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Begin populating JSRF/GameData.hpp
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4 changed files with 165 additions and 5 deletions
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@ -5,3 +5,6 @@ Save data and closely-related runtime data.
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#pragma bss_seg(".data")
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#include "GameData.hpp"
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GameData g_gameData = GameData();
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@ -5,6 +5,160 @@ Save data and closely-related runtime data.
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#ifndef GAMEDATA_HPP
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#define GAMEDATA_HPP
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#include "../XDK/Win32.hpp"
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// Data structure actually saved to disk
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struct SaveData {
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unsigned chapter;
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unsigned missionDigits34;
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unsigned spawnPosIndex;
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unsigned playtimeFrames;
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unsigned unlockedChars;
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// Boolean flags read and written by missions
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unsigned chapterFlags[16]; // Reset every chapter
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unsigned globalFlags [16]; // Never reset
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unsigned specialFlags[16]; // Never reset; special effects like
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// unlocking/completing tutorials, finishing
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// street challenges
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unsigned spawnedSouls [8]; // Souls that have appeared on streets
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unsigned collectedSouls[8]; // Souls that have been acquired
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unsigned heldSouls [8]; // Souls currently usable (i.e. not stolen)
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unsigned unusedPerStageBitmask[16];
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// Which tags have been sprayed and by who
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// Indexed by stage, tag ID, and player/rival tag; rival tags don't
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// count towards completion and can be painted over. Each entry is a
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// packed bit array of 3 bits per "G" mark, valued 7 if nothing is
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// painted or 0-3 to indicate player 1-4 painted it (in story mode,
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// rival graffiti is considered painted by players 2-4).
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unsigned tagState[16][80][2];
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struct SaveSettings {
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float volumeMusic;
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float volumeSfx;
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BOOL rumbleEnabled;
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unsigned unused[29];
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} saveSettings;
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unsigned garageMusic;
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unsigned unusedBitfield[8];
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// Sewer switches at offset 0 then noise tanks at offset 3
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unsigned miscObjectives[32];
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struct TestRunScoreSaved {
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unsigned score;
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unsigned char character;
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unsigned char rank1; // Used by Jet Tech
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unsigned char rank2; // Used by other test runs
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} highScores[16][4][5];
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unsigned clutchTimer;
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unsigned unusedTimer;
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unsigned selectedTags [5]; // Like GameData but for P1 in 1-player
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unsigned customTagSelected[5]; // Like GameData but for P1 in 1-player
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unsigned eventsSeen[16];
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};
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// Numeric IDs for selecting different listss of state flags
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enum FlagList {
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FLAGLIST_MISSION,
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FLAGLIST_CHAPTER,
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FLAGLIST_GLOBAL,
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FLAGLIST_SPECIAL
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};
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// Numeric IDs for tag sizes (should maybe put somewhere else?)
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enum TagSize { TAGSIZE_SS, TAGSIZE_S, TAGSIZE_M, TAGSIZE_L, TAGSIZE_XL };
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// Numeric IDs for different test run categories
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enum TestRunType {
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TESTRUN_GRAFFITI,
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TESTRUN_TECH,
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TESTRUN_DASH,
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TESTRUN_FLAG
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};
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// Unpacked version of TestRunScoreSaved
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struct TestRunScore {
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unsigned score;
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unsigned character;
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unsigned rank1; // Used by Jet Tech
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unsigned rank2; // Used by other test runs
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};
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// Numeric IDs for different timers
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enum Timer { TIMER_DEATHBALLPRACTICE, TIMER_CLUTCH, TIMER_UNUSED };
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// Save data-ish data structure used at runtime
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extern struct GameData {
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SaveData saveActive;
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SaveData saveStashed; // Holds save data during test runs/tutorials
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unsigned missionFlags[16]; // Reset every mission transition
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unsigned deathBallPracticeTimer; // For Jazz sequence in Future Site
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// Indexed like SaveData.highScores; true if score is most recent and
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// also made leaderboard
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BOOL mostRecentHighScore[16][4][5];
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// Tags indexed by single or multiplayer, then gang (GGs, Golden
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// Rhinos/Zero Beat, Poison Jam, Immortals) or player, then size
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unsigned selectedTags [2][4][5]; // IDs of tags in use
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BOOL customTagSelected[2][4][5]; // True means tag ID is for custom
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// graffiti list, not ingame list
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BOOL checkFlagCondition (unsigned cond);
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void writeStateFlag (unsigned flagVal);
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void incrementChapter ();
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void setMissionDigits34 (unsigned val);
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void setSpawnPosIndex (unsigned val);
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unsigned getSpawnPosIndex ();
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void unlockCharacter (unsigned charId);
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void lockCharacter (unsigned charId);
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BOOL characterUnlocked (unsigned charId);
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BOOL checkFlagConditions (unsigned * conds , unsigned count);
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void writeStateFlags (unsigned * writes, unsigned count);
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BOOL checkFlagConditionUnpacked(FlagList flagList, unsigned index);
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void writeStateFlagUnpacked (FlagList flagList, unsigned index, unsigned val);
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void setSoulSpawned (unsigned soulId);
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BOOL getSoulSpawned (unsigned soulId);
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void setSoulCollected (unsigned soulId);
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BOOL getSoulHeld (unsigned soulId);
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BOOL soulSpawnedUncollected(unsigned soulId);
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void clearHeldSouls ();
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void restoreHeldSouls ();
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unsigned getSoulCount ();
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unsigned getTotalSoulsInStage(unsigned stageId);
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unsigned getHeldSoulsInStage (unsigned stageId);
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unsigned setSoulCollectedBySize(TagSize size, unsigned index);
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void setUnusedPerStageBitmask(unsigned stageId, unsigned index);
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int getTagState (unsigned stageId, unsigned index, BOOL rivalTag);
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void setTagState (unsigned stageId, unsigned index, BOOL rivalTag, unsigned val);
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void setTagCovered (unsigned stageId, unsigned index, BOOL rivalTag, unsigned gangOrPlayer);
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void setVolumeSettings (float volMusic, float volSfx);
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void getVolumeSettings (float * outMusic, float * outSfx);
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void setRumbleEnabled (BOOL val);
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BOOL getRumbleEnabled ();
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void setGarageMusic (unsigned songId);
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unsigned getGarageMusic ();
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void setUnusedBitfield (unsigned index);
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void setMiscObjective (unsigned index);
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BOOL getMiscObjective (unsigned index);
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unsigned countMiscObjectives ();
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BOOL getHighScore (unsigned stageId, TestRunType type, unsigned rank, TestRunScore * out);
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void incrementTimer (Timer timer);
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unsigned getTimer (Timer timer);
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void setTimer (Timer timer, unsigned frames);
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GameData();
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virtual ~GameData();
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} g_gameData;
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#endif
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