Minimap chunk revealing and updating is now stored in user save files. Fix minimap map alignment to match the tile size of the map (The camp has a different base tile size). Release Build 8825.
This commit is contained in:
parent
f2b17e8c85
commit
64a25dc66c
@ -3778,12 +3778,13 @@ void AiL::ResetGame(bool changeToMainMenu){
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game->ClearLoadoutItem(i);
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}
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Unlock::Initialize();
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State_OverworldMap::SetStageMarker("Story I");
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State_OverworldMap::SetStageMarker("Player.Starting Location"_S);
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State_OverworldMap::UpdateCurrentConnectionPoint(*State_OverworldMap::currentConnectionPoint);
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State_OverworldMap::ResetConnectionPoints();
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SetChapter(1);
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SaveFile::SetSaveFileName("");
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Tutorial::Initialize();
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minimap.EraseChunkData();
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}
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void AiL::OnRequestCompleted(const std::string_view receivedData)const{
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@ -55,8 +55,6 @@ void Minimap::Initialize(){
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}
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void Minimap::Reset(){
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loadedChunks.clear();
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if(minimap.Sprite()==nullptr)minimap.Create(1,1);
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if(cover.Sprite()==nullptr)cover.Create(1,1);
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@ -128,48 +126,63 @@ void Minimap::Reset(){
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game->SetDrawTarget(nullptr);
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minimap.Decal()->Update();
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#pragma region Load all minimap chunks already explored
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for(auto&chunk:loadedChunks[game->GetCurrentMapName()]){
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vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))};
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UpdateChunk(game->GetCurrentMapName(),chunkPos);
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}
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#pragma endregion
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}
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void Minimap::Update(){
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}
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void Minimap::UpdateChunk(const vi2d chunkPos){
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if(!loadedChunks.count(std::format("{}_{}",chunkPos.x,chunkPos.y))){
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loadedChunks.insert(std::format("{}_{}",chunkPos.x,chunkPos.y));
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vi2d centerChunkPos=chunkPos*"Minimap.Chunk Size"_I;
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void Minimap::UpdateChunk(const MapName map,const vi2d chunkPos){
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loadedChunks[map].insert(std::format("{}_{}",chunkPos.x,chunkPos.y));
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if(game->GetCurrentMapName()!=map)return; //Don't update the minimap when the map name doesn't match the current map.
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vi2d pixelPos=centerChunkPos-"Minimap.Chunk Size"_I*2;
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vi2d chunkEndPixelPos=centerChunkPos+"Minimap.Chunk Size"_I*4;
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vi2d centerChunkPos=chunkPos*"Minimap.Chunk Size"_I;
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//We start twice the distance we are supposed to outwards.
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for(int y=pixelPos.y;y<chunkEndPixelPos.y;y++){
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for(int x=pixelPos.x;x<chunkEndPixelPos.x;x++){
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if(cover.Sprite()->GetPixel(x,y).a==255||minimap.Sprite()->GetPixel(x,y).a==0)continue; //Already revealed or invisible anyways.
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vi2d pixelPos=centerChunkPos-"Minimap.Chunk Size"_I*2;
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vi2d chunkEndPixelPos=centerChunkPos+"Minimap.Chunk Size"_I*4;
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vi2d chunk=vi2d{x,y}/"Minimap.Chunk Size"_I;
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if(chunk==chunkPos){
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cover.Sprite()->SetPixel(x,y,minimap.Sprite()->GetPixel(x,y));
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}else{
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const vi2d chunkOffset={"Minimap.Chunk Size"_I/2,"Minimap.Chunk Size"_I/2};
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//We start twice the distance we are supposed to outwards.
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for(int y=pixelPos.y;y<chunkEndPixelPos.y;y++){
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for(int x=pixelPos.x;x<chunkEndPixelPos.x;x++){
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if(cover.Sprite()->GetPixel(x,y).a==255||minimap.Sprite()->GetPixel(x,y).a==0)continue; //Already revealed or invisible anyways.
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const float distance=geom2d::line<float>(centerChunkPos+chunkOffset,vf2d{float(x),float(y)}).length();
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const int alpha=std::clamp(util::lerp(255,0,(distance-"Minimap.Chunk Size"_I)/"Minimap.Chunk Size"_I),0.f,255.f);
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vi2d chunk=vi2d{x,y}/"Minimap.Chunk Size"_I;
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if(chunk==chunkPos){
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cover.Sprite()->SetPixel(x,y,minimap.Sprite()->GetPixel(x,y));
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}else{
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const vi2d chunkOffset={"Minimap.Chunk Size"_I/2,"Minimap.Chunk Size"_I/2};
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const float distance=geom2d::line<float>(centerChunkPos+chunkOffset,vf2d{float(x),float(y)}).length();
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const int alpha=std::clamp(util::lerp(255,0,(distance-"Minimap.Chunk Size"_I)/"Minimap.Chunk Size"_I),0.f,255.f);
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if(cover.Sprite()->GetPixel(x,y).a>alpha)continue; //The distance was uncovered by another closer chunk, don't need to reveal it here.
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if(cover.Sprite()->GetPixel(x,y).a>alpha)continue; //The distance was uncovered by another closer chunk, don't need to reveal it here.
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Pixel sourceCol=minimap.Sprite()->GetPixel(x,y);
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sourceCol.a=alpha;
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cover.Sprite()->SetPixel(x,y,sourceCol);
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}
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Pixel sourceCol=minimap.Sprite()->GetPixel(x,y);
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sourceCol.a=alpha;
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cover.Sprite()->SetPixel(x,y,sourceCol);
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}
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}
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cover.Decal()->Update();
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}
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cover.Decal()->Update();
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}
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void Minimap::Draw(){
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if(!game->InBossEncounter())mapCircleHud.DrawRotatedDecal(vf2d{float("Minimap.Minimap HUD Size"_I),float("Minimap.Minimap HUD Size"_I)}/2,cover.Decal(),0.f,game->GetPlayer()->GetPos()/24,vf2d{0.5f,0.5f});
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if(!game->InBossEncounter())mapCircleHud.DrawRotatedDecal(vf2d{float("Minimap.Minimap HUD Size"_I),float("Minimap.Minimap HUD Size"_I)}/2,cover.Decal(),0.f,game->GetPlayer()->GetPos()/game->GetCurrentMapData().tilewidth,vf2d{0.5f,0.5f});
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}
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void Minimap::EraseChunkData(){
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loadedChunks.clear();
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}
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const std::unordered_map<MapName,std::unordered_set<std::string>>&Minimap::GetChunkData(){
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return loadedChunks;
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}
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@ -46,10 +46,13 @@ public:
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void Update();
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void Draw();
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void UpdateChunk(const vi2d chunkPos);
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void UpdateChunk(const MapName map,const vi2d chunkPos);
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void EraseChunkData();
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const std::unordered_map<MapName,std::unordered_set<std::string>>&GetChunkData();
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private:
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ViewPort mapCircleHud;
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Renderable minimap;
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Renderable cover;
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std::unordered_set<std::string>loadedChunks;
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std::unordered_map<MapName,std::unordered_set<std::string>>loadedChunks;
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};
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@ -866,7 +866,7 @@ void Player::Moved(){
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ForceSetPos({pos.x,float(game->GetCurrentMapData().playerSpawnLocation.y)});
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}
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game->minimap.UpdateChunk(GetPos()/24/"Minimap.Chunk Size"_I);
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game->minimap.UpdateChunk(game->GetCurrentMapName(),GetPos()/24/"Minimap.Chunk Size"_I);
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}
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void Player::Spin(float duration,float spinSpd){
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@ -86,108 +86,123 @@ const void SaveFile::SaveGame(){
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game->SetQuitAllowed(false);
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std::filesystem::create_directories("save_file_path"_S);
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utils::datafile saveFile;
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utils::datafile saveSystemFile;
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utils::datafile::INITIAL_SETUP_COMPLETE=false;
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for(size_t itemCount=0;auto&item:Inventory::GetInventory()){
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Amt"].SetInt(item->Amt());
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Enhancement Level"].SetInt(item->EnhancementLevel());
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Item Name"].SetString(item->ActualName());
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Equip Slot"].SetInt(int(Inventory::GetSlotEquippedIn(item)));
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Locked"].SetBool(item->IsLocked());
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uint8_t loadoutSlotNumber=255;
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for(int i=0;i<game->loadout.size();i++){
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if(item==game->GetLoadoutItem(i)){loadoutSlotNumber=i;break;}
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{
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utils::datafile saveFile;
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utils::datafile::INITIAL_SETUP_COMPLETE=false;
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for(size_t itemCount=0;auto&item:Inventory::GetInventory()){
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Amt"].SetInt(item->Amt());
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Enhancement Level"].SetInt(item->EnhancementLevel());
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Item Name"].SetString(item->ActualName());
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Equip Slot"].SetInt(int(Inventory::GetSlotEquippedIn(item)));
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Locked"].SetBool(item->IsLocked());
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uint8_t loadoutSlotNumber=255;
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for(int i=0;i<game->loadout.size();i++){
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if(item==game->GetLoadoutItem(i)){loadoutSlotNumber=i;break;}
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}
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saveFile["Items"][std::format("Item[{}]",itemCount)]["LoadoutSlot"].SetInt(loadoutSlotNumber);
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for(const auto&[attr,val]:item->RandomStats()){
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Attributes"][std::string(attr.ActualName())].SetReal(val);
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}
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itemCount++;
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}
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saveFile["Items"][std::format("Item[{}]",itemCount)]["LoadoutSlot"].SetInt(loadoutSlotNumber);
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for(const auto&[attr,val]:item->RandomStats()){
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Attributes"][std::string(attr.ActualName())].SetReal(val);
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saveFile["Player"]["Class"].SetString(game->GetPlayer()->GetClassName());
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saveFile["Player"]["Level"].SetInt(game->GetPlayer()->Level());
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saveFile["Player"]["Money"].SetInt(game->GetPlayer()->GetMoney());
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saveFile["Player"]["Current EXP"].SetInt(game->GetPlayer()->CurrentXP());
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saveFile["Player"]["Total EXP"].SetInt(game->GetPlayer()->TotalXP());
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for(const auto&[attr,val]:game->GetPlayer()->GetBaseStats()){
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saveFile["Player"]["Base Stats"][std::string(attr.ActualName())].SetReal(val);
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}
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itemCount++;
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}
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saveFile["Player"]["Class"].SetString(game->GetPlayer()->GetClassName());
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saveFile["Player"]["Level"].SetInt(game->GetPlayer()->Level());
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saveFile["Player"]["Money"].SetInt(game->GetPlayer()->GetMoney());
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saveFile["Player"]["Current EXP"].SetInt(game->GetPlayer()->CurrentXP());
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saveFile["Player"]["Total EXP"].SetInt(game->GetPlayer()->TotalXP());
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for(const auto&[attr,val]:game->GetPlayer()->GetBaseStats()){
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saveFile["Player"]["Base Stats"][std::string(attr.ActualName())].SetReal(val);
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}
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for(const std::string&unlockName:Unlock::unlocks){
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if(unlockName=="WORLD_MAP")continue; //This is a special exception, because the world map is not an actual stage.
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saveFile["Unlocks"][unlockName].SetString("True");
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for(const std::string&unlockName:Unlock::unlocks){
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if(unlockName=="WORLD_MAP")continue; //This is a special exception, because the world map is not an actual stage.
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saveFile["Unlocks"][unlockName].SetString("True");
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auto opt_cp=State_OverworldMap::ConnectionPointFromString(unlockName);
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if(!opt_cp.has_value())continue; //Harmless, we probably just deleted the map.
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if(opt_cp.value()->Visited()){
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saveFile["Unlocks"][unlockName].SetString("True",1U);
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}else{
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saveFile["Unlocks"][unlockName].SetString("False",1U);
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}
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}
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for(auto&[taskName,task]:Tutorial::taskList){
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saveFile["Tutorial"][std::to_string(int(taskName))].SetBool(Tutorial::TaskIsComplete(taskName));
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}
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saveFile["Overworld Map Location"].SetString(State_OverworldMap::GetCurrentConnectionPoint().name);
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saveFile["Chapter"].SetInt(game->GetCurrentChapter());
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saveFile["Save Name"].SetString(std::string(GetSaveFileName()));
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saveFile["Game Time"].SetReal(game->GetRuntime());
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saveFile["TravelingMerchant"].SetString(std::string(Merchant::GetCurrentTravelingMerchant().GetKeyName()));
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#pragma region Save Keyboard/Controller mappings
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//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
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//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
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const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1;
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const int menuColCount=2;
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for(int row=0;row<menuRowCount;row++){
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for(int col=0;col<menuColCount;col++){
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int inputID=row*menuColCount+col;
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if(DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==1&&col==1&&row==menuRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
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saveSystemFile["Menu Keyboard Input_"+"Inputs.Menu Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode());
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saveSystemFile["Menu Controller Input_"+"Inputs.Menu Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode());
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auto opt_cp=State_OverworldMap::ConnectionPointFromString(unlockName);
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if(!opt_cp.has_value())continue; //Harmless, we probably just deleted the map.
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if(opt_cp.value()->Visited()){
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saveFile["Unlocks"][unlockName].SetString("True",1U);
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}else{
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saveFile["Unlocks"][unlockName].SetString("False",1U);
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}
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}
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const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
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const int ingameControlsColCount=2;
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for(int row=0;row<ingameControlsRowCount;row++){
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for(int col=0;col<ingameControlsColCount;col++){
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int inputID=row*menuColCount+col;
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if(DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==1&&col==1&&row==ingameControlsRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
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saveFile["Gameplay Keyboard Input_"+"Inputs.Gameplay Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode());
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saveFile["Gameplay Controller Input_"+"Inputs.Gameplay Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode());
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for(auto&[taskName,task]:Tutorial::taskList){
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saveFile["Tutorial"][std::to_string(int(taskName))].SetBool(Tutorial::TaskIsComplete(taskName));
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}
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saveFile["Overworld Map Location"].SetString(State_OverworldMap::GetCurrentConnectionPoint().name);
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saveFile["Chapter"].SetInt(game->GetCurrentChapter());
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saveFile["Save Name"].SetString(std::string(GetSaveFileName()));
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saveFile["Game Time"].SetReal(game->GetRuntime());
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saveFile["TravelingMerchant"].SetString(std::string(Merchant::GetCurrentTravelingMerchant().GetKeyName()));
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#pragma region Save Keyboard/Controller mappings
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//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
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//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
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const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1;
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const int menuColCount=2;
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for(int row=0;row<menuRowCount;row++){
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for(int col=0;col<menuColCount;col++){
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int inputID=row*menuColCount+col;
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if(DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==1&&col==1&&row==menuRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
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saveSystemFile["Menu Keyboard Input_"+"Inputs.Menu Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode());
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saveSystemFile["Menu Controller Input_"+"Inputs.Menu Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode());
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}
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}
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const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
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const int ingameControlsColCount=2;
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for(int row=0;row<ingameControlsRowCount;row++){
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for(int col=0;col<ingameControlsColCount;col++){
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int inputID=row*menuColCount+col;
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if(DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==1&&col==1&&row==ingameControlsRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
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saveFile["Gameplay Keyboard Input_"+"Inputs.Gameplay Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode());
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saveFile["Gameplay Controller Input_"+"Inputs.Gameplay Input Names"_s[inputID]].SetInt(Component<InputDisplayComponent>(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode());
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}
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}
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#pragma endregion
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#pragma region Save System Settings
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saveSystemFile["BGM Level"].SetReal(Audio::GetBGMVolume());
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saveSystemFile["SFX Level"].SetReal(Audio::GetSFXVolume());
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saveSystemFile["Show Max Health"].SetBool(GameSettings::ShowMaxHealth());
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saveSystemFile["Show Max Mana"].SetBool(GameSettings::ShowMaxMana());
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saveSystemFile["Screen Shake"].SetBool(GameSettings::ScreenShakeEnabled());
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saveSystemFile["Controller Rumble"].SetBool(GameSettings::RumbleEnabled());
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saveSystemFile["Terrain Collision Boxes"].SetBool(GameSettings::TerrainCollisionBoxesEnabled());
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saveSystemFile["Keyboard Auto-Aim"].SetBool(GameSettings::KeyboardAutoAimEnabled());
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saveSystemFile["Controller Icons"].SetInt(int(GameSettings::GetIconType()));
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saveSystemFile["VSync"].SetBool(GameSettings::VSyncEnabled());
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saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().x,0);
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saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().y,1);
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saveSystemFile["Window Size"].SetInt(game->GetWindowSize().x,0);
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saveSystemFile["Window Size"].SetInt(game->GetWindowSize().y,1);
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saveSystemFile["Fullscreen"].SetBool(game->IsFullscreen());
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#pragma endregion
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saveFile["Hash"].SetString("");
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for(auto&[mapName,chunks]:game->minimap.GetChunkData()){
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size_t chunkInd=0;
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for(auto&chunk:chunks){
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saveFile["Minimap"][mapName].SetString(chunk,chunkInd);
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chunkInd++;
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}
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}
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#pragma endregion
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#pragma region Save System Settings
|
||||
saveSystemFile["BGM Level"].SetReal(Audio::GetBGMVolume());
|
||||
saveSystemFile["SFX Level"].SetReal(Audio::GetSFXVolume());
|
||||
saveSystemFile["Show Max Health"].SetBool(GameSettings::ShowMaxHealth());
|
||||
saveSystemFile["Show Max Mana"].SetBool(GameSettings::ShowMaxMana());
|
||||
saveSystemFile["Screen Shake"].SetBool(GameSettings::ScreenShakeEnabled());
|
||||
saveSystemFile["Controller Rumble"].SetBool(GameSettings::RumbleEnabled());
|
||||
saveSystemFile["Terrain Collision Boxes"].SetBool(GameSettings::TerrainCollisionBoxesEnabled());
|
||||
saveSystemFile["Keyboard Auto-Aim"].SetBool(GameSettings::KeyboardAutoAimEnabled());
|
||||
saveSystemFile["Controller Icons"].SetInt(int(GameSettings::GetIconType()));
|
||||
saveSystemFile["VSync"].SetBool(GameSettings::VSyncEnabled());
|
||||
#pragma region Save save file and prep File Hash
|
||||
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
|
||||
|
||||
saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().x,0);
|
||||
saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().y,1);
|
||||
saveSystemFile["Window Size"].SetInt(game->GetWindowSize().x,0);
|
||||
saveSystemFile["Window Size"].SetInt(game->GetWindowSize().y,1);
|
||||
saveSystemFile["Fullscreen"].SetBool(game->IsFullscreen());
|
||||
#pragma endregion
|
||||
|
||||
saveFile["Hash"].SetString("");
|
||||
|
||||
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
|
||||
|
||||
std::string fileHash=util::GetHash("save_file_path"_S+std::format("save.{:04}",saveFileID));
|
||||
saveFile["Hash"].SetString(fileHash);
|
||||
std::string fileHash=util::GetHash("save_file_path"_S+std::format("save.{:04}",saveFileID));
|
||||
saveFile["Hash"].SetString(fileHash);
|
||||
|
||||
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID)); //Once the hash has been computed and added, save the file a second time.
|
||||
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID)); //Once the hash has been computed and added, save the file a second time.
|
||||
#pragma endregion
|
||||
//WARNING! DO NOT WRITE ANY CODE BELOW HERE!!!!! THE HASH HAS ALREADY BEEN WRITTEN.
|
||||
//FILES BECOME CORRUPTED IF THE SAVE FILE IS MODIFIED FROM HERE ONWARDS.
|
||||
}
|
||||
utils::datafile::Write(saveSystemFile,"save_file_path"_S+"system.conf");
|
||||
utils::datafile metadata;
|
||||
if(onlineMode){
|
||||
@ -379,6 +394,15 @@ void SaveFile::LoadFile(){
|
||||
game->GetPlayer()->RecalculateEquipStats();
|
||||
if(loadFile.HasProperty("TravelingMerchant"))Merchant::SetTravelingMerchant(loadFile["TravelingMerchant"].GetString());
|
||||
|
||||
if(loadFile.HasProperty("Minimap")){
|
||||
for(auto&[key,size]:loadFile["Minimap"].GetKeys()){
|
||||
for(const std::string&chunk:loadFile["Minimap"][key].GetValues()){
|
||||
vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))};
|
||||
game->minimap.UpdateChunk(key,chunkPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#pragma region Load Keyboard/Controller mappings
|
||||
//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
|
||||
const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
|
||||
|
@ -39,7 +39,7 @@ All rights reserved.
|
||||
#define VERSION_MAJOR 1
|
||||
#define VERSION_MINOR 1
|
||||
#define VERSION_PATCH 0
|
||||
#define VERSION_BUILD 8819
|
||||
#define VERSION_BUILD 8825
|
||||
|
||||
#define stringify(a) stringify_(a)
|
||||
#define stringify_(a) #a
|
||||
|
@ -3,6 +3,9 @@ Player
|
||||
BaseMana = 100
|
||||
MoveSpd = 100
|
||||
|
||||
# Game Map Starting Location
|
||||
Starting Location = Story I
|
||||
|
||||
# Starting base crit rate.
|
||||
Crit Rate = 0%
|
||||
|
||||
|
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Reference in New Issue
Block a user