CSE2-tweaks/src/Config.cpp

274 lines
6.4 KiB
C++

// 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 <stddef.h>
#include <stdio.h>
#include <string.h>
#include <string>
#include "WindowsWrapper.h"
#include "Backends/Misc.h"
#include "Config.h"
#include "File.h"
#include "Main.h"
const char* const gConfigName = "ConfigCSE2E.dat";
const char* const gProof = "CSE2E 20200430";
BOOL LoadConfigData(CONFIGDATA *conf)
{
// Clear old configuration data
memset(conf, 0, sizeof(CONFIGDATA));
// Get path
std::string path = gModulePath + '/' + gConfigName;
// Open file
FILE *fp = fopen(path.c_str(), "rb");
if (fp == NULL)
return FALSE;
// Read the version id and font name
fread(conf->proof, sizeof(conf->proof), 1, fp);
fread(conf->font_name, sizeof(conf->font_name), 1, fp);
// Read display mode
conf->display_mode = fgetc(fp);
// Read framerate toggle
conf->b60fps = fgetc(fp);
// Read vsync toggle
conf->bVsync = fgetc(fp);
// Read smooth-scrolling toggle
conf->bSmoothScrolling = fgetc(fp);
// Read soundtrack value
conf->soundtrack = fgetc(fp);
// Read screenshake
conf->bScreenShake = fgetc(fp);
// Read font data
conf->font_select = fgetc(fp);
// Read enable joystick
conf->bUseJoystick = fgetc(fp);
// Read no experience drops
conf->bNoExpDrops = fgetc(fp);
// Read damage modifier
conf->damage_modifier = fgetc(fp);
// Read autofire
conf->autoFire = fgetc(fp);
// Read infinite ammo
conf->bInfiniteAmmo = fgetc(fp);
// Read default booster
conf->defaultBooster = fgetc(fp);
// Read infinite booster
conf->bInfiniteBooster = fgetc(fp);
// Read grace jumps
conf->bGraceJumps = fgetc(fp);
// Read color filter
conf->color_filter = fgetc(fp);
// Read flash mode
conf->flash_mode = fgetc(fp);
// Read game speed multiplier
conf->game_speed_multiplier = fgetc(fp);
// Read boss health multiplier
conf->boss_health_multiplier = fgetc(fp);
// Read extended UI
conf->bExtendedUI = fgetc(fp);
// Read background brightness level
conf->backgroundBrightness = fgetc(fp);
// Read graphics set
conf->graphics_set = fgetc(fp);
// Read key-bindings
for (size_t i = 0; i < BINDING_TOTAL; ++i)
{
conf->bindings[i].keyboard = File_ReadLE32(fp);
conf->bindings[i].controller = fgetc(fp);
}
// Close file
fclose(fp);
// Check if version is not correct, and return if it failed
if (strcmp(conf->proof, gProof))
{
memset(conf, 0, sizeof(CONFIGDATA));
return FALSE;
}
return TRUE;
}
BOOL SaveConfigData(const CONFIGDATA *conf)
{
// Get path
std::string path = gModulePath + '/' + gConfigName;
// Open file
FILE *fp = fopen(path.c_str(), "wb");
if (fp == NULL)
return FALSE;
// Write the version id and font name
fwrite(conf->proof, sizeof(conf->proof), 1, fp);
fwrite(conf->font_name, sizeof(conf->font_name), 1, fp);
// Write display mode
fputc(conf->display_mode, fp);
// Write framerate toggle
fputc(conf->b60fps, fp);
// Write vsync toggle
fputc(conf->bVsync, fp);
// Write smooth-scrolling toggle
fputc(conf->bSmoothScrolling, fp);
// Write soundtrack value
fputc(conf->soundtrack, fp);
// Read screenshake
fputc(conf->bScreenShake, fp);
// Write font data
fputc(conf->font_select, fp);
// Write enable joystick
fputc(conf->bUseJoystick, fp);
// Write no experience drops
fputc(conf->bNoExpDrops, fp);
// Write damage modifier
fputc(conf->damage_modifier, fp);
// Write autofire
fputc(conf->autoFire, fp);
// Write infinite ammo
fputc(conf->bInfiniteAmmo, fp);
// Write default booster
fputc(conf->defaultBooster, fp);
// Write infinite booster
fputc(conf->bInfiniteBooster, fp);
// Write infinite booster
fputc(conf->bGraceJumps, fp);
// Write color filter
fputc(conf->color_filter, fp);
// Write color filter
fputc(conf->flash_mode, fp);
// Write game speed multiplier
fputc(conf->game_speed_multiplier, fp);
// Write boss health multiplier
fputc(conf->boss_health_multiplier, fp);
// Write extended UI
fputc(conf->bExtendedUI, fp);
// Write background brightness level
fputc(conf->backgroundBrightness, fp);
// Write Graphics Set
fputc(conf->graphics_set, fp);
// Write key-bindings
for (size_t i = 0; i < BINDING_TOTAL; ++i)
{
File_WriteLE32(conf->bindings[i].keyboard, fp);
fputc(conf->bindings[i].controller, fp);
}
// Close file
fclose(fp);
return TRUE;
}
void DefaultConfigData(CONFIGDATA *conf)
{
// Clear old configuration data
memset(conf, 0, sizeof(CONFIGDATA));
strcpy(conf->proof, gProof);
// Fun fact: The Linux port added this line:
// conf->display_mode = 1;
conf->font_select = 0;
conf->game_speed_multiplier = 5;
conf->bScreenShake = TRUE;
conf->display_mode = 2;
conf->bExtendedUI = 1;
conf->bUseJoystick = TRUE;
conf->graphics_set = 0;
#ifdef _3DS
conf->display_mode = 1;
#elif defined(__riscos__)
conf->display_mode = 2;
#endif
// Reset joystick settings (as these can't simply be set to 0)
conf->bindings[BINDING_UP].controller = 7;
conf->bindings[BINDING_DOWN].controller = 8;
conf->bindings[BINDING_LEFT].controller = 9;
conf->bindings[BINDING_RIGHT].controller = 10;
conf->bindings[BINDING_OK].controller = 1;
conf->bindings[BINDING_CANCEL].controller = 0;
conf->bindings[BINDING_JUMP].controller = 1;
conf->bindings[BINDING_SHOT].controller = 0;
conf->bindings[BINDING_STRAFE].controller = 11;
conf->bindings[BINDING_ARMSREV].controller = 3;
conf->bindings[BINDING_ARMS].controller = 4;
conf->bindings[BINDING_ITEM].controller = 5;
conf->bindings[BINDING_MAP].controller = 2;
conf->bindings[BINDING_PAUSE].controller = 6;
// Set default key bindings
conf->bindings[BINDING_UP].keyboard = BACKEND_KEYBOARD_UP;
conf->bindings[BINDING_DOWN].keyboard = BACKEND_KEYBOARD_DOWN;
conf->bindings[BINDING_LEFT].keyboard = BACKEND_KEYBOARD_LEFT;
conf->bindings[BINDING_RIGHT].keyboard = BACKEND_KEYBOARD_RIGHT;
conf->bindings[BINDING_OK].keyboard = BACKEND_KEYBOARD_Z;
conf->bindings[BINDING_CANCEL].keyboard = BACKEND_KEYBOARD_X;
conf->bindings[BINDING_JUMP].keyboard = BACKEND_KEYBOARD_Z;
conf->bindings[BINDING_SHOT].keyboard = BACKEND_KEYBOARD_X;
conf->bindings[BINDING_STRAFE].keyboard = BACKEND_KEYBOARD_C;
conf->bindings[BINDING_ARMSREV].keyboard = BACKEND_KEYBOARD_A;
conf->bindings[BINDING_ARMS].keyboard = BACKEND_KEYBOARD_S;
conf->bindings[BINDING_ITEM].keyboard = BACKEND_KEYBOARD_Q;
conf->bindings[BINDING_MAP].keyboard = BACKEND_KEYBOARD_W;
conf->bindings[BINDING_PAUSE].keyboard = BACKEND_KEYBOARD_ESCAPE;
}