mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-25 06:05:45 +00:00
Implement loading/saving some more state data.
This is the final commit for android savegame compatibility. Thanks to Andrew Church for explaining the new attributes and their format.
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parent
26d056d924
commit
7dca65351c
4 changed files with 195 additions and 4 deletions
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@ -345,6 +345,7 @@ public:
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SeeMapMode getSeeMapMode() const { return _seeMapMode; }
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int leaches;
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float shieldPoints;
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protected:
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void setSongIconPositions();
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@ -385,8 +386,6 @@ protected:
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Vector fallGravity;
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int lastOutOfWaterMaxSpeed;
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int shieldPoints;
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void onIdle();
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void onHeal(int type);
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ParticleEffect biteLeftEmitter, biteRightEmitter, swimEmitter, auraHitEmitter;
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@ -2580,6 +2580,74 @@ void Continuity::saveFile(int slot, Vector position, unsigned char *scrShotData,
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}
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startData.SetAttribute("intFlags", fos.str());
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// Additional data for the android version
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#define SINGLE_FLOAT_ATTR(name, cond, val) \
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do { if((cond) && (val)) { \
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std::ostringstream osf; \
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osf << (val); \
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startData.SetAttribute(name, osf.str()); \
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}} while(0)
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SINGLE_FLOAT_ATTR("blind", dsq->game->avatar->state.blind, dsq->game->avatar->state.blindTimer.getValue());
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SINGLE_FLOAT_ATTR("invincible", invincibleTimer.isActive(), invincibleTimer.getValue());
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SINGLE_FLOAT_ATTR("regen", regenTimer.isActive(), regenTimer.getValue());
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SINGLE_FLOAT_ATTR("trip", tripTimer.isActive(), tripTimer.getValue());
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SINGLE_FLOAT_ATTR("shieldPoints", true, dsq->game->avatar->shieldPoints);
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SINGLE_FLOAT_ATTR("webTimer", webTimer.isActive(), webTimer.getValue()); // Extension; not present in the android version
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#undef SINGLE_FLOAT_ATTR
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#define TIMER_AND_VALUE_ATTR(name, timer, val) \
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do { if(((timer).isActive()) && (val)) { \
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std::ostringstream osf; \
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osf << (val) << " " << ((timer).getValue()); \
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startData.SetAttribute((name), osf.str()); \
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}} while(0)
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TIMER_AND_VALUE_ATTR("biteMult", biteMultTimer, biteMult);
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TIMER_AND_VALUE_ATTR("speedMult", speedMultTimer, speedMult);
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TIMER_AND_VALUE_ATTR("defenseMult", defenseMultTimer, defenseMult);
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TIMER_AND_VALUE_ATTR("energyMult", energyTimer, energyMult);
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TIMER_AND_VALUE_ATTR("petPower", petPowerTimer, petPower);
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TIMER_AND_VALUE_ATTR("liPower", liPowerTimer, liPower);
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TIMER_AND_VALUE_ATTR("light", lightTimer, light);
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#undef TIMER_AND_VALUE_ATTR
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if(poisonTimer.isActive())
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{
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std::ostringstream osp;
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osp << poison << " " << poisonTimer.getValue() << " " << poisonBitTimer.getValue();
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startData.SetAttribute("poison", osp.str());
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}
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if(dsq->game->avatar->activeAura != AURA_NONE)
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{
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std::ostringstream osa;
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osa << dsq->game->avatar->activeAura << " " << dsq->game->avatar->auraTimer;
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startData.SetAttribute("aura", osa.str());
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}
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// FIXME: Web is a bit weird. There are 2 webBitTimer variables in use, one in Continuity, one in Avatar.
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// Because the avatar one ticks every 0.5 seconds, it will be hardly noticeable if that timer is off.
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// So we just use the Continuty timers and hope for the best. -- FG
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if(webTimer.isActive() && dsq->game->avatar->web)
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{
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Web *w = dsq->game->avatar->web;
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const int nump = w->getNumPoints();
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std::ostringstream osw;
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osw << webBitTimer.getValue() << " " << nump << " ";
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for(int i = 0; i < nump; ++i)
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{
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Vector v = w->getPoint(i);
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osw << v.x << " " << v.y << " ";
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}
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startData.SetAttribute("web", osw.str());
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}
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// end extra android data
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doc.InsertEndChild(startData);
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@ -3094,9 +3162,124 @@ void Continuity::loadFile(int slot)
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dsq->continuity.costume = startData->Attribute("costume");
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}
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//dsq->game->positionToAvatar = Vector(500,400);
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dsq->game->sceneToLoad = startData->Attribute("scene");
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//dsq->game->transitionToScene();
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// Additional data introduced in the android version
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if(startData->Attribute("blind"))
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{
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float timer = strtof(startData->Attribute("blind"), NULL);
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if(dsq->game->avatar)
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dsq->game->avatar->setBlind(timer);
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}
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if(startData->Attribute("invincible"))
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{
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float timer = strtof(startData->Attribute("invincible"), NULL);
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setInvincible(timer);
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}
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if(startData->Attribute("regen"))
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{
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float timer = strtof(startData->Attribute("regen"), NULL);
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setRegen(timer);
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}
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if(startData->Attribute("trip"))
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{
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float timer = strtof(startData->Attribute("trip"), NULL);
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setTrip(timer);
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}
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if(startData->Attribute("aura"))
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{
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std::istringstream is(startData->Attribute("aura"));
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int type = AURA_NONE;
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float timer = 0.0f;
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is >> type >> timer;
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auraTimer = timer;
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auraType = (AuraType)type;
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if(dsq->game->avatar)
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{
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dsq->game->avatar->activateAura((AuraType)type);
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dsq->game->avatar->auraTimer = timer;
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}
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}
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if(startData->Attribute("shieldPoints"))
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{
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float sp = strtof(startData->Attribute("shieldPoints"), NULL);
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if(dsq->game->avatar)
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dsq->game->avatar->shieldPoints = sp;
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}
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#define LOAD_MULTI_SIMPLE(attr, mth) \
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do { if(startData->Attribute(attr)) \
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{ \
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std::istringstream is(startData->Attribute(attr)); \
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float value = 0.0f, timer = 0.0f; \
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is >> value >> timer; \
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this->mth(value, timer); \
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}} while(0)
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LOAD_MULTI_SIMPLE("biteMult", setBiteMultiplier);
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LOAD_MULTI_SIMPLE("speedMult", setSpeedMultiplier);
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LOAD_MULTI_SIMPLE("defenseMult", setDefenseMultiplier);
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LOAD_MULTI_SIMPLE("energyMult", setEnergy);
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LOAD_MULTI_SIMPLE("petPower", setPetPower);
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LOAD_MULTI_SIMPLE("liPower", setLiPower);
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LOAD_MULTI_SIMPLE("light", setLight);
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#undef LOAD_MULTI_SIMPLE
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if(startData->Attribute("poison"))
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{
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std::istringstream is(startData->Attribute("poison"));
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float p = 0.0f, pt = 0.0f, pbit = 0.0f;
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is >> p >> pt >> pbit;
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setPoison(p, pt);
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poisonBitTimer.start(pbit);
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}
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// FIXME: the total web time is seemingly not saved in the file.
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// Not sure if the calculation of the remaining time is correct.
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// Especially because there are two webBitTimer variables in use (in Continuity and Avatar),
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// and both of them access the avatar web. It's thus likely that more points were added than intended. -- FG
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if(startData->Attribute("web"))
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{
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std::istringstream is(startData->Attribute("web"));
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float wbit = 0.0f;
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int nump = 0;
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is >> wbit >> nump;
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// 2 web points are added in setWeb() by default, so we exclude them from the calculation
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float remainTime = webTime - (0.5 * (nump - 2)); // Avatar::webBitTimer ticks every 0.5 secs
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if(nump > 1 && remainTime > 0 && dsq->game->avatar)
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{
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if(!dsq->game->avatar->web)
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dsq->game->avatar->createWeb();
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Web *w = dsq->game->avatar->web;
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for(int i = 0; i < nump; ++i)
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{
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Vector v;
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is >> v.x >> v.y;
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if(i < w->getNumPoints())
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w->setPoint(i, v);
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else
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w->addPoint(v);
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}
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webBitTimer.start(wbit);
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webTimer.start(remainTime);
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}
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}
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// This is AFAIK not in the android version, but let's add this for completeness
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// and to avoid the mess described above.
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if(startData->Attribute("webTimer"))
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{
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float timer = strtof(startData->Attribute("webTimer"), NULL);
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webTimer.start(timer);
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}
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}
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}
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@ -82,6 +82,14 @@ void Web::setPoint(int pt, const Vector &v)
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points[pt] = v;
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}
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Vector Web::getPoint(int pt) const
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{
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Vector v;
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if (pt >= 0 || pt < points.size())
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v = points[pt];
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return v;
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}
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int Web::getNumPoints()
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{
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return points.size();
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@ -30,6 +30,7 @@ public:
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Web();
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int addPoint(const Vector &point = Vector(0,0));
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void setPoint(int pt, const Vector &v);
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Vector getPoint(int pt) const;
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void setParentEntity(Entity *e);
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int getNumPoints();
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typedef std::list<Web*> Webs;
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