doukutsu-rs/src/game/profile.rs

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use std::io;
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use byteorder::{BE, LE, ReadBytesExt, WriteBytesExt};
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use num_traits::{clamp, FromPrimitive};
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use crate::common::{Direction, FadeState, get_timestamp};
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use crate::framework::context::Context;
use crate::framework::error::GameError::ResourceLoadError;
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use crate::framework::error::GameResult;
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use crate::game::player::{ControlMode, TargetPlayer};
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use crate::game::shared_game_state::{GameDifficulty, SharedGameState};
use crate::game::weapon::{WeaponLevel, WeaponType};
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use crate::scene::game_scene::GameScene;
pub struct WeaponData {
pub weapon_id: u32,
pub level: u32,
pub exp: u32,
pub max_ammo: u32,
pub ammo: u32,
}
pub struct TeleporterSlotData {
pub index: u32,
pub event_num: u32,
}
pub struct GameProfile {
pub current_map: u32,
pub current_song: u32,
pub pos_x: i32,
pub pos_y: i32,
pub direction: Direction,
pub max_life: u16,
pub stars: u16,
pub life: u16,
pub current_weapon: u32,
pub current_item: u32,
pub equipment: u32,
pub control_mode: u32,
pub counter: u32,
pub weapon_data: [WeaponData; 8],
pub items: [u32; 32],
pub teleporter_slots: [TeleporterSlotData; 8],
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pub map_flags: [u8; 128],
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pub flags: [u8; 1000],
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pub timestamp: u64,
pub difficulty: u8,
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}
impl GameProfile {
pub fn apply(&self, state: &mut SharedGameState, game_scene: &mut GameScene, ctx: &mut Context) {
state.fade_state = FadeState::Visible;
state.control_flags.set_tick_world(true);
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state.control_flags.set_control_enabled(true);
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let _ = state.sound_manager.play_song(self.current_song as usize, &state.constants, &state.settings, ctx, false);
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game_scene.inventory_player1.current_weapon = self.current_weapon as u16;
game_scene.inventory_player1.current_item = self.current_item as u16;
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for weapon in &self.weapon_data {
if weapon.weapon_id == 0 {
continue;
}
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let _ = state.mod_requirements.append_weapon(ctx, weapon.weapon_id as u16);
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let weapon_type: Option<WeaponType> = FromPrimitive::from_u8(weapon.weapon_id as u8);
if let Some(wtype) = weapon_type {
game_scene.inventory_player1.add_weapon_data(
wtype,
weapon.ammo as u16,
weapon.max_ammo as u16,
weapon.exp as u16,
match weapon.level {
2 => WeaponLevel::Level2,
3 => WeaponLevel::Level3,
_ => WeaponLevel::Level1,
},
);
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}
}
for item in self.items.iter().copied() {
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let item_id = item as u16;
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let _ = state.mod_requirements.append_item(ctx, item_id);
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let amount = (item >> 16) as u16;
if item_id == 0 {
break;
}
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game_scene.inventory_player1.add_item_amount(item_id, amount + 1);
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}
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for slot in &self.teleporter_slots {
if slot.event_num == 0 {
break;
}
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state.teleporter_slots.push((slot.index as u16, slot.event_num as u16));
}
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for (idx, &flag) in self.map_flags.iter().enumerate() {
state.set_map_flag(idx, flag != 0);
}
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for (idx, &flags) in self.flags.iter().enumerate() {
if flags & 0b00000001 != 0 {
state.set_flag(idx * 8, true);
}
if flags & 0b00000010 != 0 {
state.set_flag(idx * 8 + 1, true);
}
if flags & 0b00000100 != 0 {
state.set_flag(idx * 8 + 2, true);
}
if flags & 0b00001000 != 0 {
state.set_flag(idx * 8 + 3, true);
}
if flags & 0b00010000 != 0 {
state.set_flag(idx * 8 + 4, true);
}
if flags & 0b00100000 != 0 {
state.set_flag(idx * 8 + 5, true);
}
if flags & 0b01000000 != 0 {
state.set_flag(idx * 8 + 6, true);
}
if flags & 0b10000000 != 0 {
state.set_flag(idx * 8 + 7, true);
}
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}
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state.textscript_vm.start_script(0);
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game_scene.player1.equip.0 = self.equipment as u16;
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game_scene.player1.x = self.pos_x;
game_scene.player1.y = self.pos_y;
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game_scene.player1.control_mode =
if self.control_mode == 1 { ControlMode::IronHead } else { ControlMode::Normal };
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game_scene.player1.direction = self.direction;
game_scene.player1.life = self.life;
game_scene.player1.max_life = self.max_life;
game_scene.player1.stars = clamp(self.stars, 0, 3) as u8;
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game_scene.player2 = game_scene.player1.clone();
game_scene.inventory_player2 = game_scene.inventory_player1.clone();
game_scene.player1.cond.0 = 0x80;
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state.difficulty = GameDifficulty::from_primitive(self.difficulty);
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game_scene.player1.skin.apply_gamestate(state);
game_scene.player2.skin.apply_gamestate(state);
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}
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pub fn dump(state: &mut SharedGameState, game_scene: &mut GameScene, target_player: Option<TargetPlayer>) -> GameProfile {
let player = match target_player.unwrap_or(TargetPlayer::Player1) {
TargetPlayer::Player1 => &game_scene.player1,
TargetPlayer::Player2 => &game_scene.player2,
};
let inventory_player = match target_player.unwrap_or(TargetPlayer::Player1) {
TargetPlayer::Player1 => &game_scene.inventory_player1,
TargetPlayer::Player2 => &game_scene.inventory_player2,
};
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let current_map = game_scene.stage_id as u32;
let current_song = state.sound_manager.current_song() as u32;
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let pos_x = player.x as i32;
let pos_y = player.y as i32;
let direction = player.direction;
let max_life = player.max_life;
let stars = player.stars as u16;
let life = player.life;
let current_weapon = inventory_player.current_weapon as u32;
let current_item = inventory_player.current_item as u32;
let equipment = player.equip.0 as u32;
let control_mode = player.control_mode as u32;
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let counter = 0; // TODO
let mut weapon_data = [
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
];
let mut items = [0u32; 32];
let mut teleporter_slots = [
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
];
for (idx, weap) in weapon_data.iter_mut().enumerate() {
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if let Some(weapon) = inventory_player.get_weapon(idx) {
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weap.weapon_id = weapon.wtype as u32;
weap.level = weapon.level as u32;
weap.exp = weapon.experience as u32;
weap.max_ammo = weapon.max_ammo as u32;
weap.ammo = weapon.ammo as u32;
}
}
for (idx, item) in items.iter_mut().enumerate() {
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if let Some(sitem) = inventory_player.get_item_idx(idx) {
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*item = sitem.0 as u32 + (((sitem.1 - 1) as u32) << 16);
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}
}
for (idx, slot) in teleporter_slots.iter_mut().enumerate() {
if let Some(&(index, event_num)) = state.teleporter_slots.get(idx) {
slot.index = index as u32;
slot.event_num = event_num as u32;
}
}
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let mut map_flags = [0u8; 128];
for (idx, map_flag) in state.map_flags.iter().enumerate() {
if let Some(out) = map_flags.get_mut(idx) {
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*out = if map_flag { 1 } else { 0 };
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} else {
break;
}
}
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let mut flags = [0u8; 1000];
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state.game_flags.copy_to_slice(&mut flags);
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let timestamp = get_timestamp();
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let difficulty = state.difficulty as u8;
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GameProfile {
current_map,
current_song,
pos_x,
pos_y,
direction,
max_life,
stars,
life,
current_weapon,
current_item,
equipment,
control_mode,
counter,
weapon_data,
items,
teleporter_slots,
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map_flags,
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flags,
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timestamp,
difficulty,
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}
}
pub fn write_save<W: io::Write>(&self, mut data: W) -> GameResult {
data.write_u64::<BE>(0x446f303431323230)?;
data.write_u32::<LE>(self.current_map)?;
data.write_u32::<LE>(self.current_song)?;
data.write_i32::<LE>(self.pos_x)?;
data.write_i32::<LE>(self.pos_y)?;
data.write_u32::<LE>(self.direction as u32)?;
data.write_u16::<LE>(self.max_life)?;
data.write_u16::<LE>(self.stars)?;
data.write_u16::<LE>(self.life)?;
data.write_u16::<LE>(0)?;
data.write_u32::<LE>(self.current_weapon)?;
data.write_u32::<LE>(self.current_item)?;
data.write_u32::<LE>(self.equipment)?;
data.write_u32::<LE>(self.control_mode)?;
data.write_u32::<LE>(self.counter)?;
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for weapon in &self.weapon_data {
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data.write_u32::<LE>(weapon.weapon_id)?;
data.write_u32::<LE>(weapon.level)?;
data.write_u32::<LE>(weapon.exp)?;
data.write_u32::<LE>(weapon.max_ammo)?;
data.write_u32::<LE>(weapon.ammo)?;
}
for item in self.items.iter().copied() {
data.write_u32::<LE>(item)?;
}
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for slot in &self.teleporter_slots {
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data.write_u32::<LE>(slot.index)?;
data.write_u32::<LE>(slot.event_num)?;
}
let something = [0u8; 0x80];
data.write(&something)?;
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data.write_u32::<BE>(0x464c4147)?;
data.write(&self.flags)?;
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data.write_u32::<LE>(0)?; // unused(?) CS+ space
data.write_u64::<LE>(self.timestamp)?;
data.write_u8(self.difficulty)?;
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Ok(())
}
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pub fn load_from_save<R: io::Read>(mut data: R) -> GameResult<GameProfile> {
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let magic = data.read_u64::<BE>()?;
// Do041220, Do041115
if magic != 0x446f303431323230 && magic != 0x446f303431313135 {
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return Err(ResourceLoadError("Invalid magic".to_owned()));
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}
let current_map = data.read_u32::<LE>()?;
let current_song = data.read_u32::<LE>()?;
let pos_x = data.read_i32::<LE>()?;
let pos_y = data.read_i32::<LE>()?;
let direction = data.read_u32::<LE>()?;
let max_life = data.read_u16::<LE>()?;
let stars = data.read_u16::<LE>()?;
let life = data.read_u16::<LE>()?;
let _ = data.read_u16::<LE>()?; // ???
let current_weapon = data.read_u32::<LE>()?;
let current_item = data.read_u32::<LE>()?;
let equipment = data.read_u32::<LE>()?;
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let control_mode = data.read_u32::<LE>()?;
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let counter = data.read_u32::<LE>()?;
let mut weapon_data = [
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
];
let mut items = [0u32; 32];
let mut teleporter_slots = [
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
TeleporterSlotData { index: 0, event_num: 0 },
];
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for WeaponData { weapon_id, level, exp, max_ammo, ammo } in &mut weapon_data {
*weapon_id = data.read_u32::<LE>()?;
*level = data.read_u32::<LE>()?;
*exp = data.read_u32::<LE>()?;
*max_ammo = data.read_u32::<LE>()?;
*ammo = data.read_u32::<LE>()?;
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}
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for item in &mut items {
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*item = data.read_u32::<LE>()?;
}
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for TeleporterSlotData { index, event_num } in &mut teleporter_slots {
*index = data.read_u32::<LE>()?;
*event_num = data.read_u32::<LE>()?;
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}
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let mut map_flags = [0u8; 0x80];
data.read_exact(&mut map_flags)?;
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if data.read_u32::<BE>()? != 0x464c4147 {
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return Err(ResourceLoadError("Invalid FLAG signature".to_owned()));
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}
let mut flags = [0u8; 1000];
data.read_exact(&mut flags)?;
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data.read_u32::<LE>().unwrap_or(0); // unused(?) CS+ space
let timestamp = data.read_u64::<LE>().unwrap_or(0);
let difficulty = data.read_u8().unwrap_or(0);
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Ok(GameProfile {
current_map,
current_song,
pos_x,
pos_y,
direction: Direction::from_int(direction as usize).unwrap_or(Direction::Left),
max_life,
stars,
life,
current_weapon,
current_item,
equipment,
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control_mode,
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counter,
weapon_data,
items,
teleporter_slots,
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map_flags,
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flags,
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timestamp,
difficulty,
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})
}
}