197 lines
4.5 KiB
C++
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;
|
|
}
|