mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-16 19:02:47 +00:00
385 lines
14 KiB
Rust
385 lines
14 KiB
Rust
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};
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use crate::framework::context::Context;
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use crate::framework::error::GameError::ResourceLoadError;
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use crate::framework::error::GameResult;
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use crate::player::ControlMode;
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use crate::scene::game_scene::GameScene;
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use crate::shared_game_state::SharedGameState;
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use crate::str;
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use crate::weapon::{WeaponLevel, WeaponType};
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pub struct WeaponData {
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pub weapon_id: u32,
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pub level: u32,
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pub exp: u32,
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pub max_ammo: u32,
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pub ammo: u32,
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}
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pub struct TeleporterSlotData {
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pub index: u32,
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pub event_num: u32,
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}
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pub struct GameProfile {
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pub current_map: u32,
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pub current_song: u32,
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pub pos_x: i32,
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pub pos_y: i32,
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pub direction: Direction,
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pub max_life: u16,
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pub stars: u16,
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pub life: u16,
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pub current_weapon: u32,
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pub current_item: u32,
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pub equipment: u32,
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pub control_mode: u32,
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pub counter: u32,
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pub weapon_data: [WeaponData; 8],
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pub items: [u32; 32],
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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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}
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impl GameProfile {
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pub fn apply(&self, state: &mut SharedGameState, game_scene: &mut GameScene, ctx: &mut Context) {
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state.fade_state = FadeState::Visible;
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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);
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game_scene.inventory_player1.current_weapon = self.current_weapon as u16;
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game_scene.inventory_player1.current_item = self.current_item as u16;
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for weapon in self.weapon_data.iter() {
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if weapon.weapon_id == 0 {
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continue;
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}
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let weapon_type: Option<WeaponType> = FromPrimitive::from_u8(weapon.weapon_id as u8);
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if let Some(wtype) = weapon_type {
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game_scene.inventory_player1.add_weapon_data(
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wtype,
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weapon.ammo as u16,
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weapon.max_ammo as u16,
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weapon.exp as u16,
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match weapon.level {
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2 => WeaponLevel::Level2,
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3 => WeaponLevel::Level3,
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_ => WeaponLevel::Level1,
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},
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);
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}
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}
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for item in self.items.iter().copied() {
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if item == 0 {
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break;
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}
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game_scene.inventory_player1.add_item(item as u16);
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}
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for slot in self.teleporter_slots.iter() {
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if slot.event_num == 0 {
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break;
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}
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state.teleporter_slots.push((slot.index as u16, slot.event_num as u16));
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}
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for (idx, &flag) in self.map_flags.iter().enumerate() {
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state.set_map_flag(idx, flag != 0);
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}
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for (idx, &flags) in self.flags.iter().enumerate() {
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if flags & 0b00000001 != 0 {
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state.game_flags.set(idx * 8, true);
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}
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if flags & 0b00000010 != 0 {
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state.game_flags.set(idx * 8 + 1, true);
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}
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if flags & 0b00000100 != 0 {
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state.game_flags.set(idx * 8 + 2, true);
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}
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if flags & 0b00001000 != 0 {
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state.game_flags.set(idx * 8 + 3, true);
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}
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if flags & 0b00010000 != 0 {
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state.game_flags.set(idx * 8 + 4, true);
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}
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if flags & 0b00100000 != 0 {
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state.game_flags.set(idx * 8 + 5, true);
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}
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if flags & 0b01000000 != 0 {
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state.game_flags.set(idx * 8 + 6, true);
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}
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if flags & 0b10000000 != 0 {
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state.game_flags.set(idx * 8 + 7, true);
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}
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}
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game_scene.player1.equip.0 = self.equipment as u16;
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game_scene.player1.x = self.pos_x;
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game_scene.player1.y = self.pos_y;
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game_scene.player1.control_mode =
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if self.control_mode == 1 { ControlMode::IronHead } else { ControlMode::Normal };
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game_scene.player1.direction = self.direction;
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game_scene.player1.life = self.life;
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game_scene.player1.max_life = self.max_life;
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game_scene.player1.stars = clamp(self.stars, 0, 3) as u8;
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game_scene.player2 = game_scene.player1.clone();
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game_scene.inventory_player2 = game_scene.inventory_player1.clone();
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game_scene.player1.cond.0 = 0x80;
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}
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pub fn dump(state: &mut SharedGameState, game_scene: &mut GameScene) -> GameProfile {
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let current_map = game_scene.stage_id as u32;
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let current_song = state.sound_manager.current_song() as u32;
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let pos_x = game_scene.player1.x as i32;
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let pos_y = game_scene.player1.y as i32;
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let direction = game_scene.player1.direction;
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let max_life = game_scene.player1.max_life;
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let stars = game_scene.player1.stars as u16;
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let life = game_scene.player1.life;
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let current_weapon = game_scene.inventory_player1.current_weapon as u32;
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let current_item = game_scene.inventory_player1.current_item as u32;
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let equipment = game_scene.player1.equip.0 as u32;
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let control_mode = game_scene.player1.control_mode as u32;
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let counter = 0; // TODO
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let mut weapon_data = [
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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];
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let mut items = [0u32; 32];
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let mut teleporter_slots = [
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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];
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for (idx, weap) in weapon_data.iter_mut().enumerate() {
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if let Some(weapon) = game_scene.inventory_player1.get_weapon(idx) {
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weap.weapon_id = weapon.wtype as u32;
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weap.level = weapon.level as u32;
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weap.exp = weapon.experience as u32;
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weap.max_ammo = weapon.max_ammo as u32;
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weap.ammo = weapon.ammo as u32;
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}
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}
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for (idx, item) in items.iter_mut().enumerate() {
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if let Some(sitem) = game_scene.inventory_player1.get_item_idx(idx) {
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*item = sitem.0 as u32;
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}
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}
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for (idx, slot) in teleporter_slots.iter_mut().enumerate() {
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if let Some(&(index, event_num)) = state.teleporter_slots.get(idx) {
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slot.index = index as u32;
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slot.event_num = event_num as u32;
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}
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}
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let mut map_flags = [0u8; 128];
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for (idx, map_flag) in state.map_flags.iter().enumerate() {
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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 {
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break;
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}
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}
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let mut bidx = 0;
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let mut flags = [0u8; 1000];
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for bits in state.game_flags.as_raw_slice() {
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let bytes = bits.to_le_bytes();
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for b in bytes.iter() {
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if let Some(out) = flags.get_mut(bidx) {
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*out = *b;
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} else {
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break;
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}
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bidx += 1;
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}
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}
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GameProfile {
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current_map,
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current_song,
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pos_x,
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pos_y,
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direction,
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max_life,
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stars,
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life,
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current_weapon,
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current_item,
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equipment,
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control_mode,
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counter,
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weapon_data,
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items,
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teleporter_slots,
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map_flags,
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flags,
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}
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}
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pub fn write_save<W: io::Write>(&self, mut data: W) -> GameResult {
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data.write_u64::<BE>(0x446f303431323230)?;
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data.write_u32::<LE>(self.current_map)?;
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data.write_u32::<LE>(self.current_song)?;
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data.write_i32::<LE>(self.pos_x)?;
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data.write_i32::<LE>(self.pos_y)?;
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data.write_u32::<LE>(self.direction as u32)?;
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data.write_u16::<LE>(self.max_life)?;
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data.write_u16::<LE>(self.stars)?;
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data.write_u16::<LE>(self.life)?;
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data.write_u16::<LE>(0)?;
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data.write_u32::<LE>(self.current_weapon)?;
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data.write_u32::<LE>(self.current_item)?;
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data.write_u32::<LE>(self.equipment)?;
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data.write_u32::<LE>(self.control_mode)?;
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data.write_u32::<LE>(self.counter)?;
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for weapon in self.weapon_data.iter() {
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data.write_u32::<LE>(weapon.weapon_id)?;
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data.write_u32::<LE>(weapon.level)?;
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data.write_u32::<LE>(weapon.exp)?;
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data.write_u32::<LE>(weapon.max_ammo)?;
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data.write_u32::<LE>(weapon.ammo)?;
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}
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for item in self.items.iter().copied() {
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data.write_u32::<LE>(item)?;
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}
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for slot in self.teleporter_slots.iter() {
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data.write_u32::<LE>(slot.index)?;
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data.write_u32::<LE>(slot.event_num)?;
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}
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let something = [0u8; 0x80];
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data.write(&something)?;
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data.write_u32::<BE>(0x464c4147)?;
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data.write(&self.flags)?;
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Ok(())
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}
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pub fn load_from_save<R: io::Read>(mut data: R) -> GameResult<GameProfile> {
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// Do041220
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if data.read_u64::<BE>()? != 0x446f303431323230 {
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return Err(ResourceLoadError(str!("Invalid magic")));
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}
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let current_map = data.read_u32::<LE>()?;
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let current_song = data.read_u32::<LE>()?;
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let pos_x = data.read_i32::<LE>()?;
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let pos_y = data.read_i32::<LE>()?;
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let direction = data.read_u32::<LE>()?;
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let max_life = data.read_u16::<LE>()?;
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let stars = data.read_u16::<LE>()?;
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let life = data.read_u16::<LE>()?;
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let _ = data.read_u16::<LE>()?; // ???
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let current_weapon = data.read_u32::<LE>()?;
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let current_item = data.read_u32::<LE>()?;
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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>()?;
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let mut weapon_data = [
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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WeaponData { weapon_id: 0, level: 0, exp: 0, max_ammo: 0, ammo: 0 },
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];
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let mut items = [0u32; 32];
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let mut teleporter_slots = [
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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TeleporterSlotData { index: 0, event_num: 0 },
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];
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for weap in weapon_data.iter_mut() {
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weap.weapon_id = data.read_u32::<LE>()?;
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weap.level = data.read_u32::<LE>()?;
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weap.exp = data.read_u32::<LE>()?;
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weap.max_ammo = data.read_u32::<LE>()?;
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weap.ammo = data.read_u32::<LE>()?;
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}
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for item in items.iter_mut() {
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*item = data.read_u32::<LE>()?;
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}
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for slot in teleporter_slots.iter_mut() {
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slot.index = data.read_u32::<LE>()?;
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slot.event_num = data.read_u32::<LE>()?;
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}
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let mut map_flags = [0u8; 0x80];
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data.read_exact(&mut map_flags)?;
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if data.read_u32::<BE>()? != 0x464c4147 {
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return Err(ResourceLoadError(str!("Invalid FLAG signature")));
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}
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let mut flags = [0u8; 1000];
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data.read_exact(&mut flags)?;
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Ok(GameProfile {
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current_map,
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current_song,
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pos_x,
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pos_y,
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direction: Direction::from_int(direction as usize).unwrap_or(Direction::Left),
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max_life,
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stars,
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life,
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current_weapon,
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current_item,
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equipment,
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control_mode,
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counter,
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weapon_data,
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items,
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teleporter_slots,
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map_flags,
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flags,
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})
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}
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}
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