mirror of https://github.com/nmlgc/ReC98.git
58 lines
1.8 KiB
C++
58 lines
1.8 KiB
C++
#define SCOREDAT_MAGIC "HISCORE"
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#define SCOREDAT_PLACES 10
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#define SCOREDAT_NAME_KANJI 8
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// Actually creates slightly different assembly compared to sizeof() on a
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// int8_t array!
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#define SCOREDAT_NAME_BYTES (SCOREDAT_NAME_KANJI * 2)
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#define SCOREDAT_CLEARED 40
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#define SCOREDAT_CLEARED_MAKAI (SCOREDAT_CLEARED + 10)
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#define SCOREDAT_CLEARED_JIGOKU (SCOREDAT_CLEARED + 20)
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#define SCOREDAT_NAME_KEY 0x9C
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// Exclusively used to store full-width Shift-JIS code points.
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// Not null-terminated.
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union scoredat_name_t {
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int16_t codepoint[SCOREDAT_NAME_KANJI];
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int8_t byte[SCOREDAT_NAME_BYTES];
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};
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// Encodes or decodes a single name byte.
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int8_t scoredat_name_byte_encode(int8_t byte);
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int8_t scoredat_name_byte_decode(int8_t byte);
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// On-disk structure of the REYHI*.DAT files.
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// For reference, never actually used by the game itself
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struct scoredat_t {
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// Not null-terminated!
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char magic[sizeof(SCOREDAT_MAGIC) - 1];
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scoredat_name_t name[SCOREDAT_PLACES];
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uint32_t points[SCOREDAT_PLACES];
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int16_t stage[SCOREDAT_PLACES];
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twobyte_t route[SCOREDAT_PLACES];
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};
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extern scoredat_name_t* scoredat_names;
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extern int16_t* scoredat_stages;
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extern uint32_t* scoredat_points;
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extern twobyte_t* scoredat_routes;
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// Byte-wise access to [scoredat_names].
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inline int8_t& scoredat_name_byte(size_t byte)
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{
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return reinterpret_cast<char *>(scoredat_names)[byte];
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}
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// Loads the score file for the current [rank], recreating it if necessary.
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// Returns 0 on success, 1 on failure.
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int scoredat_load();
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// Returns the high score for the difficulty previously loaded by
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// scoredat_load().
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uint32_t scoredat_hiscore_get();
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// Sets [str] to the null-terminated name at the given [place] for the
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// difficulty previously loaded by scoredat_load().
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void scoredat_name_get(int place, char str[SCOREDAT_NAME_BYTES + 1]);
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