemPath::Unserialize(rd);
    m_hyperspaceTarget = SystemPath::Unserialize(rd);
    m_matchTargetToSelection = rd.Bool();
    m_selectionFollowsMovement = rd.Bool();
    m_detailBoxVisible = rd.Byte();

    InitObject();
}
Beispiel #18
0
void SpaceStation::Load(Serializer::Reader &rd, Space *space)
{
	ModelBody::Load(rd, space);

	m_oldAngDisplacement = 0.0;

	int num = rd.Int32();
	if (num > Equip::TYPE_MAX) throw SavedGameCorruptException();
	const Uint32 numShipDocking = rd.Int32();
	m_shipDocking.reserve(numShipDocking);
	for (Uint32 i=0; i<numShipDocking; i++) {
		m_shipDocking.push_back(shipDocking_t());
		shipDocking_t &sd = m_shipDocking.back();
		sd.shipIndex = rd.Int32();
		sd.stage = rd.Int32();
		sd.stagePos = rd.Float();
		sd.fromPos = rd.Vector3d();
		sd.fromRot = rd.RdQuaternionf();
	}
	// retrieve each of the bay groupings
	const Uint32 numBays = rd.Int32();
	mBayGroups.reserve(numBays);
	for (Uint32 i=0; i<numBays; i++) {
		mBayGroups.push_back(SpaceStationType::SBayGroup());
		SpaceStationType::SBayGroup &bay = mBayGroups.back();
		bay.minShipSize = rd.Int32();
		bay.maxShipSize = rd.Int32();
		bay.inUse = rd.Bool();
		const Uint32 numBayIds = rd.Int32();
		bay.bayIDs.reserve(numBayIds);
		for (Uint32 j=0; j<numBayIds; j++) {
			const Uint32 ID = rd.Int32();
			bay.bayIDs.push_back(ID);
		}
	}

	m_sbody = space->GetSystemBodyByIndex(rd.Int32());
	m_numPoliceDocked = rd.Int32();

	m_doorAnimationStep = rd.Double();
	m_doorAnimationState = rd.Double();

	InitStation();

	m_navLights->Load(rd);
}
Beispiel #19
0
void Shields::Load(Serializer::Reader &rd)
{
	m_enabled = rd.Bool();

	const Uint32 NumShields = rd.Int32();
	assert(NumShields == m_shields.size());
	for (Uint32 iRead = 0; iRead < NumShields; iRead++ ) {
		const Uint8 r = rd.Byte();
		const Uint8 g = rd.Byte();
		const Uint8 b = rd.Byte();
		const std::string name = rd.String();
		for (ShieldIterator it = m_shields.begin(); it != m_shields.end(); ++it) {
			if(name==it->m_mesh->GetName()) {
				it->m_colour = Color3ub(r, g, b);
				break;
			}
		}
	}
}
Beispiel #20
0
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));
}
Beispiel #21
0
Game::Game(Serializer::Reader &rd) :
	m_timeAccel(TIMEACCEL_PAUSED),
	m_requestedTimeAccel(TIMEACCEL_PAUSED),
	m_forceTimeAccel(false)
{
	// signature check
	for (Uint32 i = 0; i < strlen(s_saveStart)+1; i++)
		if (rd.Byte() != s_saveStart[i]) throw SavedGameCorruptException();

	// version check
	rd.SetStreamVersion(rd.Int32());
	Output("savefile version: %d\n", rd.StreamVersion());
	if (rd.StreamVersion() != s_saveVersion) {
		Output("can't load savefile, expected version: %d\n", s_saveVersion);
		throw SavedGameWrongVersionException();
	}

	// XXX This must be done after loading sectors once we can change them in game
	Pi::FlushCaches();

	Serializer::Reader section;

	// Preparing the Lua stuff
	LuaRef::InitLoad();
	Pi::luaSerializer->InitTableRefs();

	// galaxy generator
	section = rd.RdSection("GalaxyGen");
	std::string genName = section.String();
	GalaxyGenerator::Version genVersion = section.Int32();
	if (genName != Pi::GetGalaxy()->GetGeneratorName() || genVersion != Pi::GetGalaxy()->GetGeneratorVersion()) {
		if (!Pi::CreateGalaxy(genName, genVersion)) {
			Output("can't load savefile, unsupported galaxy generator %s, version %d\n", genName.c_str(), genVersion);
			throw SavedGameWrongVersionException();
		}
	}

	// game state
	section = rd.RdSection("Game");
	m_time = section.Double();
	m_state = State(section.Int32());

	m_wantHyperspace = section.Bool();
	m_hyperspaceProgress = section.Double();
	m_hyperspaceDuration = section.Double();
	m_hyperspaceEndTime = section.Double();

	// space, all the bodies and things
	section = rd.RdSection("Space");
	m_space.reset(new Space(this, section, m_time));
	m_player.reset(static_cast<Player*>(m_space->GetBodyByIndex(section.Int32())));

	assert(!m_player->IsDead()); // Pioneer does not support necromancy

	// space transition state
	section = rd.RdSection("HyperspaceClouds");

	// hyperspace clouds being brought over from the previous system
	Uint32 nclouds = section.Int32();
	for (Uint32 i = 0; i < nclouds; i++)
		m_hyperspaceClouds.push_back(static_cast<HyperspaceCloud*>(Body::Unserialize(section, 0)));

	// system political stuff
	section = rd.RdSection("Polit");
	Polit::Unserialize(section);


	// views
	LoadViews(rd);


	// lua
	section = rd.RdSection("LuaModules");
	Pi::luaSerializer->Unserialize(section);

	Pi::luaSerializer->UninitTableRefs();
	LuaRef::UninitLoad();
	// signature check
	for (Uint32 i = 0; i < strlen(s_saveEnd)+1; i++)
		if (rd.Byte() != s_saveEnd[i]) throw SavedGameCorruptException();

	EmitPauseState(IsPaused());
}
Beispiel #22
0
void SpaceStation::Load(Serializer::Reader &rd, Space *space)
{
	ModelBody::Load(rd, space);
	MarketAgent::Load(rd);
	int num = rd.Int32();
	if (num > Equip::TYPE_MAX) throw SavedGameCorruptException();
	for (int i=0; i<Equip::TYPE_MAX; i++) {
		m_equipmentStock[i] = 0;
	}
	for (int i=0; i<num; i++) {
		m_equipmentStock[i] = static_cast<Equip::Type>(rd.Int32());
	}
	// load shityard
	int numShipsForSale = rd.Int32();
	for (int i=0; i<numShipsForSale; i++) {
		ShipType::Id id(rd.String());
		std::string regId(rd.String());
		SceneGraph::ModelSkin skin;
		skin.Load(rd);
		ShipOnSale sos(id, regId, skin);
		m_shipsOnSale.push_back(sos);
	}
	const int32_t numShipDocking = rd.Int32();
	m_shipDocking.reserve(numShipDocking);
	for (int i=0; i<numShipDocking; i++) {
		m_shipDocking.push_back(shipDocking_t());
		shipDocking_t &sd = m_shipDocking.back();
		sd.shipIndex = rd.Int32();
		sd.stage = rd.Int32();
		sd.stagePos = rd.Float();
		sd.fromPos = rd.Vector3d();
		sd.fromRot = rd.RdQuaternionf();
	}
	// retrieve each of the bay groupings
	const int32_t numBays = rd.Int32();
	mBayGroups.reserve(numBays);
	for (int32_t i=0; i<numBays; i++) {
		mBayGroups.push_back(SpaceStationType::SBayGroup());
		SpaceStationType::SBayGroup &bay = mBayGroups.back();
		bay.minShipSize = rd.Int32();
		bay.maxShipSize = rd.Int32();
		bay.inUse = rd.Bool();
		const int32_t numBayIds = rd.Int32();
		bay.bayIDs.reserve(numBayIds);
		for (int32_t j=0; j<numBayIds; j++) {
			const int32_t ID = rd.Int32();
			bay.bayIDs.push_back(ID);
		}
	}

	m_bbCreated = rd.Bool();
	m_lastUpdatedShipyard = rd.Double();
	m_sbody = space->GetSystemBodyByIndex(rd.Int32());
	m_numPoliceDocked = rd.Int32();

	m_doorAnimationStep = rd.Double();
	m_doorAnimationState = rd.Double();

	InitStation();

	m_navLights->Load(rd);
}
Beispiel #23
0
Game::Game(Serializer::Reader &rd) :
	m_timeAccel(TIMEACCEL_PAUSED),
	m_requestedTimeAccel(TIMEACCEL_PAUSED),
	m_forceTimeAccel(false)
{
	// signature check
	for (Uint32 i = 0; i < strlen(s_saveStart)+1; i++)
		if (rd.Byte() != s_saveStart[i]) throw SavedGameCorruptException();

	// version check
	rd.SetStreamVersion(rd.Int32());
	Output("savefile version: %d\n", rd.StreamVersion());
	if (rd.StreamVersion() != s_saveVersion) {
		Output("can't load savefile, expected version: %d\n", s_saveVersion);
		throw SavedGameWrongVersionException();
	}

	// XXX This must be done after loading sectors once we can change them in game
	Pi::FlushCaches();

	Serializer::Reader section;

	// game state
	section = rd.RdSection("Game");
	m_time = section.Double();
	m_state = State(section.Int32());

	m_wantHyperspace = section.Bool();
	m_hyperspaceProgress = section.Double();
	m_hyperspaceDuration = section.Double();
	m_hyperspaceEndTime = section.Double();

	// space, all the bodies and things
	section = rd.RdSection("Space");
	m_space.reset(new Space(this, section, m_time));
	m_player.reset(static_cast<Player*>(m_space->GetBodyByIndex(section.Int32())));

	// space transition state
	section = rd.RdSection("HyperspaceClouds");

	// hyperspace clouds being brought over from the previous system
	Uint32 nclouds = section.Int32();
	for (Uint32 i = 0; i < nclouds; i++)
		m_hyperspaceClouds.push_back(static_cast<HyperspaceCloud*>(Body::Unserialize(section, 0)));

	// system political stuff
	section = rd.RdSection("Polit");
	Polit::Unserialize(section);


	// views
	LoadViews(rd);


	// lua
	section = rd.RdSection("LuaModules");
	Pi::luaSerializer->Unserialize(section);


	// signature check
	for (Uint32 i = 0; i < strlen(s_saveEnd)+1; i++)
		if (rd.Byte() != s_saveEnd[i]) throw SavedGameCorruptException();
}
Beispiel #24
0
void ModelBody::Load(Serializer::Reader &rd, Space *space)
{
	Body::Load(rd, space);
	m_isStatic = rd.Bool();
	m_colliding = rd.Bool();
}