/* ReC98 * ----- * Random resident structure stuff */ #include "platform.h" #include "master.hpp" #include "th01/resident.hpp" #include "th01/core/resstuff.hpp" resident_t far *resident; void resident_create_and_stuff_set( int8_t rank, bgm_mode_t bgm_mode, int8_t rem_bombs, int8_t credit_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; } if(sgm) { resident = sgm; resident->rank = rank; resident->bgm_mode = bgm_mode; resident->rem_bombs = rem_bombs; resident->credit_lives_extra = credit_lives_extra; resident->rand = rand; resident->score = 0; } } int resident_stuff_get( uint8_t& rank, int8_t& rem_bombs, unsigned long& rand, int& stage_id ) { resident_t __seg *sgm = ResData::exist(RES_ID); if(sgm) { resident = sgm; rank = resident->rank; rem_bombs = resident->rem_bombs; rand = resident->rand; 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); } }