metaforce/Runtime/CGameState.cpp

213 lines
5.7 KiB
C++

#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<bitCount ; ++i)
{
bool bit = reader.ReadEncoded(1);
if (bit)
x10_saveLayers.setBit(i);
else
x10_saveLayers.unsetBit(i);
}
}
void CWorldLayerState::PutTo(CBitStreamWriter& writer) const
{
u32 totalLayerCount = 0;
for (int i=0 ; i<x0_areaLayers.size() ; ++i)
totalLayerCount += GetAreaLayerCount(i) - 1;
writer.WriteEncoded(totalLayerCount, 10);
for (int i=0 ; i<x0_areaLayers.size() ; ++i)
{
u32 count = GetAreaLayerCount(i);
for (u32 l=1 ; l<count ; ++l)
writer.WriteEncoded(IsLayerActive(i, l), 1);
}
}
void CWorldLayerState::InitializeWorldLayers(const std::vector<CWorldLayers::Area>& 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<area.m_layerCount ; ++l)
SetLayerActive(a, l, x10_saveLayers.getBit(b++));
++a;
}
x10_saveLayers.clear();
}
CWorldState::CWorldState(ResId id)
: x0_mlvlId(id), x4_areaId(0)
{
x8_relayTracker = std::make_shared<CRelayTracker>();
xc_mapWorldInfo = std::make_shared<CMapWorldInfo>();
x10_ = -1;
x14_layerState = std::make_shared<CWorldLayerState>();
}
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<CRelayTracker>(reader, saveWorld);
xc_mapWorldInfo = std::make_shared<CMapWorldInfo>(reader, saveWorld, mlvlId);
x14_layerState = std::make_shared<CWorldLayerState>(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::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<CPlayerState>(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<CSaveWorld> saveWorld =
g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), memWorld.second.GetSaveWorldAssetId()});
x88_worldStates.emplace_back(stream, memWorld.first, *saveWorld);
}
}
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<CSaveWorld> saveWorld =
g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), memWorld.second.GetSaveWorldAssetId()});
const CWorldState& wld = const_cast<CGameState&>(*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<double>(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;
}
}