mirror of https://github.com/nmlgc/ReC98.git
[Debloating] [th01] Resident structure: Remove redundant total continue count
Keeping the structure layout for now though, since hacking resident structures from DOS is a thing. Part of P0229, funded by Ember2528.
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@ -23,7 +23,6 @@ void resident_create_and_stuff_set(
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sgm = ResData<resident_t>::create(RES_ID);
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resident = sgm;
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resident->stage_id = 0;
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resident->continues_total = 0;
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}
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if(sgm) {
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resident = sgm;
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@ -42,7 +41,6 @@ int resident_stuff_get(
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int8_t& rem_bombs,
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int8_t& credit_lives_extra,
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unsigned long& rand,
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int32_t& continues_total,
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int& stage_id
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)
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{
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@ -54,7 +52,6 @@ int resident_stuff_get(
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rem_bombs = resident->rem_bombs;
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credit_lives_extra = resident->credit_lives_extra;
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rand = resident->rand;
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continues_total = resident->continues_total;
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stage_id = resident->stage_id;
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return 0;
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}
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@ -16,7 +16,6 @@ int resident_stuff_get(
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int8_t& rem_bombs,
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int8_t& credit_lives_extra,
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unsigned long& rand,
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int32_t& continues_total,
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int& stage_id
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);
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@ -49,7 +49,6 @@ bool16 end_init(void)
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random_seed = resident->rand;
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credit_lives_extra = resident->credit_lives_extra;
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resident->score = 0;
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resident->continues_total = 0;
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resident->score_highest = 0;
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} else {
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puts("ERROR : end_flag is not ture !!");
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@ -69,7 +68,6 @@ bool16 end_resident_clear(void)
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if(sgm) {
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resident_t* resident = sgm;
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resident->score = 0;
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resident->continues_total = 0;
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resident->end_flag = ES_NONE;
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resident->score_highest = 0;
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for(i = 0; i < SCENE_COUNT; i++) {
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@ -525,10 +525,6 @@ void totle_animate(int stage_num)
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input_shot = true;
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input_ok = true;
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resident->continues_per_scene[(stage_num / STAGES_PER_SCENE) - 1] = (
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continues_total
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);
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while((input_shot == true) && (input_ok == true)) {
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input_sense(false);
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}
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@ -245,7 +245,6 @@ bool16 continue_menu(void)
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no_continue:
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player_is_hit = false;
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paused = false;
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continues_total = 0;
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mdrv2_bgm_stop();
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return false;
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}
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@ -75,7 +75,6 @@ int8_t credit_lives_extra = CFG_CREDIT_LIVES_EXTRA_DEFAULT;
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int rem_lives = 4;
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unsigned long frame_rand;
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uscore_t score = 0;
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long continues_total = 0;
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// ------------------------------------------------------------
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#include "th01/hardware/input_mf.cpp"
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@ -411,7 +410,6 @@ int __cdecl main(void)
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bombs_extra_per_life_lost, // ZUN bloat: Supposed to be [rem_bombs]...
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credit_lives_extra,
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frame_rand,
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continues_total,
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stage_id
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) == 1) {
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error_resident_invalid();
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@ -540,7 +538,6 @@ int __cdecl main(void)
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resident->stage_id = stage_id;
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resident->score = score;
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resident->continues_total = continues_total;
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Pellets.unput_and_reset();
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Shots.unput_and_reset();
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@ -364,7 +364,6 @@ void start_game(bool new_game)
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resident->bonus_per_stage[i] = 0;
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}
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resident->score_highest = 0;
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resident->continues_total = 0;
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resident->end_flag = ES_NONE;
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}
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@ -62,11 +62,7 @@ typedef struct {
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pellet_speed_t pellet_speed;
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unsigned long rand;
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score_t score;
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// ZUN bloat: Never actually read from. Even FUUIN.EXE, who does care
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// about this value, manually derives it from [continues_per_scene].
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int32_t continues_total;
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int32_t unused_3;
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uint16_t continues_per_scene[SCENE_COUNT];
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// of the current scene, without the boss stage
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@ -114,8 +110,6 @@ extern int32_t continues_per_scene[SCENE_COUNT];
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extern score_t score_highest;
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inline void resident_continue_use(void) {
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resident->continues_total++;
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continues_total++;
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resident->continues_per_scene[resident->stage_id / STAGES_PER_SCENE]++;
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}
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// ------------------------------------------------------------
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