Jazz2 namespace

Root namespace of Jazz² Resurrection.

Namespaces

namespace Actors
Implementation of all objects.
namespace Collisions
Collision checking.
namespace Compatibility
Translation layer for original data files.
namespace Events
Events and object spawning.
namespace Multiplayer
Multiplayer-related classes, compiled only if WITH_MULTIPLAYER
namespace Rendering
Scene rendering and viewport management.
namespace Scripting
Scripting-related classes, compiled only if WITH_ANGELSCRIPT
namespace Tiles
Tile sets and maps.
namespace UI
User interface and menus.

Classes

class ContentResolver
Manages loading of assets.
struct Episode
Describes an episode.
struct EpisodeContinuationState
Continuation state between two episodes.
struct EpisodeContinuationStateWithLevel
Continuation state between two levels in episode.
struct GenericGraphicResource
Shared graphic resource.
struct GenericSoundResource
Shared sound resource.
struct GraphicResource
Specific graphic resource (from metadata)
class ILevelHandler
Base interface of a level handler.
class IResumable
Base interface of a resumable object.
class IRootController
Base interface of a root controller.
class IStateHandler
Base interface of a state handler, only one handler runs at a time.
struct LevelDescriptor
Contains all components to fully initialize a level instance.
class LevelHandler
Level handler of a local game session.
struct LevelInitialization
Level initialization.
struct LightEmitter
Allows objects to emit light.
struct Metadata
Contains assets for specific object type.
struct PlayerCarryOver
Player carry over between levels.
class PreferencesCache
Provides access to a user preferences.
class RumbleDescription
Describes a gamepad rumble effect.
class RumbleProcessor
Gamepad rumble processor.
struct SoundResource
Specific sound resource (from metadata)

Enums

enum class AnimationLoopMode { Once, Loop, FixedSingle }
Animation loop mode.
enum class AnimState { Idle = 0x00000000, Walk = 0x00000001, Run = 0x00000002, Dash = 0x00000003, VIdle = 0x00000000, Jump = 0x00000004, Fall = 0x00000008, Hook = 0x0000000c, Shoot = 0x00000010, Crouch = 0x00000020, Lookup = 0x00000040, Dizzy = 0x00000080, Buttstomp = 0x00000100, Uppercut = 0x00000200, Airboard = 0x00000400, Hurt = 0x00000800, Swim = 0x00001000, Copter = 0x00002000, Push = 0x00004000, Swing = 0x00008000, Freefall = 0x00010000, Lift = 0x00020000, Spring = 0x0040000, TransitionRunToIdle = 0x40000000, TransitionRunToDash = 0x40000001, TransitionFallToIdle = 0x40000002, TransitionIdleToJump = 0x40000003, TransitionShootToIdle = 0x40000004, TransitionHookShootToHook = 0x40000005, TransitionCopterShootToCopter = 0x40000006, TransitionUppercutA = 0x40000007, TransitionUppercutB = 0x40000008, TransitionUppercutEnd = 0x40000009, TransitionButtstompStart = 0x4000000A, TransitionPoleH = 0x4000000B, TransitionPoleV = 0x4000000C, TransitionPoleHSlow = 0x4000000D, TransitionPoleVSlow = 0x4000000E, TransitionDeath = 0x4000000F, TransitionTurn = 0x40000010, TransitionWarpIn = 0x40000013, TransitionWarpOut = 0x40000014, TransitionEndOfLevel = 0x40000016, TransitionWarpInFreefall = 0x40000017, TransitionWarpOutFreefall = 0x40000018, TransitionIdleBored = 0x40000019, TransitionDashToIdle = 0x40000020, TransitionIdleToShoot = 0x40000021, TransitionButtstompEnd = 0x40000022, TransitionLiftStart = 0x40000023, TransitionLiftEnd = 0x40000024, TransitionLedge = 0x40000025, TransitionLedgeClimb = 0x40000026, TransitionFallShootToFall = 0x40000030, TransitionFromFrog = 0x40000040, Activated = 0x00000020, TransitionActivate = 0x4F000000, TransitionAttack = 0x4F000001, TransitionAttackEnd = 0x4F000002, Uninitialized = -1, Default = 0 }
Well-known animation state.
enum class Direction { None = 0, Up = 0x01, Down = 0x02, Left = 0x04, Right = 0x08, Any = Up | Down | Left | Right }
Direction, supports a bitwise combination of its member values.
enum class EventType : std::uint16_t { Empty = 0, LevelStart, LevelStartMultiplayer, Checkpoint, SceneryDestruct, SceneryDestructButtstomp, SceneryDestructSpeed, SceneryCollapse, ModifierVine, ModifierOneWay, ModifierHook, ModifierHPole, ModifierVPole, ModifierHurt, ModifierTube, ModifierRicochet, ModifierSlide, ModifierDeath, ModifierSetWater, ModifierLimitCameraView, ModifierNoClimb, AreaStopEnemy, AreaFloatUp, AreaHForce, AreaText, AreaEndOfLevel, AreaCallback, AreaActivateBoss, AreaFlyOff, AreaRevertMorph, AreaMorphToFrog, AreaNoFire, AreaWaterBlock, AreaWeather, AreaAmbientSound, AreaAmbientBubbles, TriggerCrate, TriggerArea, TriggerZone, WarpCoinBonus, WarpOrigin, WarpTarget, LightAmbient, LightSteady, LightPulse, LightFlicker, LightIlluminate, Spring, Bridge, MovingPlatform, PushableBox, Eva, Pole, SignEOL, Moth, SteamNote, Bomb, PinballBumper, PinballPaddle, CtfBase, BirdCage, Stopwatch, SpikeBall, AirboardGenerator, Copter, RollingRock, RollingRockTrigger, SwingingVine, EnemyTurtle, EnemyLizard, EnemySucker, EnemySuckerFloat, EnemyLabRat, EnemyHelmut, EnemyDragon, EnemyBat, EnemyFatChick, EnemyFencer, EnemyRapier, EnemySparks, EnemyMonkey, EnemyDemon, EnemyBee, EnemyBeeSwarm, EnemyCaterpillar, EnemyCrab, EnemyDoggy, EnemyDragonfly, EnemyFish, EnemyMadderHatter, EnemyRaven, EnemySkeleton, EnemyTurtleTough, EnemyTurtleTube, EnemyWitch, EnemyLizardFloat, BossTweedle, BossBilsy, BossDevan, BossQueen, BossRobot, BossUterus, BossTurtleTough, BossBubba, BossDevanRemote, BossBolly, TurtleShell, Coin, Gem, GemGiant, GemRing, GemStomp, Carrot, CarrotFly, CarrotInvincible, OneUp, FastFire, Food, Ammo, PowerUpWeapon, Crate, Barrel, CrateAmmo, BarrelAmmo, CrateGem, BarrelGem, PowerUpMorph, PowerUpShield, Count, Generator = 0x1000, WeaponBlaster = 0x2001, WeaponBouncer = 0x2002, WeaponElectro = 0x2003, WeaponFreezer = 0x2004, WeaponPepper = 0x2005, WeaponRF = 0x2006, WeaponSeeker = 0x2007, WeaponThunderbolt = 0x2008, WeaponTNT = 0x2009, WeaponToaster = 0x200A }
Event type.
enum class ExitType : std::uint8_t { None, Normal, Warp, Bonus, Special, Boss, TypeMask = 0x0f, Frozen = 0x40, FastTransition = 0x80 }
Exit type, supports a bitwise combination of its member values.
enum class GameDifficulty : std::uint8_t { Default, Easy, Normal, Hard }
Game difficulty.
enum class LevelFlags : std::uint16_t { None = 0, HasPit = 0x01, HasPitInstantDeath = 0x02, UseLevelPalette = 0x04, IsHidden = 0x08, IsMultiplayerLevel = 0x10, HasLaps = 0x20, HasCaptureTheFlag = 0x40, HasVerticalSplitscreen = 0x80, HasMultiplayerSpawnPoints = 0x100 }
Level flags, supports a bitwise combination of its member values.
enum class PitType { FallForever, InstantDeathPit, StandOnPlatform }
Level pit type.
enum class PlayerActions { Left, Right, Up, Down, Buttstomp, Fire, Jump, Run, ChangeWeapon, Menu, Console, SwitchToBlaster, SwitchToBouncer, SwitchToFreezer, SwitchToSeeker, SwitchToRF, SwitchToToaster, SwitchToTNT, SwitchToPepper, SwitchToElectro, SwitchToThunderbolt, Count, CountInMenu = SwitchToBlaster, None = -1 }
Player action.
enum class PlayerType : std::uint8_t { None, Jazz, Spaz, Lori, Frog }
Player type.
enum class RescaleMode { None, HQ2x, _3xBrz, CrtScanlines, CrtShadowMask, CrtApertureGrille, Monochrome, TypeMask = 0x0f, UseAntialiasing = 0x80 }
Rescale mode.
enum class WeaponWheelStyle : std::uint8_t { Disabled, Enabled, EnabledWithAmmoCount }
Weapon wheel style.
enum class GamepadType : std::uint8_t { Xbox, PlayStation, Steam, Switch }
Gamepad button labels.
enum class EpisodeEndOverwriteMode : std::uint8_t { Always, NoCheatsOnly, HigherScoreOnly }
Episode completion overwrite mode.
enum class UnlockableEpisodes : std::uint32_t { None = 0x00, FormerlyAPrince = 0x01, JazzInTime = 0x02, Flashback = 0x04, FunkyMonkeys = 0x08, ChristmasChronicles = 0x10, TheSecretFiles = 0x20 }
Unlockable episodes, mainly used if compiled with SHAREWARE_DEMO_ONLY
enum class EpisodeContinuationFlags : std::uint8_t { None = 0x00, IsCompleted = 0x01, CheatsUsed = 0x02 }
Episode continuation flags, supports a bitwise combination of its member values.
enum class GenericGraphicResourceFlags { None = 0x00, Referenced = 0x01 }
Flags for GenericGraphicResource, supports a bitwise combination of its member values.
enum class GenericSoundResourceFlags { None = 0x00, Referenced = 0x01 }
Flags for GenericSoundResource, supports a bitwise combination of its member values.
enum class MetadataFlags { None = 0x00, Referenced = 0x01, AsyncFinalizingRequired = 0x02 }
Flags for Metadata, supports a bitwise combination of its member values.
enum class FontType { Small, Medium, Count }
Font type.
enum class PrecompiledShader { Lighting, BatchedLighting, Blur, Downsample, Combine, CombineWithWater, CombineWithWaterLow, TexturedBackground, TexturedBackgroundDither, TexturedBackgroundCircle, TexturedBackgroundCircleDither, Colorized, BatchedColorized, Tinted, BatchedTinted, Outline, BatchedOutline, WhiteMask, BatchedWhiteMask, PartialWhiteMask, BatchedPartialWhiteMask, FrozenMask, BatchedFrozenMask, ShieldFire, BatchedShieldFire, ShieldLightning, BatchedShieldLightning, ResizeHQ2x, Resize3xBrz, ResizeCrtScanlines, ResizeCrtShadowMask, ResizeCrtApertureGrille, ResizeMonochrome, ResizeScanlines, Antialiasing, Transition, Count }
Precompiled shader.
enum class ShieldType : std::uint8_t { None, Fire, Water, Lightning, Laser, Count }
Shield type.
enum class SuspendType { None, Vine, Hook, SwingingVine }
Suspend type.
enum class WarpFlags { Default = 0, Fast = 0x01, Freeze = 0x02, SkipWarpIn = 0x04, IncrementLaps = 0x10 }
enum class WeaponType : std::uint8_t { Unknown = UINT8_MAX, Blaster = 0, Bouncer, Freezer, Seeker, RF, Toaster, TNT, Pepper, Electro, Thunderbolt, Count }
Player weapon type.
enum class WeatherType : std::uint8_t { None, Snow, Flowers, Rain, Leaf, OutdoorsOnly = 0x80 }
Weather type, supports a bitwise combination of its member values.

Enum documentation

enum class Jazz2::AnimationLoopMode

Animation loop mode.

Enumerators
Once

The animation is played once and then remains in its last frame.

Loop

The animation is looped — when reaching the last frame, it begins again at the first one.

FixedSingle

A fixed, single frame is displayed.

enum class Jazz2::AnimState

Well-known animation state.

enum class Jazz2::Direction

Direction, supports a bitwise combination of its member values.

Enumerators
None

None

Up

Up

Down

Down

Left

Left

Right

Right

Any

Any

enum class Jazz2::EventType : std::uint16_t

Event type.

enum class Jazz2::ExitType : std::uint8_t

Exit type, supports a bitwise combination of its member values.

Enumerators
None

Unspecified

Normal

Standard exit

Warp

Warp exit

Bonus

Bonus exit

Special

Special exit

Boss

Exit after killing a boxx

TypeMask

Mask for exit type

Frozen

Player should spawn frozen in the next level

FastTransition

Animated fade transitions should be skipped

enum class Jazz2::GameDifficulty : std::uint8_t

Game difficulty.

Enumerators
Default

Default/unspecified

Easy

Easy

Normal

Normal

Hard

Hard

enum class Jazz2::LevelFlags : std::uint16_t

Level flags, supports a bitwise combination of its member values.

Enumerators
None

None

HasPit

Level has a pit

HasPitInstantDeath

Level has a pit with instant death

UseLevelPalette

Level has custom palette

IsHidden

Level is hidden

IsMultiplayerLevel

Level is for multiplayer

HasLaps

Level has laps

HasCaptureTheFlag

Level has capture the flag

HasVerticalSplitscreen

Vertical splitscreen should be used

HasMultiplayerSpawnPoints

Level has multiplayer spawn points

enum class Jazz2::PitType

Level pit type.

Enumerators
FallForever

Player should fall forever out of the level boundaries

InstantDeathPit

Player should die instantly out of the level boundaries

StandOnPlatform

Player should stand on platform, not leaving the level boundaries

enum class Jazz2::PlayerActions

Player action.

Enumerators
Left

Left

Right

Right

Up

Up

Down

Down

Buttstomp

Buttstomp (Down in the air)

Fire

Fire a weapon

Jump

Jump

Run

Run

ChangeWeapon

Change a weapon

Menu

Menu / Back

Console

Toggle in-game console

SwitchToBlaster

Switch to weapon 1

SwitchToBouncer

Switch to weapon 2

SwitchToFreezer

Switch to weapon 3

SwitchToSeeker

Switch to weapon 4

SwitchToRF

Switch to weapon 5

SwitchToToaster

Switch to weapon 6

SwitchToTNT

Switch to weapon 7

SwitchToPepper

Switch to weapon 8

SwitchToElectro

Switch to weapon 9

SwitchToThunderbolt

Switch to weapon 10

Count

Number of all actions

CountInMenu

Number of actions usable in a menu

None

No action

enum class Jazz2::PlayerType : std::uint8_t

Player type.

Enumerators
None

None/unspecified

Jazz

Jazz

Spaz

Spaz

Lori

Lori

Frog

Frog

enum class Jazz2::RescaleMode

Rescale mode.

Enumerators
None

None/Pixel-perfect

HQ2x

HQ2×

_3xBrz

3×BRZ

CrtScanlines

CRT Scanlines

CrtShadowMask

CRT Shadow Mask

CrtApertureGrille

CRT Aperture Grille

Monochrome

Monochrome

TypeMask

UseAntialiasing

enum class Jazz2::WeaponWheelStyle : std::uint8_t

Weapon wheel style.

Enumerators
Disabled

Disabled

Enabled

Enabled

EnabledWithAmmoCount

Enabled with Ammo count

enum class Jazz2::GamepadType : std::uint8_t

Gamepad button labels.

Enumerators
Xbox

Xbox

PlayStation

PlayStation

Steam

Steam

Switch

Switch

enum class Jazz2::EpisodeEndOverwriteMode : std::uint8_t

Episode completion overwrite mode.

Enumerators
Always

Always

NoCheatsOnly

No cheats only

HigherScoreOnly

Higher score only

enum class Jazz2::UnlockableEpisodes : std::uint32_t

Unlockable episodes, mainly used if compiled with SHAREWARE_DEMO_ONLY

enum class Jazz2::EpisodeContinuationFlags : std::uint8_t

Episode continuation flags, supports a bitwise combination of its member values.

Enumerators
None

None

IsCompleted

Episode is complete

CheatsUsed

Cheats have been used

enum class Jazz2::GenericGraphicResourceFlags

Flags for GenericGraphicResource, supports a bitwise combination of its member values.

enum class Jazz2::GenericSoundResourceFlags

Flags for GenericSoundResource, supports a bitwise combination of its member values.

enum class Jazz2::MetadataFlags

Flags for Metadata, supports a bitwise combination of its member values.

enum class Jazz2::FontType

Font type.

Enumerators
Small

Small

Medium

Medium

Count

Count of supported font types

enum class Jazz2::PrecompiledShader

Precompiled shader.

enum class Jazz2::ShieldType : std::uint8_t

Shield type.

Enumerators
None

No shield

Fire

Fire shield

Water

Water shield

Lightning

Lightning shield

Laser

Laser shield

Count

Count of supported shield types

enum class Jazz2::SuspendType

Suspend type.

Enumerators
None

None

Vine

Vine

Hook

Hook

SwingingVine

Swinging vine

enum class Jazz2::WarpFlags

Warp flags, supports a bitwise combination of its member values

Enumerators
Default

Standard warp

Fast

Fast warp, without transitions

Freeze

Freezes the player at the end of transition

SkipWarpIn

Skips warp-in transition, the player disappears instantly

IncrementLaps

Number of laps will be incremented (in race levels)

enum class Jazz2::WeaponType : std::uint8_t

Player weapon type.

Enumerators
Unknown

Unspecified

Blaster

Blaster

Bouncer

Bouncer

Freezer

Freezer

Seeker

Seeker

RF

RF

Toaster

Toaster

TNT

TNT

Pepper

Pepper

Electro

Electro

Thunderbolt

Thunderbolt

Count

Number of weapons

enum class Jazz2::WeatherType : std::uint8_t

Weather type, supports a bitwise combination of its member values.

Enumerators
None

None

Snow

Snow

Flowers

Flowers

Rain

Rain

Leaf

Leaf

OutdoorsOnly

Outdoors only, should be used in combination with other options