ReC98/th04/resident.hpp

59 lines
1.4 KiB
C++

#pragma option -a1
#define RES_ID "HUMAConfig"
typedef struct {
char id[RES_ID_LEN];
unsigned char rem_lives;
unsigned char credit_lives;
unsigned char rem_bombs;
unsigned char credit_bombs;
unsigned char rank;
unsigned char bgm_mode;
// (indicating regular game play progression)
unsigned char stage;
char playchar_ascii;
// (used for loading data files, directly inserted into file name
// templates)
char stage_ascii;
long rand;
unsigned char se_mode;
char shottype;
bool debug;
int16_t unused_1;
score_lebcd_t score_last;
// (directly inserted into the ending .TXT file name template)
char end_type_ascii;
unsigned int std_frames; // (excluding bosses, see th04/frames.h)
unsigned int items_spawned;
unsigned int items_collected;
unsigned int point_items_collected;
unsigned int max_valued_point_items_collected;
unsigned char end_sequence;
unsigned char miss_count;
unsigned char bombs_used;
int8_t unused_2;
// *Not* spawned. # of enemies that either left the screen or were killed.
unsigned int enemies_gone;
unsigned int enemies_killed;
unsigned int graze;
unsigned char cfg_lives;
unsigned char cfg_bombs;
unsigned char demo_stage;
int8_t unused_3;
unsigned char demo_num;
int8_t unused_4;
unsigned long slow_frames;
unsigned long frames; // (including bosses, see th04/frames.h)
bool zunsoft_shown;
unsigned char turbo_mode;
int8_t unused_5[182];
} resident_t;
#pragma option -a.