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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 "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)) {
					if ((l > 0) && ((size_t) l <= ship->slots()->size())) {
						core::Slot *slot = ship->slots()->operator[]((size_t) (l - 1));
						
						if (slot) {
							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