ref: 0f1b1ba5cde71429f3404dd28d87488052573ec5
dir: /src/Profile.cpp/
#include <stdint.h> #include <SDL_rwops.h> #include "WindowsWrapper.h" #include "CommonDefines.h" #include "Tags.h" #include "Profile.h" #include "Fade.h" #include "ArmsItem.h" #include "Flags.h" #include "MiniMap.h" #include "MyChar.h" #include "Star.h" #include "NpChar.h" #include "Frame.h" #include "SelStage.h" #include "ValueView.h" #include "Stage.h" #include "Game.h" #include "BossLife.h" #include "SelStage.h" const char *gDefaultName = "Profile.dat"; const char *gProfileCode = "Do041220"; bool IsProfile() { char path[PATH_LENGTH]; sprintf(path, "%s/%s", gModulePath, gDefaultName); SDL_RWops *fp = SDL_RWFromFile(path, "rb"); if (!fp) return false; SDL_RWclose(fp); return true; } bool SaveProfile(char *name) { //Get path char path[PATH_LENGTH]; if (name) sprintf(path, "%s/%s", gModulePath, name); else sprintf(path, "%s/%s", gModulePath, gDefaultName); //Open file PROFILE profile; SDL_RWops *fp = SDL_RWFromFile(path, "wb"); if (!fp) 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 SDL_RWwrite(fp, profile.code, 8, 1); SDL_WriteLE32(fp, profile.stage); SDL_WriteLE32(fp, profile.music); SDL_WriteLE32(fp, profile.x); SDL_WriteLE32(fp, profile.y); SDL_WriteLE32(fp, profile.direct); SDL_WriteLE16(fp, profile.max_life); SDL_WriteLE16(fp, profile.star); SDL_WriteLE16(fp, profile.life); SDL_WriteLE16(fp, profile.a); SDL_WriteLE32(fp, profile.select_arms); SDL_WriteLE32(fp, profile.select_item); SDL_WriteLE32(fp, profile.equip); SDL_WriteLE32(fp, profile.unit); SDL_WriteLE32(fp, profile.counter); for (int arm = 0; arm < 8; arm++) { SDL_WriteLE32(fp, profile.arms[arm].code); SDL_WriteLE32(fp, profile.arms[arm].level); SDL_WriteLE32(fp, profile.arms[arm].exp); SDL_WriteLE32(fp, profile.arms[arm].max_num); SDL_WriteLE32(fp, profile.arms[arm].num); } for (int item = 0; item < 32; item++) SDL_WriteLE32(fp, profile.items[item].code); for (int stage = 0; stage < 8; stage++) { SDL_WriteLE32(fp, profile.permitstage[stage].index); SDL_WriteLE32(fp, profile.permitstage[stage].event); } SDL_RWwrite(fp, profile.permit_mapping, 0x80, 1); SDL_RWwrite(fp, "FLAG", 4, 1); SDL_RWwrite(fp, profile.flags, 1000, 1); SDL_RWclose(fp); return true; } bool LoadProfile(char *name) { //Get path char path[PATH_LENGTH]; if (name) strcpy(path, name); else sprintf(path, "%s/%s", gModulePath, gDefaultName); //Open file PROFILE profile; SDL_RWops *fp = SDL_RWFromFile(path, "rb"); if (!fp) return false; //Check header code SDL_RWread(fp, profile.code, 8, 1); if (memcmp(profile.code, gProfileCode, 8)) return false; //Read data SDL_RWseek(fp, 0, RW_SEEK_SET); //Pixel epic redundant code 😎😎😎 SDL_RWread(fp, profile.code, 8, 1); profile.stage = SDL_ReadLE32(fp); profile.music = SDL_ReadLE32(fp); profile.x = SDL_ReadLE32(fp); profile.y = SDL_ReadLE32(fp); profile.direct = SDL_ReadLE32(fp); profile.max_life = SDL_ReadLE16(fp); profile.star = SDL_ReadLE16(fp); profile.life = SDL_ReadLE16(fp); profile.a = SDL_ReadLE16(fp); profile.select_arms = SDL_ReadLE32(fp); profile.select_item = SDL_ReadLE32(fp); profile.equip = SDL_ReadLE32(fp); profile.unit = SDL_ReadLE32(fp); profile.counter = SDL_ReadLE32(fp); for (int arm = 0; arm < 8; arm++) { profile.arms[arm].code = SDL_ReadLE32(fp); profile.arms[arm].level = SDL_ReadLE32(fp); profile.arms[arm].exp = SDL_ReadLE32(fp); profile.arms[arm].max_num = SDL_ReadLE32(fp); profile.arms[arm].num = SDL_ReadLE32(fp); } for (int item = 0; item < 32; item++) profile.items[item].code = SDL_ReadLE32(fp); for (int stage = 0; stage < 8; stage++) { profile.permitstage[stage].index = SDL_ReadLE32(fp); profile.permitstage[stage].event = SDL_ReadLE32(fp); } SDL_RWread(fp, profile.permit_mapping, 0x80, 1); SDL_RWread(fp, profile.FLAG, 4, 1); SDL_RWread(fp, profile.flags, 1000, 1); SDL_RWclose(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 = 24 * (gArmsData[gSelectedArms].code % 10); gMC.rect_arms.right = gMC.rect_arms.left + 24; gMC.rect_arms.top = 32 * (gArmsData[gSelectedArms].code / 10); 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() { InitMyChar(); gSelectedArms = 0; gSelectedItem = 0; gCounter = 0; ClearArmsData(); ClearItemData(); ClearPermitStage(); StartMapping(); InitFlags(); if (!TransferStage(13, 200, 10, 8)) return false; ClearFade(); SetFrameMyChar(); SetFrameTargetMyChar(16); InitBossLife(); CutNoise(); ClearValueView(); gCurlyShoot_wait = 0; SetFadeMask(); SetFrameTargetMyChar(16); return true; }