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