Esempio n. 1
1
void Missile::Save(Serializer::Writer &wr, Space *space)
{
	Ship::Save(wr, space);
	wr.Int32(space->GetIndexForBody(m_owner));
	wr.Int32(m_power);
	wr.Bool(m_armed);
}
Esempio n. 2
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);
}
Esempio n. 3
0
void Player::Save(Serializer::Writer &wr, Space *space)
{
	Ship::Save(wr, space);
	MarketAgent::Save(wr);
	wr.Int32(m_killCount);
	wr.Int32(m_knownKillCount);
}
void BinaryConverter::SaveAnimations(Serializer::Writer &wr, Model *m)
{
	const auto& anims = m->GetAnimations();
	wr.Int32(anims.size());
	for (const auto& anim : anims) {
		wr.String(anim->GetName());
		wr.Double(anim->GetDuration());
		wr.Int32(anim->GetChannels().size());
		for (const auto &chan : anim->GetChannels()) {
			wr.String(chan.node->GetName());
			//write pos/rot/scale keys
			wr.Int32(chan.positionKeys.size());
			for (const auto &pkey : chan.positionKeys) {
				wr.Double(pkey.time);
				wr.Vector3f(pkey.position);
			}
			wr.Int32(chan.rotationKeys.size());
			for (const auto &rkey : chan.rotationKeys) {
				wr.Double(rkey.time);
				wr.WrQuaternionf(rkey.rotation);
			}
			wr.Int32(chan.scaleKeys.size());
			for (const auto &skey : chan.scaleKeys) {
				wr.Double(skey.time);
				wr.Vector3f(skey.scale);
			}
		}
	}
}
Esempio n. 5
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]);
	}
}
Esempio n. 6
0
void Player::Save(Serializer::Writer &wr)
{
	Ship::Save(wr);
	wr.Int32(static_cast<int>(m_flightControlState));
	wr.Double(m_setSpeed);
	wr.Int32(m_killCount);
	wr.Int32(m_knownKillCount);
}
Esempio n. 7
0
void Missile::Save(Serializer::Writer &wr)
{
	Ship::Save(wr);
	wr.Int32(Serializer::LookupBody(m_owner));
	wr.Int32(Serializer::LookupBody(m_target));
	wr.Double(m_distToTarget);
	wr.Int32(m_power);
}
Esempio n. 8
0
void Missile::Save(Serializer::Writer &wr, Space *space)
{
	Ship::Save(wr, space);
	wr.Int32(space->GetIndexForBody(m_owner));
	wr.Int32(space->GetIndexForBody(m_target));
	wr.Double(m_distToTarget);
	wr.Int32(m_power);
}
Esempio n. 9
0
void AICommand::Save(Serializer::Writer &wr)
{
	Space *space = Pi::game->GetSpace();
	wr.Int32(m_cmdName);
	wr.Int32(space->GetIndexForBody(m_ship));
	if (m_child) m_child->Save(wr);
	else wr.Int32(CMD_NONE);
}
Esempio n. 10
0
void PlayerShipController::Save(Serializer::Writer &wr, Space *space)
{
	wr.Int32(static_cast<int>(m_flightControlState));
	wr.Double(m_setSpeed);
	wr.Float(m_lowThrustPower);
	wr.Int32(space->GetIndexForBody(m_combatTarget));
	wr.Int32(space->GetIndexForBody(m_navTarget));
	wr.Int32(space->GetIndexForBody(m_setSpeedTarget));
}
Esempio n. 11
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));
}
Esempio n. 12
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));
}
Esempio n. 13
0
void EquipSet::Save(Serializer::Writer &wr)
{
	wr.Int32(Equip::SLOT_MAX);
	for (int i=0; i<Equip::SLOT_MAX; i++) {
		wr.Int32(equip[i].size());
		for (unsigned int j=0; j<equip[i].size(); j++) {
			wr.Int32(static_cast<int>(equip[i][j]));
		}
	}
}
Esempio n. 14
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);
	}
	// save bb adverts
	wr.Int32(m_bbadverts.size());
	for (std::vector<BBAdvert>::iterator i = m_bbadverts.begin();
			i != m_bbadverts.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);
}
Esempio n. 15
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);
}
Esempio n. 16
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);
}
Esempio n. 17
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);
}
Esempio n. 18
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);
}
void ScannerWidget::Save(Serializer::Writer &wr)
{
	wr.Int32(Sint32(m_mode));
	wr.Float(m_currentRange);
	wr.Float(m_manualRange);
	wr.Float(m_targetRange);
}
Esempio n. 20
0
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);
}
void BinaryConverter::SaveMaterials(Serializer::Writer& wr, Model* model)
{
	//Look for the .model definition and parse it
	//for material definitions
	const ModelDefinition &modelDef = FindModelDefinition(model->GetName());

	wr.Int32(modelDef.matDefs.size());

	for (const auto& m : modelDef.matDefs) {
		wr.String(m.name);
		wr.String(m.tex_diff);
		wr.String(m.tex_spec);
		wr.String(m.tex_glow);
		wr.String(m.tex_ambi);
		wr.String(m.tex_norm);
		wr.Color4UB(m.diffuse);
		wr.Color4UB(m.specular);
		wr.Color4UB(m.ambient);
		wr.Color4UB(m.emissive);
		wr.Int16(m.shininess);
		wr.Int16(m.opacity);
		wr.Bool(m.alpha_test);
		wr.Bool(m.unlit);
		wr.Bool(m.use_pattern);
	}
}
Esempio n. 22
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());
}
Esempio n. 23
0
void Sfx::Save(Serializer::Writer &wr)
{
	wr.Vector3d(m_pos);
	wr.Vector3d(m_vel);
	wr.Float(m_age);
	wr.Int32(m_type);
}
Esempio n. 24
0
void Body::Save(Serializer::Writer &wr, Space *space)
{
	wr.Int32(space->GetIndexForFrame(m_frame));
	wr.String(m_label);
	wr.Bool(m_dead);
	wr.Bool(m_hasDoubleFrame);
}
Esempio n. 25
0
void ShipFlavour::Save(Serializer::Writer &wr)
{
	wr.String(id);
	wr.Int32(price);
	wr.String(regid);
	SaveLmrMaterial(wr, &primaryColor);
	SaveLmrMaterial(wr, &secondaryColor);
}
Esempio n. 26
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);
}
Esempio n. 27
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);
}
Esempio n. 28
0
void Model::Save(Serializer::Writer &wr) const
{
	SaveVisitor sv(&wr);
	m_root->Accept(sv);

	for (AnimationContainer::const_iterator i = m_animations.begin(); i != m_animations.end(); ++i)
		wr.Double((*i)->GetProgress());

	wr.Int32(m_curPatternIndex);
}
Esempio n. 29
0
void Serialize(Serializer::Writer &wr)
{
	s_criminalRecord.Serialize(wr);
	s_outstandingFine.Serialize(wr);
	wr.Int32(s_playerPerBlocCrimeRecord.size());
	for (Uint32 i=0; i < s_playerPerBlocCrimeRecord.size(); i++) {
		wr.Int64(s_playerPerBlocCrimeRecord[i].record);
		wr.Int64(s_playerPerBlocCrimeRecord[i].fine);
	}
}
Esempio n. 30
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);
}