cave-story-solaris/src/Profile.cpp

268 lines
6.6 KiB
C++

#include "Profile.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "WindowsWrapper.h"
#include "Backends/Platform.h"
#include "ArmsItem.h"
#include "BossLife.h"
#include "Fade.h"
#include "File.h"
#include "Flags.h"
#include "Frame.h"
#include "Game.h"
#include "Main.h"
#include "MiniMap.h"
#include "MyChar.h"
#include "NpChar.h"
#include "SelStage.h"
#include "Stage.h"
#include "Star.h"
#include "ValueView.h"
const char *gDefaultName = "Profile.dat";
const char *gProfileCode = "Do041220";
BOOL IsProfile(void)
{
char path[MAX_PATH];
sprintf(path, "%s/%s", gModulePath, gDefaultName);
FILE *file = fopen(path, "rb");
if (file == NULL)
return FALSE;
fclose(file);
return TRUE;
}
BOOL SaveProfile(const char *name)
{
FILE *fp;
PROFILE profile;
const char *FLAG = "FLAG";
char path[MAX_PATH];
// Get path
if (name != NULL)
sprintf(path, "%s/%s", gModulePath, name);
else
sprintf(path, "%s/%s", gModulePath, gDefaultName);
// Open file
fp = fopen(path, "wb");
if (fp == NULL)
return FALSE;
// Set up profile
memset(&profile, 0, sizeof(PROFILE));
memcpy(profile.code, gProfileCode, sizeof(profile.code));
memcpy(profile.FLAG, FLAG, sizeof(profile.FLAG));
profile.stage = gStageNo;
profile.music = gMusicNo;
profile.x = gMC.x;
profile.y = gMC.y;
profile.direct = gMC.direct;
profile.max_life = gMC.max_life;
profile.life = gMC.life;
profile.star = gMC.star;
profile.select_arms = gSelectedArms;
profile.select_item = gSelectedItem;
profile.equip = gMC.equip;
profile.unit = gMC.unit;
profile.counter = gCounter;
memcpy(profile.arms, gArmsData, sizeof(profile.arms));
memcpy(profile.items, gItemData, sizeof(profile.items));
memcpy(profile.permitstage, gPermitStage, sizeof(profile.permitstage));
memcpy(profile.permit_mapping, gMapping, sizeof(profile.permit_mapping));
memcpy(profile.flags, gFlagNPC, sizeof(profile.flags));
// Write to file
fwrite(profile.code, 8, 1, fp);
File_WriteLE32(profile.stage, fp);
File_WriteLE32(profile.music, fp);
File_WriteLE32(profile.x, fp);
File_WriteLE32(profile.y, fp);
File_WriteLE32(profile.direct, fp);
File_WriteLE16(profile.max_life, fp);
File_WriteLE16(profile.star, fp);
File_WriteLE16(profile.life, fp);
File_WriteLE16(profile.a, fp);
File_WriteLE32(profile.select_arms, fp);
File_WriteLE32(profile.select_item, fp);
File_WriteLE32(profile.equip, fp);
File_WriteLE32(profile.unit, fp);
File_WriteLE32(profile.counter, fp);
for (int arm = 0; arm < 8; arm++)
{
File_WriteLE32(profile.arms[arm].code, fp);
File_WriteLE32(profile.arms[arm].level, fp);
File_WriteLE32(profile.arms[arm].exp, fp);
File_WriteLE32(profile.arms[arm].max_num, fp);
File_WriteLE32(profile.arms[arm].num, fp);
}
for (int item = 0; item < 32; item++)
File_WriteLE32(profile.items[item].code, fp);
for (int stage = 0; stage < 8; stage++)
{
File_WriteLE32(profile.permitstage[stage].index, fp);
File_WriteLE32(profile.permitstage[stage].event, fp);
}
fwrite(profile.permit_mapping, 0x80, 1, fp);
fwrite(FLAG, 4, 1, fp);
fwrite(profile.flags, 1000, 1, fp);
fclose(fp);
return TRUE;
}
BOOL LoadProfile(const char *name)
{
FILE *fp;
PROFILE profile;
char path[MAX_PATH];
// Get path
if (name != NULL)
sprintf(path, "%s", name);
else
sprintf(path, "%s/%s", gModulePath, gDefaultName);
// Open file
fp = fopen(path, "rb");
if (fp == NULL)
return FALSE;
// Check header code
fread(profile.code, 8, 1, fp);
if (memcmp(profile.code, gProfileCode, 8) != 0)
{
#ifdef FIX_BUGS
fclose(fp); // The original game forgets to close the file
#endif
return FALSE;
}
// Read data
fseek(fp, 0, SEEK_SET);
memset(&profile, 0, sizeof(PROFILE));
fread(profile.code, 8, 1, fp);
profile.stage = File_ReadLE32(fp);
profile.music = (MusicID)File_ReadLE32(fp);
profile.x = File_ReadLE32(fp);
profile.y = File_ReadLE32(fp);
profile.direct = File_ReadLE32(fp);
profile.max_life = File_ReadLE16(fp);
profile.star = File_ReadLE16(fp);
profile.life = File_ReadLE16(fp);
profile.a = File_ReadLE16(fp);
profile.select_arms = File_ReadLE32(fp);
profile.select_item = File_ReadLE32(fp);
profile.equip = File_ReadLE32(fp);
profile.unit = File_ReadLE32(fp);
profile.counter = File_ReadLE32(fp);
for (int arm = 0; arm < 8; arm++)
{
profile.arms[arm].code = File_ReadLE32(fp);
profile.arms[arm].level = File_ReadLE32(fp);
profile.arms[arm].exp = File_ReadLE32(fp);
profile.arms[arm].max_num = File_ReadLE32(fp);
profile.arms[arm].num = File_ReadLE32(fp);
}
for (int item = 0; item < 32; item++)
profile.items[item].code = File_ReadLE32(fp);
for (int stage = 0; stage < 8; stage++)
{
profile.permitstage[stage].index = File_ReadLE32(fp);
profile.permitstage[stage].event = File_ReadLE32(fp);
}
fread(profile.permit_mapping, 0x80, 1, fp);
fread(profile.FLAG, 4, 1, fp);
fread(profile.flags, 1000, 1, fp);
fclose(fp);
// Set things
gSelectedArms = profile.select_arms;
gSelectedItem = profile.select_item;
gCounter = profile.counter;
memcpy(gArmsData, profile.arms, sizeof(gArmsData));
memcpy(gItemData, profile.items, sizeof(gItemData));
memcpy(gPermitStage, profile.permitstage, sizeof(gPermitStage));
memcpy(gMapping, profile.permit_mapping, sizeof(gMapping));
memcpy(gFlagNPC, profile.flags, sizeof(gFlagNPC));
// Load stage
ChangeMusic(profile.music);
InitMyChar();
if (!TransferStage(profile.stage, 0, 0, 1))
return FALSE;
// Set character properties
gMC.equip = profile.equip;
gMC.unit = profile.unit;
gMC.direct = profile.direct;
gMC.max_life = profile.max_life;
gMC.life = profile.life;
gMC.star = profile.star;
gMC.cond = 0x80;
gMC.air = 1000;
gMC.lifeBr = profile.life;
gMC.x = profile.x;
gMC.y = profile.y;
gMC.rect_arms.left = (gArmsData[gSelectedArms].code % 10) * 24;
gMC.rect_arms.right = gMC.rect_arms.left + 24;
gMC.rect_arms.top = (gArmsData[gSelectedArms].code / 10) * 32;
gMC.rect_arms.bottom = gMC.rect_arms.top + 16;
// Reset stuff
ClearFade();
SetFrameMyChar();
SetFrameTargetMyChar(16);
InitBossLife();
CutNoise();
InitStar();
ClearValueView();
gCurlyShoot_wait = 0;
return TRUE;
}
BOOL InitializeGame(void)
{
InitMyChar();
gSelectedArms = 0;
gSelectedItem = 0;
gCounter = 0;
ClearArmsData();
ClearItemData();
ClearPermitStage();
StartMapping();
InitFlags();
if (!TransferStage(13, 200, 10, 8))
{
#ifdef JAPANESE
PlatformBackend_ShowMessageBox("エラー", "ステージの読み込みに失敗");
#else
PlatformBackend_ShowMessageBox("Error", "Failed to load stage");
#endif
return FALSE;
}
ClearFade();
SetFrameMyChar();
SetFrameTargetMyChar(16);
InitBossLife();
CutNoise();
ClearValueView();
gCurlyShoot_wait = 0;
SetFadeMask();
SetFrameTargetMyChar(16);
return TRUE;
}