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implement save loading

This commit is contained in:
Alula 2020-09-22 01:53:46 +02:00
parent dd9ac33185
commit 4570e33edf
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GPG key ID: 3E00485503A1D8BA
9 changed files with 242 additions and 13 deletions

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@ -8,8 +8,8 @@ pub struct Item(u16, u16);
#[derive(Clone)]
pub struct Inventory {
current_item: u16,
current_weapon: u16,
pub current_item: u16,
pub current_weapon: u16,
items: Vec<Item>,
weapons: Vec<Weapon>,
}
@ -61,7 +61,7 @@ impl Inventory {
self.items.iter().any(|item| item.0 == item_id)
}
pub fn add_weapon(&mut self, weapon_id: WeaponType, max_ammo: u16) {
pub fn add_weapon(&mut self, weapon_id: WeaponType, max_ammo: u16) -> &mut Weapon {
if !self.has_weapon(weapon_id) {
self.weapons.push(Weapon::new(
weapon_id,
@ -71,6 +71,8 @@ impl Inventory {
max_ammo,
));
}
self.weapons.iter_mut().find(|w| w.wtype == weapon_id).unwrap()
}
pub fn remove_weapon(&mut self, wtype: WeaponType) {

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@ -174,6 +174,8 @@ impl LiveDebugger {
assert_eq!(self.event_ids.len(), self.events.len());
if let Some(&event_num) = self.event_ids.get(self.selected_event as usize) {
state.control_flags.set_flag_x01(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(event_num);
}
}

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@ -53,6 +53,7 @@ mod npc;
mod physics;
mod player;
mod player_hit;
mod profile;
mod rng;
mod scene;
mod shared_game_state;
@ -169,7 +170,8 @@ pub fn main() -> GameResult {
.resizable(true)
.min_dimensions(320.0, 240.0)
.dimensions(854.0, 480.0))
.add_resource_path(resource_dir);
.add_resource_path(resource_dir)
.add_resource_path(path::PathBuf::from(str!("./")));
let (ctx, event_loop) = &mut cb.build()?;
ctx.filesystem.mount_vfs(Box::new(BuiltinFS::new()));

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@ -1,7 +1,8 @@
use std::clone::Clone;
use num_derive::FromPrimitive;
use num_traits::{clamp, FromPrimitive};
use num_traits::clamp;
use num_traits::FromPrimitive;
use crate::caret::CaretType;
use crate::common::{Condition, Equipment, Flag};
@ -9,7 +10,6 @@ use crate::common::{Direction, Rect};
use crate::entity::GameEntity;
use crate::frame::Frame;
use crate::ggez::{Context, GameResult};
use crate::inventory::Inventory;
use crate::shared_game_state::SharedGameState;
#[derive(Debug, Clone, Copy, PartialEq, Eq, FromPrimitive)]
@ -526,6 +526,8 @@ impl Player {
if self.life == 0 {
state.sound_manager.play_sfx(17);
self.cond.0 = 0;
state.control_flags.set_flag_x01(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(40);
}
}

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@ -187,6 +187,8 @@ impl Player {
}
if npc.npc_flags.interactable() && !state.control_flags.interactions_disabled() && flags.0 != 0 && self.cond.interacted() {
state.control_flags.set_flag_x01(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(npc.event_num);
self.cond.set_interacted(false);
self.vel_x = 0;
@ -194,6 +196,8 @@ impl Player {
}
if npc.npc_flags.event_when_touched() && !state.control_flags.interactions_disabled() && flags.0 != 0 {
state.control_flags.set_flag_x01(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(npc.event_num);
}

191
src/profile.rs Normal file
View file

@ -0,0 +1,191 @@
use std::io;
use byteorder::{BE, LE, ReadBytesExt};
use num_traits::{clamp, FromPrimitive};
use crate::common::{Direction, FadeState};
use crate::ggez::{Context, GameResult};
use crate::ggez::GameError::ResourceLoadError;
use crate::player::ControlMode;
use crate::scene::game_scene::GameScene;
use crate::shared_game_state::SharedGameState;
use crate::str;
use crate::weapon::{WeaponType, WeaponLevel};
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],
pub flags: [u8; 1000],
}
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_flag_x01(true);
state.control_flags.set_control_enabled(true);
state.sound_manager.play_song(self.current_song as usize, &state.constants, ctx);
game_scene.inventory.current_weapon = self.current_weapon as u16;
game_scene.inventory.current_item = self.current_item as u16;
for weapon in self.weapon_data.iter() {
if weapon.weapon_id == 0 { continue; }
let weapon_type: Option<WeaponType> = FromPrimitive::from_u8(weapon.weapon_id as u8);
if let Some(wtype) = weapon_type {
let w = game_scene.inventory.add_weapon(wtype, weapon.max_ammo as u16);
w.ammo = weapon.ammo as u16;
w.level = match weapon.level {
2 => {WeaponLevel::Level2}
3 => {WeaponLevel::Level3}
_ => {WeaponLevel::Level1}
};
w.experience = weapon.exp as u16;
}
}
for item in self.items.iter().copied() {
game_scene.inventory.get_item(item as u16);
}
for (idx, &flags) in self.flags.iter().enumerate() {
if flags & 0b00000001 != 0 { state.game_flags.set(idx * 8, true); }
if flags & 0b00000010 != 0 { state.game_flags.set(idx * 8 + 1, true); }
if flags & 0b00000100 != 0 { state.game_flags.set(idx * 8 + 2, true); }
if flags & 0b00001000 != 0 { state.game_flags.set(idx * 8 + 3, true); }
if flags & 0b00010000 != 0 { state.game_flags.set(idx * 8 + 4, true); }
if flags & 0b00100000 != 0 { state.game_flags.set(idx * 8 + 5, true); }
if flags & 0b01000000 != 0 { state.game_flags.set(idx * 8 + 6, true); }
if flags & 0b10000000 != 0 { state.game_flags.set(idx * 8 + 7, true); }
}
game_scene.player.equip.0 = self.equipment as u16;
game_scene.player.cond.0 = 0x80;
game_scene.player.x = self.pos_x as isize;
game_scene.player.y = self.pos_y as isize;
game_scene.player.control_mode = if self.control_mode == 1 { ControlMode::IronHead } else { ControlMode::Normal };
game_scene.player.direction = self.direction;
game_scene.player.life = self.life;
game_scene.player.max_life = self.max_life;
game_scene.player.stars = clamp(self.stars, 0, 3) as u8;
}
pub fn load_from_save<R: io::Read>(mut data: R) -> GameResult<GameProfile> {
// Do041220
if data.read_u64::<BE>()? != 0x446f303431323230 {
return Err(ResourceLoadError(str!("Invalid magic")));
}
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>()?;
let move_mode = data.read_u32::<LE>()?;
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 },
];
for weap in weapon_data.iter_mut() {
weap.weapon_id = data.read_u32::<LE>()?;
weap.level = data.read_u32::<LE>()?;
weap.exp = data.read_u32::<LE>()?;
weap.max_ammo = data.read_u32::<LE>()?;
weap.ammo = data.read_u32::<LE>()?;
}
for item in items.iter_mut() {
*item = data.read_u32::<LE>()?;
}
for slot in teleporter_slots.iter_mut() {
slot.index = data.read_u32::<LE>()?;
slot.event_num = data.read_u32::<LE>()?;
}
let mut something = [0u8; 0x80];
data.read_exact(&mut something)?;
if data.read_u32::<BE>()? != 0x464c4147 {
return Err(ResourceLoadError(str!("Invalid FLAG signature")));
}
let mut flags = [0u8; 1000];
data.read_exact(&mut flags)?;
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,
control_mode: move_mode,
counter,
weapon_data,
items,
teleporter_slots,
flags,
})
}
}

View file

@ -621,6 +621,8 @@ impl GameScene {
}
if self.player.cond.alive() && npc.npc_flags.event_when_killed() {
state.control_flags.set_flag_x01(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(npc.event_num);
} else {
npc.cond.set_explode_die(true);

View file

@ -1,7 +1,8 @@
use crate::common::{FadeState, Rect};
use crate::ggez::{Context, GameResult, graphics};
use crate::ggez::{Context, filesystem, GameResult, graphics};
use crate::ggez::graphics::Color;
use crate::menu::{Menu, MenuEntry, MenuSelectionResult};
use crate::profile::GameProfile;
use crate::scene::game_scene::GameScene;
use crate::scene::Scene;
use crate::shared_game_state::SharedGameState;
@ -13,6 +14,7 @@ enum CurrentMenu {
MainMenu,
OptionMenu,
StartGame,
LoadGame,
}
pub struct TitleScene {
@ -95,8 +97,8 @@ impl Scene for TitleScene {
fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
if self.tick == 0 {
state.sound_manager.play_song(24, &state.constants, ctx)?;
self.main_menu.push_entry(MenuEntry::Active("Load game".to_string()));
self.main_menu.push_entry(MenuEntry::Active("New game".to_string()));
self.main_menu.push_entry(MenuEntry::Active("Load game".to_string()));
self.main_menu.push_entry(MenuEntry::Active("Options".to_string()));
self.main_menu.push_entry(MenuEntry::Disabled("Editor".to_string()));
self.main_menu.push_entry(MenuEntry::Active("Quit".to_string()));
@ -122,10 +124,9 @@ impl Scene for TitleScene {
self.current_menu = CurrentMenu::StartGame;
}
MenuSelectionResult::Selected(1, _) => {
state.reset();
state.sound_manager.play_song(0, &state.constants, ctx)?;
self.tick = 1;
self.current_menu = CurrentMenu::StartGame;
self.current_menu = CurrentMenu::LoadGame;
}
MenuSelectionResult::Selected(2, _) => {
self.current_menu = CurrentMenu::OptionMenu;
@ -160,6 +161,30 @@ impl Scene for TitleScene {
self.start_game(state, ctx)?;
}
}
CurrentMenu::LoadGame => {
if self.tick == 30 {
if let Ok(data) = filesystem::open(ctx, "/Profile.dat") {
match GameProfile::load_from_save(data) {
Ok(profile) => {
state.reset();
let mut next_scene = GameScene::new(state, ctx, profile.current_map as usize)?;
profile.apply(state, &mut next_scene, ctx);
state.next_scene = Some(Box::new(next_scene));
return Ok(());
}
Err(e) => {
log::warn!("Failed to load save game, starting new one: {}", e);
}
}
} else {
log::warn!("No save game found, starting new one...");
}
self.start_game(state, ctx)?;
}
}
}
self.tick += 1;
@ -168,7 +193,7 @@ impl Scene for TitleScene {
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
if self.current_menu == CurrentMenu::StartGame {
if self.current_menu == CurrentMenu::StartGame || self.current_menu == CurrentMenu::LoadGame {
graphics::clear(ctx, Color::from_rgb(0, 0, 0));
return Ok(());
}
@ -195,7 +220,7 @@ impl Scene for TitleScene {
match self.current_menu {
CurrentMenu::MainMenu => { self.main_menu.draw(state, ctx)?; }
CurrentMenu::OptionMenu => { self.option_menu.draw(state, ctx)?; }
CurrentMenu::StartGame => {}
_ => {}
}
Ok(())

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@ -528,7 +528,6 @@ impl TextScriptVM {
state.control_flags.set_control_enabled(false);
game_scene.player.up = false;
game_scene.player.down = false;
game_scene.player.shock_counter = 0;
exec_state = TextScriptExecutionState::Running(event, cursor.position() as u32);