void SpaceStation::InitStation() { m_adjacentCity = 0; for(int i=0; i<NUM_STATIC_SLOTS; i++) m_staticSlot[i] = false; Random rand(m_sbody->GetSeed()); const bool ground = m_sbody->GetType() == SystemBody::TYPE_STARPORT_ORBITAL ? false : true; m_type = SpaceStationType::RandomStationType(rand, ground); if(m_shipDocking.empty()) { m_shipDocking.reserve(m_type->NumDockingPorts()); for (unsigned int i=0; i<m_type->NumDockingPorts(); i++) { m_shipDocking.push_back(shipDocking_t()); } // only (re)set these if we've not come from the ::Load method m_doorAnimationStep = m_doorAnimationState = 0.0; } assert(m_shipDocking.size() == m_type->NumDockingPorts()); // This SpaceStation's bay ports are an instance of... m_ports = m_type->Ports(); SetStatic(ground); // orbital stations are dynamic now // XXX hack. if we loaded a game then ModelBody::Load already restored the // model and we shouldn't overwrite it if (!GetModel()) SetModel(m_type->ModelName().c_str()); SceneGraph::Model *model = GetModel(); m_navLights.reset(new NavLights(model, 2.2f)); m_navLights->SetEnabled(true); if (ground) SetClipRadius(CITY_ON_PLANET_RADIUS); // overrides setmodel m_doorAnimation = model->FindAnimation("doors"); SceneGraph::ModelSkin skin; skin.SetDecal("pioneer"); if (model->SupportsPatterns()) { skin.SetRandomColors(rand); skin.Apply(model); model->SetPattern(rand.Int32(0, model->GetNumPatterns())); } else { skin.Apply(model); } }
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::InitStation() { m_adjacentCity = 0; for(int i=0; i<NUM_STATIC_SLOTS; i++) m_staticSlot[i] = false; Random rand(m_sbody->seed); bool ground = m_sbody->type == SystemBody::TYPE_STARPORT_ORBITAL ? false : true; if (ground) { m_type = &SpaceStationType::surfaceStationTypes[ rand.Int32(SpaceStationType::surfaceStationTypes.size()) ]; } else { m_type = &SpaceStationType::orbitalStationTypes[ rand.Int32(SpaceStationType::orbitalStationTypes.size()) ]; } if(m_shipDocking.empty()) { m_shipDocking.reserve(m_type->numDockingPorts); for (unsigned int i=0; i<m_type->numDockingPorts; i++) { m_shipDocking.push_back(shipDocking_t()); } // only (re)set these if we've not come from the ::Load method m_doorAnimationStep = m_doorAnimationState = 0.0; } assert(m_shipDocking.size() == m_type->numDockingPorts); // This SpaceStation's bay groups is an instance of... mBayGroups = m_type->bayGroups; SetStatic(ground); // orbital stations are dynamic now // XXX hack. if we loaded a game then ModelBody::Load already restored the // model and we shouldn't overwrite it if (!GetModel()) SetModel(m_type->modelName.c_str()); m_navLights.Reset(new NavLights(GetModel(), 2.2f)); m_navLights->SetEnabled(true); if (ground) SetClipRadius(CITY_ON_PLANET_RADIUS); // overrides setmodel m_doorAnimation = GetModel()->FindAnimation("doors"); }
void SpaceStation::LoadFromJson(const Json::Value &jsonObj, Space *space) { ModelBody::LoadFromJson(jsonObj, space); GetModel()->SetLabel(GetLabel()); if (!jsonObj.isMember("space_station")) throw SavedGameCorruptException(); Json::Value spaceStationObj = jsonObj["space_station"]; if (!spaceStationObj.isMember("ship_docking")) throw SavedGameCorruptException(); if (!spaceStationObj.isMember("ports")) throw SavedGameCorruptException(); if (!spaceStationObj.isMember("index_for_system_body")) throw SavedGameCorruptException(); if (!spaceStationObj.isMember("door_animation_step")) throw SavedGameCorruptException(); if (!spaceStationObj.isMember("door_animation_state")) throw SavedGameCorruptException(); m_oldAngDisplacement = 0.0; Json::Value shipDockingArray = spaceStationObj["ship_docking"]; if (!shipDockingArray.isArray()) throw SavedGameCorruptException(); m_shipDocking.reserve(shipDockingArray.size()); for (Uint32 i = 0; i < shipDockingArray.size(); i++) { m_shipDocking.push_back(shipDocking_t()); shipDocking_t &sd = m_shipDocking.back(); Json::Value shipDockingArrayEl = shipDockingArray[i]; if (!shipDockingArrayEl.isMember("index_for_body")) throw SavedGameCorruptException(); if (!shipDockingArrayEl.isMember("stage")) throw SavedGameCorruptException(); if (!shipDockingArrayEl.isMember("stage_pos")) throw SavedGameCorruptException(); if (!shipDockingArrayEl.isMember("from_pos")) throw SavedGameCorruptException(); if (!shipDockingArrayEl.isMember("from_rot")) throw SavedGameCorruptException(); sd.shipIndex = shipDockingArrayEl["index_for_body"].asInt(); sd.stage = shipDockingArrayEl["stage"].asInt(); sd.stagePos = StrToDouble(shipDockingArrayEl["stage_pos"].asString()); // For some reason stagePos was saved as a float in pre-JSON system (saved & loaded as double here). JsonToVector(&(sd.fromPos), shipDockingArrayEl, "from_pos"); JsonToQuaternion(&(sd.fromRot), shipDockingArrayEl, "from_rot"); } // retrieve each of the port details and bay IDs Json::Value portArray = spaceStationObj["ports"]; if (!portArray.isArray()) throw SavedGameCorruptException(); m_ports.reserve(portArray.size()); for (Uint32 i = 0; i < portArray.size(); i++) { m_ports.push_back(SpaceStationType::SPort()); SpaceStationType::SPort &port = m_ports.back(); Json::Value portArrayEl = portArray[i]; if (!portArrayEl.isMember("min_ship_size")) throw SavedGameCorruptException(); if (!portArrayEl.isMember("max_ship_size")) throw SavedGameCorruptException(); if (!portArrayEl.isMember("in_use")) throw SavedGameCorruptException(); if (!portArrayEl.isMember("bays")) throw SavedGameCorruptException(); port.minShipSize = portArrayEl["min_ship_size"].asInt(); port.maxShipSize = portArrayEl["max_ship_size"].asInt(); port.inUse = portArrayEl["in_use"].asBool(); Json::Value bayArray = portArrayEl["bays"]; if (!bayArray.isArray()) throw SavedGameCorruptException(); port.bayIDs.reserve(bayArray.size()); for (Uint32 j = 0; j < bayArray.size(); j++) { Json::Value bayArrayEl = bayArray[j]; if (!bayArrayEl.isMember("bay_id")) throw SavedGameCorruptException(); if (!bayArrayEl.isMember("name")) throw SavedGameCorruptException(); port.bayIDs.push_back(std::make_pair(bayArrayEl["bay_id"].asInt(), bayArrayEl["name"].asString())); } } m_sbody = space->GetSystemBodyByIndex(spaceStationObj["index_for_system_body"].asUInt()); m_doorAnimationStep = StrToDouble(spaceStationObj["door_animation_step"].asString()); m_doorAnimationState = StrToDouble(spaceStationObj["door_animation_state"].asString()); InitStation(); m_navLights->LoadFromJson(spaceStationObj); }
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); }