/
game_data.go
246 lines (226 loc) · 5.46 KB
/
game_data.go
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package main
import (
"github.com/njuwelkin/games/pal/mkf"
)
const (
MAX_INVENTORY = 256
)
type gameData struct {
// might change, load from mkf or overwrite by save file
eventObjects []mkf.EventObject
scenes [mkf.MAX_SCENES]mkf.Scene
objects [mkf.MAX_OBJECTS]mkf.Object
playerRoles mkf.PlayerRoles
// global data, load from mkf, never change
scriptEntries []mkf.ScriptEntry
stores []mkf.Store
enemies []mkf.Enemy
enemyTeams []mkf.EnemyTeam
magics []mkf.Magic
battleFields []mkf.BattleField
leveUpMagics []mkf.LevelUpMagicAll
enemyPos mkf.EnemyPos
levelUpExp [mkf.MAX_LEVELS + 1]mkf.WORD
battleEffectIndex [10][2]mkf.WORD
// dynamic data
crtSceneNum mkf.WORD // sdlpal-1
partyoffset PAL_POS
cash mkf.DWORD
crtPaletteNum mkf.WORD
night bool
//axPartyMemberIndex mkf.WORD
// others
viewport PAL_POS
parties [mkf.MAX_PLAYABLE_PLAYER_ROLES]Party
trails [mkf.MAX_PLAYABLE_PLAYER_ROLES]Trail
frameNum mkf.DWORD
partyDirection mkf.WORD
equipmentEffect [mkf.MAX_PLAYER_EQUIPMENTS + 1]mkf.PlayerRoles
curEquipPart int
scriptSuccess bool
maxPartyMemberIndex mkf.WORD
inBattle bool
inventory [MAX_INVENTORY]Inventory
lastUnequippedItem mkf.WORD
}
func loadGameData() gameData {
ret := gameData{}
// load from sss.mkf
sss, err := mkf.NewSSSMkf("SSS.MKF")
if err != nil {
panic(err.Error())
}
defer func() {
sss.Close()
}()
sc, err := sss.GetScriptEntryChunk()
if err != nil {
panic(err.Error())
}
ret.scriptEntries = make([]mkf.ScriptEntry, 0, sc.Len()) //[]mkf.ScriptEntry{}
for i := 0; i < sc.Len(); i++ {
entry := sc.GetScriptEntry(i)
ret.scriptEntries = append(ret.scriptEntries, *entry)
}
// load from data.mkf
data, err := mkf.NewDataMkf("DATA.MKF")
if err != nil {
panic(err.Error())
}
defer func() {
data.Close()
}()
// load stores
stc, err := data.GetStoreChunk()
if err != nil {
panic(err.Error())
}
ret.stores = make([]mkf.Store, 0, stc.Len()) //[]mkf.Store{}
for i := 0; i < stc.Len(); i++ {
store := stc.GetStore(i)
ret.stores = append(ret.stores, store)
}
// load enemies
ec, err := data.GetEnemyChunk()
if err != nil {
panic(err.Error())
}
ret.enemies = make([]mkf.Enemy, 0, ec.Len())
for i := 0; i < ec.Len(); i++ {
enemy := ec.GetEnemy(i)
ret.enemies = append(ret.enemies, enemy)
}
// load enemy team
etc, err := data.GetEnemyTeamChunk()
if err != nil {
panic(err.Error())
}
ret.enemyTeams = make([]mkf.EnemyTeam, 0, etc.Len())
for i := 0; i < etc.Len(); i++ {
enemyTeam := etc.GetEnemyTeam(i)
ret.enemyTeams = append(ret.enemyTeams, enemyTeam)
}
// load magic
mc, err := data.GetMagicChunk()
if err != nil {
panic(err.Error())
}
ret.magics = make([]mkf.Magic, 0, mc.Len())
for i := 0; i < mc.Len(); i++ {
magic := mc.GetMagic(i)
ret.magics = append(ret.magics, magic)
}
// load battle field
bfc, err := data.GetBattleFieldChunk()
if err != nil {
panic(err.Error())
}
ret.battleFields = make([]mkf.BattleField, 0, bfc.Len())
for i := 0; i < bfc.Len(); i++ {
battleField := bfc.GetBattleField(i)
ret.battleFields = append(ret.battleFields, battleField)
}
// load level up magic
lumc, err := data.GetLevelUpMagicChunk()
if err != nil {
panic(err.Error())
}
ret.leveUpMagics = make([]mkf.LevelUpMagicAll, 0, lumc.Len())
for i := 0; i < lumc.Len(); i++ {
lum := lumc.GetLevelUpMagic(i)
ret.leveUpMagics = append(ret.leveUpMagics, lum)
}
// load battle effect idx
beIdx, err := data.GetBattleEffectIndex()
if err != nil {
panic(err.Error())
}
ret.battleEffectIndex = beIdx
// load enemy pos
enemyPos, err := data.GetEnemyPos()
if err != nil {
panic(err.Error())
}
ret.enemyPos = enemyPos
// load levelup exp
levelUpExp, err := data.GetLevelUpExp()
if err != nil {
panic(err.Error())
}
ret.levelUpExp = levelUpExp
ret.loadDefault()
return ret
}
func (gd *gameData) loadDefault() {
// load from sss.mkf
sss, err := mkf.NewSSSMkf("SSS.MKF")
if err != nil {
panic(err.Error())
}
defer func() {
sss.Close()
}()
// load event objects
ec, err := sss.GetEventObjectChunk()
if err != nil {
panic(err.Error())
}
for i := 0; i < ec.Len(); i++ {
eo := ec.GetEventObject(i)
gd.eventObjects = append(gd.eventObjects, eo)
}
// load scenes
sc, err := sss.GetSceneChunk()
if err != nil {
panic(err.Error())
}
for i := 0; i < sc.Len(); i++ {
scene := sc.GetScene(i)
gd.scenes[i] = scene
}
// load objects
objs, err := sss.GetObjects()
if err != nil {
panic(err.Error())
}
gd.objects = objs
// load from data.mkf
data, err := mkf.NewDataMkf("DATA.MKF")
if err != nil {
panic(err.Error())
}
defer func() {
data.Close()
}()
// load PlayerRoles
pr, err := data.GetPlayerRoles()
if err != nil {
panic(err.Error())
}
gd.playerRoles = *pr
// others
gd.crtSceneNum = 0
gd.cash = 0
gd.crtPaletteNum = 0
gd.night = false
gd.viewport = PAL_XY(0, 0)
}
func (gd *gameData) loadSaved(idx int) {
}
func (gd *gameData) updateEquipment() {
}
type Party struct {
PlayerRole mkf.WORD // player role
X, Y mkf.SHORT // position
Frame mkf.WORD // current frame number
ImageOffset mkf.WORD // FIXME: ???
}
type Trail struct {
X, Y mkf.WORD // position
Direction mkf.WORD // direction
}
type Inventory struct {
Item mkf.WORD // item object code
Amount mkf.USHORT // amount of this item
AmountInUse mkf.USHORT // in-use amount of this item
}