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(); }
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()); }