cave-story-solaris/src/Profile.cpp
2020-08-11 00:24:10 +01:00

197 lines
4.5 KiB
C++

#include "Profile.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "WindowsWrapper.h"
#include "ArmsItem.h"
#include "BossLife.h"
#include "Fade.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* const gDefaultName = "Profile.dat";
const char* const gProfileCode = "Do041220";
BOOL IsProfile(void)
{
char path[MAX_PATH];
sprintf(path, "%s\\%s", gModulePath, gDefaultName);
HANDLE hFile = CreateFileA(path, 0, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if (hFile == INVALID_HANDLE_VALUE)
return FALSE;
CloseHandle(hFile);
return TRUE;
}
BOOL SaveProfile(const char *name)
{
FILE *fp;
PROFILEDATA 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(PROFILEDATA));
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, sizeof(PROFILEDATA), 1, fp);
fclose(fp);
return TRUE;
}
BOOL LoadProfile(const char *name)
{
FILE *fp;
PROFILEDATA 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(PROFILEDATA));
fread(&profile, sizeof(PROFILEDATA), 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(HWND hWnd)
{
InitMyChar();
gSelectedArms = 0;
gSelectedItem = 0;
gCounter = 0;
ClearArmsData();
ClearItemData();
ClearPermitStage();
StartMapping();
InitFlags();
if (!TransferStage(13, 200, 10, 8))
{
MessageBoxA(hWnd, "\x83\x58\x83\x65\x81\x5B\x83\x57\x82\xCC\x93\xC7\x82\xDD\x8D\x9E\x82\xDD\x82\xC9\x8E\xB8\x94\x73", "\x83\x47\x83\x89\x81\x5B", MB_OK); /* 'ステージの読み込みに失敗' and 'エラー' ('Failed to load stage' and 'Error') in Shift-JIS */
return FALSE;
}
ClearFade();
SetFrameMyChar();
SetFrameTargetMyChar(16);
InitBossLife();
CutNoise();
ClearValueView();
gCurlyShoot_wait = 0;
SetFadeMask();
SetFrameTargetMyChar(16);
return TRUE;
}