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); } }
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); }
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); }
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); }