#include "CGameState.hpp" #include "IOStreams.hpp" #include "zeus/Math.hpp" #include "GameGlobalObjects.hpp" #include "CMemoryCardSys.hpp" #include "CSimplePool.hpp" #include "CSaveWorld.hpp" namespace urde { CWorldLayerState::CWorldLayerState(CBitStreamReader& reader, const CSaveWorld& saveWorld) { u32 bitCount = reader.ReadEncoded(10); x10_saveLayers.reserve(bitCount); for (u32 i=0 ; i& layers) { if (x0_areaLayers.size()) return; x0_areaLayers = layers; if (x10_saveLayers.getBitCount() == 0) return; u32 a = 0; u32 b = 0; for (const CWorldLayers::Area& area : x0_areaLayers) { for (u32 l=0 ; l(); xc_mapWorldInfo = std::make_shared(); x10_ = -1; x14_layerState = std::make_shared(); } CWorldState::CWorldState(CBitStreamReader& reader, ResId mlvlId, const CSaveWorld& saveWorld) : x0_mlvlId(mlvlId) { x4_areaId = reader.ReadEncoded(32); x10_ = reader.ReadEncoded(32); x8_relayTracker = std::make_shared(reader, saveWorld); xc_mapWorldInfo = std::make_shared(reader, saveWorld, mlvlId); x14_layerState = std::make_shared(reader, saveWorld); } void CWorldState::PutTo(CBitStreamWriter& writer, const CSaveWorld& savw) const { writer.WriteEncoded(x4_areaId, 32); writer.WriteEncoded(x10_, 32); x8_relayTracker->PutTo(writer, savw); xc_mapWorldInfo->PutTo(writer, savw); x14_layerState->PutTo(writer); } CGameState::GameFileStateInfo CGameState::LoadGameFileState(const u8* data) { CBitStreamReader stream(data, 4096); GameFileStateInfo ret; for (u32 i = 0; i < 128; i++) stream.ReadEncoded(8); ret.x14_timestamp = stream.ReadEncoded(32); ret.x20_hardMode = stream.ReadEncoded(1); stream.ReadEncoded(1); ret.x8_mlvlId = stream.ReadEncoded(32); union BitsToDouble { struct { u32 low; u32 high; }; double doub; } conv; conv.low = stream.ReadEncoded(32); conv.high = stream.ReadEncoded(32); ret.x0_playTime = conv.doub; CPlayerState playerState(stream); ret.x10_energyTanks = playerState.GetItemCapacity(CPlayerState::EItemType::EnergyTanks); u32 itemPercent; if (ret.x8_mlvlId == 0x158EFE17) itemPercent = 0; else itemPercent = playerState.CalculateItemCollectionRate() * 100 / playerState.GetPickupTotal(); ret.x18_itemPercent = itemPercent; float somePercent; if (playerState.GetTotalLogScans() == 0) somePercent = 0.f; else somePercent = 100.f * playerState.GetLogScans() / float(playerState.GetTotalLogScans()); ret.x1c_scanPercent = somePercent; return ret; } CGameState::CGameState() { x98_playerState.reset(new CPlayerState()); x9c_transManager.reset(new CWorldTransManager()); x228_25_deferPowerupInit = true; } CGameState::CGameState(CBitStreamReader& stream) { x228_25_deferPowerupInit = true; for (u32 i = 0; i < 128; i++) x0_[i] = stream.ReadEncoded(8); u32 tsSeconds = stream.ReadEncoded(32); x228_24_hardMode = stream.ReadEncoded(1); x228_25_deferPowerupInit = stream.ReadEncoded(1); x84_mlvlId = stream.ReadEncoded(32); EnsureWorldPakReady(x84_mlvlId); union BitsToDouble { struct { u32 low; u32 high; }; double doub; } conv; conv.low = stream.ReadEncoded(32); conv.high = stream.ReadEncoded(32); xa0_playTime = conv.doub; x98_playerState = std::make_shared(stream); float currentHealth = x98_playerState->GetHealthInfo().GetHP(); x17c_gameOptions = CGameOptions(stream); x1f8_hintOptions = CHintOptions(stream); const auto& memWorlds = g_MemoryCardSys->GetMemoryWorlds(); x88_worldStates.reserve(memWorlds.size()); for (const auto& memWorld : memWorlds) { TLockedToken saveWorld = g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), memWorld.second.GetSaveWorldAssetId()}); x88_worldStates.emplace_back(stream, memWorld.first, *saveWorld); } } void CGameState::ImportPersistentOptions(const CPersistentOptions& opts) { if (opts.xd0_24_) xa8_systemOptions.xd0_24_ = true; if (opts.xd0_27_) xa8_systemOptions.xd0_27_ = true; if (&opts != &xa8_systemOptions) memcpy(xa8_systemOptions.x0_, opts.x0_, 98); xa8_systemOptions.SetLogScanCount(opts.GetLogScanCount()); xa8_systemOptions.SetAllItemsCollected(opts.GetAllItemsCollected()); xa8_systemOptions.SetPlayerHasHardMode(opts.GetPlayerHasHardMode()); xa8_systemOptions.SetPlayerBeatHardMode(opts.GetPlayerBeatHardMode()); } void CGameState::ExportPersistentOptions(CPersistentOptions& opts) const { if (xa8_systemOptions.xd0_24_) opts.xd0_24_ = true; if (xa8_systemOptions.xd0_27_) opts.xd0_27_ = true; if (&opts != &xa8_systemOptions) memcpy(opts.x0_, xa8_systemOptions.x0_, 98); opts.SetPlayerHasFusion(xa8_systemOptions.GetPlayerHasFusion()); } void CGameState::WriteBackupBuf() { x218_backupBuf.resize(940); CBitStreamWriter w(x218_backupBuf.data(), 940); PutTo(w); } void CGameState::PutTo(CBitStreamWriter& writer) const { for (u32 i = 0; i < 128; i++) writer.WriteEncoded(x0_[i], 8); writer.WriteEncoded(CBasics::ToWiiTime(std::chrono::system_clock::now()) / CBasics::TICKS_PER_SECOND, 32); writer.WriteEncoded(x228_24_hardMode, 1); writer.WriteEncoded(x228_25_deferPowerupInit, 1); writer.WriteEncoded(x84_mlvlId, 32); union BitsToDouble { struct { u32 low; u32 high; }; double doub; } conv; conv.doub = xa0_playTime; writer.WriteEncoded(conv.low, 32); writer.WriteEncoded(conv.high, 32); x98_playerState->PutTo(writer); x17c_gameOptions.PutTo(writer); x1f8_hintOptions.PutTo(writer); const auto& memWorlds = g_MemoryCardSys->GetMemoryWorlds(); for (const auto& memWorld : memWorlds) { TLockedToken saveWorld = g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), memWorld.second.GetSaveWorldAssetId()}); const CWorldState& wld = const_cast(*this).StateForWorld(memWorld.first); wld.PutTo(writer, *saveWorld); } } void CGameState::EnsureWorldPakReady(ResId mlvl) { /* TODO: Schedule resource list load for World Pak containing mlvl */ } void CGameState::SetCurrentWorldId(ResId id) { StateForWorld(id); x84_mlvlId = id; EnsureWorldPakReady(x84_mlvlId); } void CGameState::SetTotalPlayTime(float time) { xa0_playTime = zeus::clamp(0.0, time, 359999.0); } CWorldState& CGameState::StateForWorld(ResId mlvlId) { auto it = x88_worldStates.begin(); for (; it != x88_worldStates.end() ; ++it) { if (it->GetWorldAssetId() == mlvlId) break; } if (it == x88_worldStates.end()) { x88_worldStates.emplace_back(mlvlId); return x88_worldStates.back(); } return *it; } float CGameState::GetHardModeDamageMultiplier() const { return g_tweakGame->GetHardModeDamageMultiplier(); } float CGameState::GetHardModeWeaponMultiplier() const { return g_tweakGame->GetHardModeWeaponMultiplier(); } }