Esempio n. 1
0
/**\brief Load a player from a file.
 * \param[in] filename of a player's xml saved game.
 * \returns pointer to new Player instance.
 */
Player* Player::Load( string filename ) {
	xmlDocPtr doc;
	xmlNodePtr cur;

	Player* newPlayer = new Player();

	File xmlfile = File (filename);
	long filelen = xmlfile.GetLength();
	char *buffer = xmlfile.Read();
	doc = xmlParseMemory( buffer, static_cast<int>(filelen) );
	cur = xmlDocGetRootElement( doc );

	newPlayer->FromXMLNode( doc, cur );

	// We check the planet location at loadtime in case planet moved or lastPlanet changed.
	// This happens with --random-universe. TODO: Does this matter? random-universe was removed.
	Planet* p = Menu::GetCurrentScenario()->GetPlanets()->GetPlanet( newPlayer->lastPlanet );
	if( p != NULL ) {
		newPlayer->SetWorldPosition( p->GetWorldPosition() );
	} else {
		LogMsg(INFO, "There is no planet named: '%s'.", newPlayer->lastPlanet.c_str() );
	}

	newPlayer->RemoveLuaControlFunc();

	// We can't start the game with bad player Information
	assert( newPlayer->GetModelName() != "" );
	assert( newPlayer->GetEngineName() != "" );

	// Tell Lua to initialize these escorts.
	for(list<Player::HiredEscort*>::iterator iter_escort = newPlayer->hiredEscorts.begin(); iter_escort != newPlayer->hiredEscorts.end(); iter_escort++) {
		(*iter_escort)->Lua_Initialize( newPlayer->GetID(), newPlayer->GetWorldPosition() );
	}

	// Remember this Player
	newPlayer->lastLoadTime = time(NULL);

	LogMsg(INFO, "Successfully loaded the player: '%s'.", newPlayer->GetName().c_str() );
	LogMsg(INFO, "Loaded Player '%s' with Model='%s' Engine='%s' Credits = %d at (%.0f,%.0f).",
		newPlayer->GetName().c_str(),
		newPlayer->GetModel()->GetName().c_str(),
		newPlayer->GetEngine()->GetName().c_str(),
		newPlayer->GetCredits(),
		newPlayer->GetWorldPosition().GetX(), newPlayer->GetWorldPosition().GetY()
	);

	return newPlayer;
}
Esempio n. 2
0
/**\brief Parse one player out of an xml node
 */
bool Player::FromXMLNode( xmlDocPtr doc, xmlNodePtr node ) {
	xmlNodePtr  attr;
	string value;
	Coordinate pos;

	if( (attr = FirstChildNamed(node,"name")) ){
		SetName(NodeToString(doc,attr));
	}

	if( (attr = FirstChildNamed(node, "planet"))){
		string temp;
		xmlNodePtr name = FirstChildNamed(attr,"name");
		lastPlanet = NodeToString(doc,name);
		Planet* p = Planets::Instance()->GetPlanet( lastPlanet );
		if( p != NULL ) {
			SetWorldPosition( p->GetWorldPosition() );
		}
	}else return false;

	if( (attr = FirstChildNamed(node,"model")) ){
		value = NodeToString(doc,attr);
		Model* model = Models::Instance()->GetModel( value );
		if( NULL!=model) {
			SetModel( model );
		} else {
			LogMsg(ERR,"No such model as '%s'", value.c_str());
			return false;
		}
	} else return false;
	
	if( (attr = FirstChildNamed(node,"engine")) ){
		value = NodeToString(doc,attr);
		Engine* engine = Engines::Instance()->GetEngine( value );
		if( NULL!=engine) {
			SetEngine( engine );
		} else {
			LogMsg(ERR,"No such engine as '%s'", value.c_str());
			return false;
		}
	} else return false;


	if( (attr = FirstChildNamed(node,"credits")) ){
		value = NodeToString(doc,attr);
		SetCredits( atoi(value.c_str()) );
	} else return false;

	for( attr = FirstChildNamed(node,"weapon"); attr!=NULL; attr = NextSiblingNamed(attr,"weapon") ){
		AddShipWeapon( NodeToString(doc,attr) );
	}

	for( attr = FirstChildNamed(node,"outfit"); attr!=NULL; attr = NextSiblingNamed(attr,"outfit") ){
		AddOutfit( NodeToString(doc,attr) );
	}

	for( attr = FirstChildNamed(node,"cargo"); attr!=NULL; attr = NextSiblingNamed(attr,"cargo") ){
		xmlNodePtr type = FirstChildNamed(attr,"type");
		xmlNodePtr ammt = FirstChildNamed(attr,"amount");
		if(!type || !ammt)
			return false;
		if( NodeToInt(doc,ammt) > 0 )
		{
			StoreCommodities( NodeToString(doc,type), NodeToInt(doc,ammt) );
		}
	}

	for( attr = FirstChildNamed(node,"ammo"); attr!=NULL; attr = NextSiblingNamed(attr,"ammo") ){
		xmlNodePtr type = FirstChildNamed(attr,"type");
		xmlNodePtr ammt = FirstChildNamed(attr,"amount");
		if(!type || !ammt)
			return false;
		AmmoType ammoType = Weapon::AmmoNameToType( NodeToString(doc,type) );
		int ammoCount = NodeToInt(doc,ammt);
		if( ammoType < max_ammo ) {
			AddAmmo( ammoType, ammoCount );
		} else return false;
	}

	for( attr = FirstChildNamed(node,"Mission"); attr!=NULL; attr = NextSiblingNamed(attr,"Mission") ){
		Mission *mission = Mission::FromXMLNode(doc,attr);
		if( mission != NULL ) {
			LogMsg(INFO, "Successfully loaded the %s mission of player '%s'", mission->GetName().c_str(), this->GetName().c_str() );
			missions.push_back( mission );
		} else {
			LogMsg(INFO, "Aborted loading mission of player '%s'", this->GetName().c_str() );
		}
	}

	for( attr = FirstChildNamed(node,"favor"); attr!=NULL; attr = NextSiblingNamed(attr,"favor") ){
		xmlNodePtr alliance = FirstChildNamed(attr,"alliance");
		xmlNodePtr value = FirstChildNamed(attr,"value");
		if(!alliance || !value)
			return false;
		if( NodeToInt(doc,value) > 0 )
		{
			UpdateFavor( NodeToString(doc,alliance), NodeToInt(doc,value) );
		}
	}

	for( attr = FirstChildNamed(node,"hiredEscort"); attr!=NULL; attr = NextSiblingNamed(attr,"hiredEscort") ){
		xmlNodePtr typePtr = FirstChildNamed(attr, "type");
		xmlNodePtr payPtr = FirstChildNamed(attr, "pay");
		assert(typePtr && payPtr);
		if(!typePtr || !payPtr) return false;
		string type = NodeToString(doc, typePtr);
		int pay = atoi( NodeToString(doc, payPtr).c_str() );
		// Adding it with sprite ID -1 means it's up to player.lua to go ahead and create the correct sprite.
		this->AddHiredEscort(type, pay, -1);
	}

	if(this->ConfigureWeaponSlots(doc, node)){
		// great - it worked
		LogMsg( INFO, "Successfully loaded weapon slots");
	}
	else {
		LogMsg( ERR, "Weapon slot XML helper failed to configure weapon slots");
	}

	if( (attr = FirstChildNamed(node,"lastLoadTime")) ){
		lastLoadTime = NodeToInt(doc,attr);
	} else {
		lastLoadTime = (time_t)0;
	}

	RemoveLuaControlFunc();

	return true;
}