/* ReC98 * ----- * Random resident structure stuff */ #pragma option -2 -Z- #include "platform.h" #include "master.hpp" #include "th01/common.h" #include "th01/resident.hpp" #include "th01/core/resstuff.hpp" resident_t far *resident; void resident_stuff_set( char rank, char bgm_mode, char bombs, char start_lives_extra, long rand ) { resident_t __seg *sgm = ResData::exist(RES_ID); if(!sgm) { sgm = ResData::create(RES_ID); resident = sgm; resident->stage_id = 0; resident->continues_total = 0; } if(sgm) { resident = sgm; resident->rank = rank; resident->bgm_mode = bgm_mode; resident->bombs = bombs; resident->start_lives_extra = start_lives_extra; resident->rand = rand; resident->score = 0; } } int resident_stuff_get( char& rank, char& bgm_mode, char& bombs, char& start_lives_extra, long& rand, long& continues_total, int& stage_id ) { resident_t __seg *sgm = ResData::exist(RES_ID); if(sgm) { resident = sgm; rank = resident->rank; bgm_mode = resident->bgm_mode; bombs = resident->bombs; start_lives_extra = resident->start_lives_extra; rand = resident->rand; continues_total = resident->continues_total; stage_id = resident->stage_id; return 0; } return 1; } void resident_free(void) { resident_t __seg *sgm = ResData::exist(RES_ID); if(sgm) { resdata_free(sgm); } }