Example #1
0
void GeomTree::Save(Serializer::Writer &wr) const
{
	wr.Int32(m_numVertices);
	wr.Int32(m_numEdges);
	wr.Int32(m_numTris);
	wr.Double(m_radius);

	wr.Vector3d(m_aabb.max);
	wr.Vector3d(m_aabb.min);
	wr.Double(m_aabb.radius);

	wr.Int32(m_numEdges);
	for (Sint32 iAabb = 0; iAabb < m_numEdges; ++iAabb) {
		wr.Vector3d(m_aabbs[iAabb].max);
		wr.Vector3d(m_aabbs[iAabb].min);
		wr.Double(m_aabbs[iAabb].radius);
	}

	for (Sint32 iEdge = 0; iEdge < m_numEdges; ++iEdge) {
		m_edges[iEdge].Save(wr);
	}

	for (Sint32 iVert = 0; iVert < m_numVertices; ++iVert) {
		wr.Vector3f(m_vertices[iVert]);
	}

	for (Sint32 iIndi = 0; iIndi < (m_numTris * 3); ++iIndi) {
		wr.Int16(m_indices[iIndi]);
	}

	for (Sint32 iTri = 0; iTri < m_numTris; ++iTri) {
		wr.Int32(m_triFlags[iTri]);
	}
}
Example #2
0
void Ship::Save(Serializer::Writer &wr)
{
	DynamicBody::Save(wr);
	wr.Vector3d(m_angThrusters);
	wr.Vector3d(m_thrusters);
	wr.Int32(m_wheelTransition);
	wr.Float(m_wheelState);
	wr.Float(m_launchLockTimeout);
	wr.Bool(m_testLanded);
	wr.Int32(int(m_flightState));
	wr.Int32(int(m_alertState));
	wr.Float(m_lastFiringAlert);

	m_hyperspace.dest.Serialize(wr);
	wr.Float(m_hyperspace.countdown);

	for (int i=0; i<ShipType::GUNMOUNT_MAX; i++) {
		wr.Int32(m_gunState[i]);
		wr.Float(m_gunRecharge[i]);
		wr.Float(m_gunTemperature[i]);
	}
	wr.Float(m_ecmRecharge);
	m_shipFlavour.Save(wr);
	wr.Int32(m_dockedWithPort);
	wr.Int32(Serializer::LookupBody(m_dockedWith));
	m_equipment.Save(wr);
	wr.Float(m_stats.hull_mass_left);
	wr.Float(m_stats.shield_mass_left);
	if(m_curAICmd) { wr.Int32(1); m_curAICmd->Save(wr); }
	else wr.Int32(0);
}
Example #3
0
void Projectile::Save(Serializer::Writer &wr, Space *space)
{
	Body::Save(wr, space);
	wr.Vector3d(m_baseVel);
	wr.Vector3d(m_dirVel);
	wr.Float(m_age);
	wr.Int32(m_type);
	wr.Int32(space->GetIndexForBody(m_parent));
}
Example #4
0
void Projectile::Save(Serializer::Writer &wr, Space *space)
{
	Body::Save(wr, space);
	for (int i=0; i<16; i++) wr.Double(m_orient[i]);
	wr.Vector3d(m_baseVel);
	wr.Vector3d(m_dirVel);
	wr.Float(m_age);
	wr.Int32(m_type);
	wr.Int32(space->GetIndexForBody(m_parent));
}
Example #5
0
void DynamicBody::Save(Serializer::Writer &wr, Space *space)
{
    ModelBody::Save(wr, space);
    wr.Vector3d(m_force);
    wr.Vector3d(m_torque);
    wr.Vector3d(m_vel);
    wr.Vector3d(m_angVel);
    wr.Double(m_mass);
    wr.Double(m_massRadius);
    wr.Double(m_angInertia);
    wr.Bool(m_isMoving);
}
Example #6
0
void DynamicBody::Save(Serializer::Writer &wr)
{
	ModelBody::Save(wr);
	for (int i=0; i<16; i++) wr.Double(m_orient[i]);
	wr.Vector3d(m_force);
	wr.Vector3d(m_torque);
	wr.Vector3d(m_vel);
	wr.Vector3d(m_angVel);
	wr.Double(m_mass);
	wr.Double(m_massRadius);
	wr.Double(m_angInertia);
	wr.Bool(m_enabled);
}
Example #7
0
void SpaceStation::Save(Serializer::Writer &wr)
{
	ModelBody::Save(wr);
	MarketAgent::Save(wr);
	wr.Int32(Equip::TYPE_MAX);
	for (int i=0; i<Equip::TYPE_MAX; i++) {
		wr.Int32(int(m_equipmentStock[i]));
	}
	// save shipyard
	wr.Int32(m_shipsOnSale.size());
	for (std::vector<ShipFlavour>::iterator i = m_shipsOnSale.begin();
			i != m_shipsOnSale.end(); ++i) {
		(*i).Save(wr);
	}
	for (int i=0; i<MAX_DOCKING_PORTS; i++) {
		wr.Int32(Serializer::LookupBody(m_shipDocking[i].ship));
		wr.Int32(m_shipDocking[i].stage);
		wr.Float(float(m_shipDocking[i].stagePos));
		wr.Vector3d(m_shipDocking[i].fromPos);
		wr.WrQuaternionf(m_shipDocking[i].fromRot);

		wr.Float(float(m_openAnimState[i]));
		wr.Float(float(m_dockAnimState[i]));
	}
	wr.Double(m_lastUpdatedShipyard);
	wr.Int32(Serializer::LookupSystemBody(m_sbody));
	wr.Int32(m_numPoliceDocked);
}
Example #8
0
void SpaceStation::Save(Serializer::Writer &wr, Space *space)
{
	ModelBody::Save(wr, space);
	wr.Int32(Equip::TYPE_MAX);
	wr.Int32(m_shipDocking.size());
	for (Uint32 i=0; i<m_shipDocking.size(); i++) {
		wr.Int32(space->GetIndexForBody(m_shipDocking[i].ship));
		wr.Int32(m_shipDocking[i].stage);
		wr.Float(float(m_shipDocking[i].stagePos));
		wr.Vector3d(m_shipDocking[i].fromPos);
		wr.WrQuaternionf(m_shipDocking[i].fromRot);
	}
	// store each of the bay groupings
	wr.Int32(mBayGroups.size());
	for (Uint32 i=0; i<mBayGroups.size(); i++) {
		wr.Int32(mBayGroups[i].minShipSize);
		wr.Int32(mBayGroups[i].maxShipSize);
		wr.Bool(mBayGroups[i].inUse);
		wr.Int32(mBayGroups[i].bayIDs.size());
		for (Uint32 j=0; j<mBayGroups[i].bayIDs.size(); j++) {
			wr.Int32(mBayGroups[i].bayIDs[j]);
		}
	}

	wr.Int32(space->GetIndexForSystemBody(m_sbody));
	wr.Int32(m_numPoliceDocked);

	wr.Double(m_doorAnimationStep);
	wr.Double(m_doorAnimationState);

	m_navLights->Save(wr);
}
void AIParagonCmdDock::Save(Serializer::Writer &wr)
{
	if (m_child) { delete m_child; m_child = 0; }
	AICommand::Save(wr);
	Space* space = Pi::game->GetSpace();
	wr.Int32(space->GetIndexForBody(m_station));
	wr.Int32(static_cast<int>(m_state));
	wr.Int32(m_approachPoints.size());
	for(auto iter : m_approachPoints) {
		wr.Vector3d(iter.pos);
		wr.Vector3d(iter.xaxis);
		wr.Vector3d(iter.yaxis);
		wr.Vector3d(iter.zaxis);
	}
	wr.Int32(m_nextApproachPoint);
}
Example #10
0
void SpaceStation::Save(Serializer::Writer &wr, Space *space)
{
	ModelBody::Save(wr, space);
	MarketAgent::Save(wr);
	wr.Int32(Equip::TYPE_MAX);
	for (int i=0; i<Equip::TYPE_MAX; i++) {
		wr.Int32(int(m_equipmentStock[i]));
	}
	// save shipyard
	wr.Int32(m_shipsOnSale.size());
	for (std::vector<ShipOnSale>::iterator i = m_shipsOnSale.begin();
			i != m_shipsOnSale.end(); ++i) {
		wr.String((*i).id);
		wr.String((*i).regId);
		(*i).skin.Save(wr);
	}
	for (int i=0; i<MAX_DOCKING_PORTS; i++) {
		wr.Int32(space->GetIndexForBody(m_shipDocking[i].ship));
		wr.Int32(m_shipDocking[i].stage);
		wr.Float(float(m_shipDocking[i].stagePos));
		wr.Vector3d(m_shipDocking[i].fromPos);
		wr.WrQuaternionf(m_shipDocking[i].fromRot);
	}
	wr.Bool(m_dockingLock);

	wr.Bool(m_bbCreated);
	wr.Double(m_lastUpdatedShipyard);
	wr.Int32(space->GetIndexForSystemBody(m_sbody));
	wr.Int32(m_numPoliceDocked);

	m_navLights->Save(wr);
}
Example #11
0
void Sfx::Save(Serializer::Writer &wr)
{
	wr.Vector3d(m_pos);
	wr.Vector3d(m_vel);
	wr.Float(m_age);
	wr.Int32(m_type);
}
Example #12
0
void Body::Serialize(Serializer::Writer &_wr, Space *space)
{
	Serializer::Writer wr;
	wr.Int32(int(GetType()));
	switch (GetType()) {
		case Object::STAR:
		case Object::PLANET:
		case Object::SPACESTATION:
		case Object::SHIP:
		case Object::PLAYER:
		case Object::MISSILE:
		case Object::CARGOBODY:
		case Object::PROJECTILE:
		case Object::HYPERSPACECLOUD:
			Save(wr, space);
			break;
		default:
			assert(0);
	}
	wr.Vector3d(GetPosition());
	matrix4x4d m;
	GetRotMatrix(m);
	for (int i=0; i<16; i++) wr.Double(m[i]);
	_wr.WrSection("Body", wr.GetData());
}
Example #13
0
void Body::Save(Serializer::Writer &wr)
{
	wr.Int32(Serializer::LookupFrame(m_frame));
	wr.String(m_label);
	wr.Bool(m_onscreen);
	wr.Vector3d(m_projectedPos);
	wr.Bool(m_dead);
	wr.Bool(m_hasDoubleFrame);
}
Example #14
0
void HyperspaceCloud::Save(Serializer::Writer &wr, Space *space)
{
	Body::Save(wr, space);
	wr.Vector3d(m_vel);
	wr.Double(m_birthdate);
	wr.Double(m_due);
	wr.Bool(m_isArrival);
	wr.Bool(m_ship != 0);
	if (m_ship) m_ship->Serialize(wr, space);
}
Example #15
0
void Body::Save(Serializer::Writer &wr, Space *space)
{
	wr.Int32(space->GetIndexForFrame(m_frame));
	wr.String(m_label);
	wr.Bool(m_dead);

	wr.Vector3d(m_pos);
	for (int i=0; i<9; i++) wr.Double(m_orient[i]);
	wr.Double(m_physRadius);
	wr.Double(m_clipRadius);
}
Example #16
0
void Ship::Save(Serializer::Writer &wr, Space *space)
{
	DynamicBody::Save(wr, space);
	wr.Vector3d(m_angThrusters);
	wr.Vector3d(m_thrusters);
	wr.Int32(m_wheelTransition);
	wr.Float(m_wheelState);
	wr.Float(m_launchLockTimeout);
	wr.Bool(m_testLanded);
	wr.Int32(int(m_flightState));
	wr.Int32(int(m_alertState));
	wr.Double(m_lastFiringAlert);

	// XXX make sure all hyperspace attrs and the cloud get saved
	m_hyperspace.dest.Serialize(wr);
	wr.Float(m_hyperspace.countdown);

	for (int i=0; i<ShipType::GUNMOUNT_MAX; i++) {
		wr.Int32(m_gunState[i]);
		wr.Float(m_gunRecharge[i]);
		wr.Float(m_gunTemperature[i]);
	}
	wr.Float(m_ecmRecharge);
	m_shipFlavour.Save(wr);
	wr.Int32(m_dockedWithPort);
	wr.Int32(space->GetIndexForBody(m_dockedWith));
	m_equipment.Save(wr);
	wr.Float(m_stats.hull_mass_left);
	wr.Float(m_stats.shield_mass_left);
	if(m_curAICmd) { wr.Int32(1); m_curAICmd->Save(wr); }
	else wr.Int32(0);
	wr.Int32(int(m_aiMessage));
	wr.Double(m_thrusterFuel);
	wr.Double(m_reserveFuel);

	wr.Int32(static_cast<int>(m_controller->GetType()));
	m_controller->Save(wr, space);
}
Example #17
0
void Frame::Serialize(Serializer::Writer &wr, Frame *f, Space *space)
{
	wr.Int32(f->m_flags);
	wr.Double(f->m_radius);
	wr.String(f->m_label);
	wr.Vector3d(f->m_pos);
	wr.Double(f->m_angSpeed);
	for (int i=0; i<9; i++) wr.Double(f->m_initialOrient[i]);
	wr.Int32(space->GetIndexForSystemBody(f->m_sbody));
	wr.Int32(space->GetIndexForBody(f->m_astroBody));
	wr.Int32(f->m_children.size());
	for (Frame* kid : f->GetChildren())
		Serialize(wr, kid, space);
	Sfx::Serialize(wr, f);
}
Example #18
0
void CollMesh::Save(Serializer::Writer &wr) const
{
	wr.Vector3d(m_aabb.max);
	wr.Vector3d(m_aabb.min);
	wr.Double(m_aabb.radius);

	m_geomTree->Save(wr);

	wr.Int32(m_dynGeomTrees.size());
	for (auto it : m_dynGeomTrees) {
		it->Save(wr);
	}

	wr.Int32(m_totalTris);
}
Example #19
0
void Frame::Serialize(Serializer::Writer &wr, Frame *f, Space *space)
{
	wr.Int32(f->m_flags);
	wr.Double(f->m_radius);
	wr.String(f->m_label);
	wr.Vector3d(f->m_pos);
	for (int i=0; i<9; i++) wr.Double(f->m_orient[i]);
	wr.Double(f->m_angSpeed);
	wr.Int32(space->GetIndexForSystemBody(f->m_sbody));
	wr.Int32(space->GetIndexForBody(f->m_astroBody));
	wr.Int32(f->m_children.size());
	for (ChildIterator it = f->BeginChildren(); it != f->EndChildren(); ++it)
		Serialize(wr, *it, space);
	Sfx::Serialize(wr, f);
}
Example #20
0
void SpaceStation::Save(Serializer::Writer &wr, Space *space)
{
	ModelBody::Save(wr, space);
	MarketAgent::Save(wr);
	wr.Int32(Equip::TYPE_MAX);
	for (int i=0; i<Equip::TYPE_MAX; i++) {
		wr.Int32(int(m_equipmentStock[i]));
	}
	// save shipyard
	wr.Int32(m_shipsOnSale.size());
	for (std::vector<ShipOnSale>::iterator i = m_shipsOnSale.begin();
			i != m_shipsOnSale.end(); ++i) {
		wr.String((*i).id);
		wr.String((*i).regId);
		(*i).skin.Save(wr);
	}
	wr.Int32(m_shipDocking.size());
	for (uint32_t i=0; i<m_shipDocking.size(); i++) {
		wr.Int32(space->GetIndexForBody(m_shipDocking[i].ship));
		wr.Int32(m_shipDocking[i].stage);
		wr.Float(float(m_shipDocking[i].stagePos));
		wr.Vector3d(m_shipDocking[i].fromPos);
		wr.WrQuaternionf(m_shipDocking[i].fromRot);
	}
	// store each of the bay groupings
	wr.Int32(mBayGroups.size());
	for (uint32_t i=0; i<mBayGroups.size(); i++) {
		wr.Int32(mBayGroups[i].minShipSize);
		wr.Int32(mBayGroups[i].maxShipSize);
		wr.Bool(mBayGroups[i].inUse);
		wr.Int32(mBayGroups[i].bayIDs.size());
		for (uint32_t j=0; j<mBayGroups[i].bayIDs.size(); j++) {
			wr.Int32(mBayGroups[i].bayIDs[j]);
		}
	}

	wr.Bool(m_bbCreated);
	wr.Double(m_lastUpdatedShipyard);
	wr.Int32(space->GetIndexForSystemBody(m_sbody));
	wr.Int32(m_numPoliceDocked);

	wr.Double(m_doorAnimationStep);
	wr.Double(m_doorAnimationState);

	m_navLights->Save(wr);
}
void AIParagonCmdGoTo::Save(Serializer::Writer &wr) 
{
	if (m_child) { 
		delete m_child; m_child = 0; 
	}
	AICommand::Save(wr);
	wr.Int32(Pi::game->GetSpace()->GetIndexForFrame(m_targetFrame));
	wr.Vector3d(m_targetPosition);
	wr.Bool(m_toTransit);
	wr.Vector3d(m_targetOrient.VectorX());
	wr.Vector3d(m_targetOrient.VectorY());
	wr.Vector3d(m_targetOrient.VectorZ());
	wr.Vector3d(m_startPO.pos);
	wr.Vector3d(m_startPO.xaxis);
	wr.Vector3d(m_startPO.yaxis);
	wr.Vector3d(m_startPO.zaxis);
	wr.Vector3d(m_endPO.pos);
	wr.Vector3d(m_endPO.xaxis);
	wr.Vector3d(m_endPO.yaxis);
	wr.Vector3d(m_endPO.zaxis);
	wr.Double(m_speedLimit);
	wr.Double(m_arrivalSpeed);
	wr.Int32(static_cast<int>(m_mode));
}
Example #22
0
void Planet::Save(Serializer::Writer &wr)
{
	Body::Save(wr);
	wr.Vector3d(pos);
	wr.Int32(Serializer::LookupSystemBody(sbody));
}
Example #23
0
void TerrainBody::Save(Serializer::Writer &wr, Space *space)
{
	Body::Save(wr, space);
	wr.Vector3d(m_pos);
	wr.Int32(space->GetIndexForSBody(m_sbody));
}