Example #1
0
// XXX mostly a copy of CreateViews
void Game::LoadViews(Serializer::Reader &rd)
{
	Pi::SetView(0);

	// XXX views expect Pi::game and Pi::player to exist
	Pi::game = this;
	Pi::player = m_player.Get();

	Serializer::Reader section = rd.RdSection("ShipCpanel");
	Pi::cpan = new ShipCpanel(section, Pi::renderer);

	section = rd.RdSection("SectorView");
	Pi::sectorView = new SectorView(section);

	section = rd.RdSection("WorldView");
	Pi::worldView = new WorldView(section);

	Pi::galacticView = new GalacticView();
	Pi::systemView = new SystemView();
	Pi::systemInfoView = new SystemInfoView();
	Pi::spaceStationView = new SpaceStationView();
	Pi::infoView = new InfoView();

#if WITH_OBJECTVIEWER
	Pi::objectViewerView = new ObjectViewerView();
	Pi::objectViewerView->SetRenderer(Pi::renderer);
#endif

	Pi::galacticView->SetRenderer(Pi::renderer);
	Pi::infoView->SetRenderer(Pi::renderer);
	Pi::sectorView->SetRenderer(Pi::renderer);
	Pi::systemInfoView->SetRenderer(Pi::renderer);
	Pi::systemView->SetRenderer(Pi::renderer);
	Pi::worldView->SetRenderer(Pi::renderer);
}
Example #2
0
Space::Space(Game *game, Serializer::Reader &rd)
    : m_game(game)
    , m_frameIndexValid(false)
    , m_bodyIndexValid(false)
    , m_sbodyIndexValid(false)
    , m_background(Pi::renderer)
    , m_bodyNearFinder(this)
#ifndef NDEBUG
    , m_processingFinalizationQueue(false)
#endif
{
    m_starSystem = StarSystem::Unserialize(rd);
    m_background.Refresh(m_starSystem->GetSeed());
    RebuildSystemBodyIndex();

    Serializer::Reader section = rd.RdSection("Frames");
    m_rootFrame.Reset(Frame::Unserialize(section, this, 0));
    RebuildFrameIndex();

    Uint32 nbodies = rd.Int32();
    for (Uint32 i = 0; i < nbodies; i++)
        m_bodies.push_back(Body::Unserialize(rd, this));
    RebuildBodyIndex();

    Frame::PostUnserializeFixup(m_rootFrame.Get(), this);
    for (BodyIterator i = m_bodies.begin(); i != m_bodies.end(); ++i)
        (*i)->PostLoadFixup(this);
}
Example #3
0
Space::Space(Game *game, Serializer::Reader &rd, double at_time)
	: m_game(game)
	, m_frameIndexValid(false)
	, m_bodyIndexValid(false)
	, m_sbodyIndexValid(false)
	, m_bodyNearFinder(this)
#ifndef NDEBUG
	, m_processingFinalizationQueue(false)
#endif
{
	m_starSystem = StarSystem::Unserialize(rd);

	const SystemPath &path = m_starSystem->GetPath();

	RebuildSystemBodyIndex();

	Serializer::Reader section = rd.RdSection("Frames");
	m_rootFrame.reset(Frame::Unserialize(section, this, 0, at_time));
	RebuildFrameIndex();

	Uint32 nbodies = rd.Int32();
	for (Uint32 i = 0; i < nbodies; i++)
		m_bodies.push_back(Body::Unserialize(rd, this));
	RebuildBodyIndex();

	Frame::PostUnserializeFixup(m_rootFrame.get(), this);
	for (Body* b : m_bodies)
		b->PostLoadFixup(this);

	GenSectorCache(&path);
}
Example #4
0
File: Pi.cpp Project: Snaar/pioneer
void Pi::Unserialize(Serializer::Reader &rd)
{
	Serializer::Reader section;
	
	SetTimeAccel(0);
	requestedTimeAccelIdx = 0;
	Space::Clear();
	if (Pi::player) {
		Pi::player->MarkDead();
		Space::bodies.remove(Pi::player);
		delete Pi::player;
		Pi::player = 0;
	}

	section = rd.RdSection("PiMisc");
	gameTime = section.Double();
	selectedSystem = StarSystem::Unserialize(section);
	currentSystem = StarSystem::Unserialize(section);

	section = rd.RdSection("Space");
	Space::Unserialize(section);
	
	section = rd.RdSection("Polit");
	Polit::Unserialize(section);

	section = rd.RdSection("SectorView");
	sectorView->Load(section);

	section = rd.RdSection("WorldView");
	worldView->Load(section);

	section = rd.RdSection("LuaModules");
	PiLuaModules::Unserialize(section);
}
Example #5
0
Space::Space(Game *game, Serializer::Reader &rd) : m_game(game), m_frameIndexValid(false), m_bodyIndexValid(false), m_sbodyIndexValid(false)
{
	m_starSystem = StarSystem::Unserialize(rd);
	m_background.Refresh(m_starSystem->m_seed);
	RebuildSBodyIndex();

	Serializer::Reader section = rd.RdSection("Frames");
	m_rootFrame.Reset(Frame::Unserialize(section, this, 0));
	RebuildFrameIndex();

	Uint32 nbodies = rd.Int32();
	for (Uint32 i = 0; i < nbodies; i++)
		m_bodies.push_back(Body::Unserialize(rd, this));
	RebuildBodyIndex();

	for (BodyIterator i = m_bodies.begin(); i != m_bodies.end(); ++i)
		(*i)->PostLoadFixup(this);
	Frame::PostUnserializeFixup(m_rootFrame.Get(), this);
}
Example #6
0
Space::Space(Game *game, RefCountedPtr<Galaxy> galaxy, Serializer::Reader &rd, double at_time)
	: m_starSystemCache(galaxy->NewStarSystemSlaveCache())
	, m_game(game)
	, m_frameIndexValid(false)
	, m_bodyIndexValid(false)
	, m_sbodyIndexValid(false)
	, m_bodyNearFinder(this)
#ifndef NDEBUG
	, m_processingFinalizationQueue(false)
#endif
{
	m_starSystem = StarSystem::Unserialize(galaxy, rd);

	const SystemPath &path = m_starSystem->GetPath();
	Uint32 _init[5] = { path.systemIndex, Uint32(path.sectorX), Uint32(path.sectorY), Uint32(path.sectorZ), UNIVERSE_SEED };
	Random rand(_init, 5);
	m_background.reset(new Background::Container(Pi::renderer, rand));

	RebuildSystemBodyIndex();

	CityOnPlanet::SetCityModelPatterns(m_starSystem->GetPath());

	Serializer::Reader section = rd.RdSection("Frames");
	m_rootFrame.reset(Frame::Unserialize(section, this, 0, at_time));
	RebuildFrameIndex();

	Uint32 nbodies = rd.Int32();
	for (Uint32 i = 0; i < nbodies; i++)
		m_bodies.push_back(Body::Unserialize(rd, this));
	RebuildBodyIndex();

	Frame::PostUnserializeFixup(m_rootFrame.get(), this);
	for (Body* b : m_bodies)
		b->PostLoadFixup(this);

	GenSectorCache(galaxy, &path);
}
Example #7
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();
}
Example #8
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());
}