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/*
base/savegame.cc
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#include <cassert>
#include "base/game.h"
#include "base/savegame.h"
#include "base/ship.h"
#include "base/weapon.h"
namespace game {
void SaveGame::load_game(core::Player *player, filesystem::IniFile & inifile)
{
Ship *ship = 0;
long l;
bool b;
std::string str;
math::Vector3f v;
math::Vector3f location;
math::Axis axis;
bool ship_is_docked = false;
core::Zone *zone = 0;
core::Item *item = 0;
std::string itemtype;
std::string itemlabel;
float armor;
while (inifile.getline()) {
if (inifile.got_section()) {
if (inifile.got_section("savegame")) {
// skip client description
continue;
} else if (inifile.got_section("player")) {
continue;
} else if (inifile.got_section("ship")) {
continue;
} else if (inifile.got_section("item")) {
if (ship) {
item = 0;
itemtype.clear();
itemlabel.clear();
}
continue;
} else {
inifile.unknown_section();
}
} else if (inifile.got_key()) {
if (inifile.in_section("savegame")) {
// skip client description
continue;
} else if (inifile.in_section("player")) {
if (inifile.got_key_long("credits", l)) {
player->set_credits(l);
continue;
} else if (inifile.got_key_string("name", str)) {
continue;
} else {
inifile.unknown_key();
}
} else if (inifile.in_section("ship")) {
if (inifile.got_key_label("model", str)) {
if (ship) {
continue;
}
ShipModel *shipmodel = ShipModel::find(str);
if (!shipmodel) {
continue;
}
ship = new Ship(player, shipmodel);
continue;
} else if (inifile.got_key_label("zone", str)) {
zone = core::Zone::find(str);
continue;
} else if (inifile.got_key_vector3f("location", location)) {
continue;
} else if (inifile.got_key_vector3f("forward", axis[0])) {
continue;
} else if (inifile.got_key_vector3f("left", axis[1])) {
continue;
} else if (inifile.got_key_vector3f("up", axis[2])) {
continue;
} else if (inifile.got_key_bool("docked", ship_is_docked)) {
continue;
} else if (inifile.got_key_string("spawn", str)) {
if (str.size() < 3) {
inifile.unknown_error("spawn with invalid label '" + str + "'");
continue;
}
size_t pos = str.find(':');
if ((pos == std::string::npos) || (pos < 1) || (pos >= (str.size() - 1))) {
inifile.unknown_error("spawn with invalid label '" + str + "'");
continue;
}
std::string zonelabel(str.substr(0, pos));
std::string entitylabel(str.substr(pos + 1, str.size() - pos));
aux::to_label(zonelabel);
aux::to_label(entitylabel);
core::Zone *spawn_zone = core::Zone::find(zonelabel);
if (!spawn_zone) {
inifile.unknown_error("spawn with invalid zone'" + zonelabel + "'");
continue;
}
core::Entity *spawn_entity = spawn_zone->find_entity(entitylabel);
if (!spawn_entity) {
inifile.unknown_error("spawn with invalid entity'" + str + "'");
continue;
}
if (!spawn_entity->has_flag(core::Entity::Dockable)) {
inifile.unknown_error("spawn '" + str + "' is not dockable");
continue;
}
if (ship) {
ship->set_spawn(spawn_entity);
}
} else if (inifile.got_key_float("armor", armor)) {
continue;
} else {
inifile.unknown_key();
}
} else if (inifile.in_section("item")) {
if (inifile.got_key_label("type", itemtype)) {
continue;
} else if (inifile.got_key_label("label", itemlabel)) {
if (!item && ship) {
core::InfoType *item_infotype = core::InfoType::find(itemtype);
if (!itemtype.size() || !item_infotype) {
inifile.unknown_error("invalid item type '" + itemtype +"'");
continue;
}
core::Info *item_info = core::Info::find(item_infotype, itemlabel);
if (!itemlabel.size() || !item_info) {
inifile.unknown_error("invalid item label '" + itemlabel +"'");
continue;
}
item = new core::Item(item_info);
ship->inventory()->add(item);
}
} else if (inifile.got_key_long("amount", l)) {
if (item) {
item->set_amount(l);
}
} else if (inifile.got_key_long("price", l)) {
if (item) {
item->set_price(l);
}
} else if (inifile.got_key_bool("tradeable", b)) {
if (item) {
if (b) {
item->set_flag(core::Item::Tradeable);
} else {
item->unset_flag(core::Item::Tradeable);
}
}
} else if (inifile.got_key_long("slot", l)) {
// verify item type
const Weapon *weapon = ( item->info()->type() == Weapon::infotype() ? static_cast<const Weapon *>(item->info()) : 0);
if ((l > 0) && ((size_t) l <= ship->slots()->size())) {
// verify slot type
core::Slot *slot = ship->slots()->operator[]((size_t) (l - 1));
if (slot && (slot->type() == weapon->slot_type())) {
slot->set_item(item);
slot->set_flag(core::Slot::Active);
slot->set_flag(core::Slot::Mounted);
item->set_flag(core::Item::Mounted);
}
}
} else {
inifile.unknown_key();
}
}
}
}
if (ship) {
for (core::Inventory::Items::iterator it = ship->inventory()->items().begin(); it != ship->inventory()->items().end(); ++it) {
core::Item *item = (*it);
if (item->info()->type() == Weapon::infotype()) {
const Weapon *weapon = static_cast<const Weapon *>(item->info());
item->set_flag(core::Item::Unrestricted);
if (weapon->stackable()) {
item->unset_flag(core::Item::Unique);
} else {
item->set_flag(core::Item::Unique);
}
}
}
ship->inventory()->recalculate();
ship->inventory()->set_dirty();
ship->set_armor(armor);
if (!zone) {
zone = Default::zone;
}
if (!ship->spawn()) {
ship->set_spawn(Default::view);
}
if (ship_is_docked) {
ship->set_zone(ship->spawn()->zone());
ship->set_dock(ship->spawn());
player->set_control(ship);
player->set_view(ship->spawn());
} else {
ship->set_location(location);
ship->set_axis(axis);
ship->set_state(core::Entity::Normal);
ship->set_zone(zone);
ship->reset();
player->set_control(ship);
}
}
}
void SaveGame::player_to_stream(core::Player *player, std::ostream & os)
{
if (!os.good())
return;
os << "[player]" << std::endl;
// player name
os << "name=" << player->name() << std::endl;
// credit
os << "credits=" << player->credits() << std::endl;
os << std::endl;
// save ship
// TODO iterate assets and save all ships
if (player->control()) {
ship_to_stream(static_cast<Ship *>(player->control()), os);
assert(player->control()->inventory());
ship_inventory_to_stream(static_cast<Ship *>(player->control()), os);
}
}
void SaveGame::ship_to_stream(Ship *ship, std::ostream & os)
{
if (!os.good())
return;
os << "[ship]" << std::endl;
os << "model=" << ship->shipmodel()->label() << std::endl;
// ship zone
os << "zone=" << ship->zone()->label()<< std::endl;
// ship location
os << "location=" << ship->location() << std::endl;
// ship orientation
os << "forward=" << ship->axis().forward() << std::endl;
os << "left=" << ship->axis().left() << std::endl;
os << "up=" << ship->axis().up() << std::endl;
// ship is docked at spawn on load
os << "docked=";
if (ship->dock() && (ship->dock() == ship->spawn())) {
os << "yes";
} else if (ship->state() == core::Entity::Destroyed) {
os << "yes";
} else {
os << "no";
}
os << std::endl;
// ship spawn
os << "spawn=";
if (ship->spawn()) {
os << ship->spawn()->zone()->label() << ":" << ship->spawn()->label();
}
os << std::endl;
os << "armor=" << ship->armor() << std::endl;
}
void SaveGame::ship_inventory_to_stream(Ship *ship, std::ostream & os)
{
core::Inventory *inventory = ship->inventory();
if (!os.good())
return;
if(!inventory)
return;
for (core::Inventory::Items::const_iterator it = inventory->items().begin(); it != inventory->items().end(); ++it)
{
const core::Item *item = (*it);
os << std::endl;
os << "[item]" << std::endl;
// item InfoType label
os << "type=" << item->info()->type()->label() << std::endl;
// item Info label
os << "label=" << item->info()->label() << std::endl;
os << "amount=" << item->amount() << std::endl;
os << "price=" << item->price() << std::endl;
if (item->has_flag(core::Item::Tradeable)) {
os << "tradeable=" << (item->has_flag(core::Item::Tradeable) ? "yes" : "no") << std::endl;
}
if (item->has_flag(core::Item::Mounted)) {
size_t slot_number = 0;
for (core::Slots::iterator slot_it = ship->slots()->begin(); slot_it != ship->slots()->end(); ++slot_it) {
slot_number++;
if ((*slot_it)->item() == item) {
os << "slot=" << slot_number << std::endl;
}
}
}
}
}
} // namespace game
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