Beispiel #1
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();
}
void BinaryConverter::LoadAnimations(Serializer::Reader &rd)
{
	//load channels and PRS keys
	const Uint32 numAnims = rd.Int32();
	for (Uint32 i = 0; i < numAnims; i++) {
		const std::string animName = rd.String();
		const double duration = rd.Double();
		Animation *anim = new Animation(animName, duration);
		const Uint32 numChans = rd.Int32();
		for (Uint32 j = 0; j < numChans; j++) {
			const std::string tgtName = rd.String();
			MatrixTransform* tgtNode = dynamic_cast<MatrixTransform*>(m_model->m_root->FindNode(tgtName));
			anim->m_channels.push_back(AnimationChannel(tgtNode));
			auto& chan = anim->m_channels.back();
			for (Uint32 numKeys = rd.Int32(); numKeys > 0; numKeys--) {
				const double ktime = rd.Double();
				const vector3f kpos = rd.Vector3f();
				chan.positionKeys.push_back(PositionKey(ktime, kpos));
			}
			for (Uint32 numKeys = rd.Int32(); numKeys > 0; numKeys--) {
				const double ktime = rd.Double();
				const Quaternionf krot = rd.RdQuaternionf();
				chan.rotationKeys.push_back(RotationKey(ktime, krot));
			}
			for (Uint32 numKeys = rd.Int32(); numKeys > 0; numKeys--) {
				const double ktime = rd.Double();
				const vector3f kscale = rd.Vector3f();
				chan.scaleKeys.push_back(ScaleKey(ktime, kscale));
			}
		}
		m_model->m_animations.push_back(anim);
	}
}
Beispiel #3
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 #4
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 #5
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);
}