ref: b821d86c911e230575d3d3d9e45f1690de5636a1
dir: /src/Profile.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "Profile.h" #include <stddef.h> #include <stdio.h> #include <string.h> #include "WindowsWrapper.h" #include "Backends/Misc.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* const gDefaultName = "Profile.dat"; const char* const gProfileCode = "Do041220"; BOOL IsProfile(void) { char path[128]; snprint(path, sizeof 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; PROFILEDATA profile; const char *FLAG = "FLAG"; char path[128]; // Get path if (name != NULL) snprint(path, sizeof path, "%s/%s", gModulePath, name); else snprint(path, sizeof 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.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; PROFILEDATA profile; char path[128]; // Get path if (name != NULL) snprint(path, sizeof path, "%s", name); else snprint(path, sizeof 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.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)) { #if !defined(JAPANESE) && defined(FIX_BUGS) // The Aeon Genesis translation didn't translate this Backend_ShowMessageBox("Error", "Failed to load stage"); #else Backend_ShowMessageBox("エラー", "ステージの読み込みに失敗"); #endif return FALSE; } ClearFade(); SetFrameMyChar(); SetFrameTargetMyChar(16); InitBossLife(); CutNoise(); ClearValueView(); gCurlyShoot_wait = 0; SetFadeMask(); SetFrameTargetMyChar(16); return TRUE; }