metaforce/Runtime/CGameOptions.hpp

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#ifndef __URDE_CGAMEOPTIONS_HPP__
#define __URDE_CGAMEOPTIONS_HPP__
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#include "RetroTypes.hpp"
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#include "Audio/CAudioSys.hpp"
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#include "CSaveWorld.hpp"
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namespace urde
{
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class CFinalInput;
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class CStateManager;
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/** Options presented in UI */
enum class EGameOption
{
VisorOpacity,
HelmetOpacity,
HUDLag,
HintSystem,
ScreenBrightness,
ScreenOffsetX,
ScreenOffsetY,
ScreenStretch,
SFXVolume,
MusicVolume,
SoundMode,
ReverseYAxis,
Rumble,
SwapBeamControls,
RestoreDefaults
};
/** Option UI type */
enum class EOptionType
{
Float,
DoubleEnum,
TripleEnum,
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RestoreDefaults
};
/** Option UI presentation information */
struct SGameOption
{
EGameOption option;
u32 stringId;
float minVal, maxVal, increment;
EOptionType type;
};
/** Static registry of Option UI presentation information */
extern const std::pair<int, const SGameOption*> GameOptionsRegistry[];
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/** Options tracked persistently between game sessions */
class CPersistentOptions
{
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friend class CGameState;
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u8 x0_[98] = {};
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bool x68_[64] = {};
std::vector<std::pair<ResId, TEditorId>> xac_cinematicStates; /* (MLVL, Cinematic) */
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u32 xbc_autoMapperKeyState = 0;
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u32 xc0_ = 0;
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u32 xc4_freezeBreakCount = 0;
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u32 xc8_ = 0;
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u32 xcc_logScanCount = 0;
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union
{
struct
{
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bool xd0_24_fusionLinked : 1;
bool xd0_25_normalModeBeat : 1;
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bool xd0_26_hardModeBeat : 1;
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bool xd0_27_fusionBeat : 1;
bool xd0_28_fusionSuitActive : 1;
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bool xd0_29_allItemsCollected : 1;
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};
u16 _dummy = 0;
};
public:
CPersistentOptions() = default;
CPersistentOptions(CBitStreamReader& stream);
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bool GetCinematicState(ResId mlvlId, TEditorId cineId) const;
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void SetCinematicState(ResId mlvlId, TEditorId cineId, bool state);
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u32 GetAutoMapperKeyState() const { return xbc_autoMapperKeyState; }
void SetAutoMapperKeyState(u32 s) { xbc_autoMapperKeyState = s; }
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bool GetPlayerLinkedFusion() const { return xd0_24_fusionLinked; }
void SetPlayerLinkedFusion(bool v) { xd0_24_fusionLinked = v; }
bool GetPlayerBeatNormalMode() const { return xd0_25_normalModeBeat; }
void SetPlayerBeatNormalMode(bool v) { xd0_25_normalModeBeat = v; }
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bool GetPlayerBeatHardMode() const { return xd0_26_hardModeBeat; }
void SetPlayerBeatHardMode(bool v) { xd0_26_hardModeBeat = v; }
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bool GetPlayerBeatFusion() const { return xd0_27_fusionBeat; }
void SetPlayerBeatFusion(bool v) { xd0_27_fusionBeat = v; }
bool GetPlayerFusionSuitActive() const { return xd0_28_fusionSuitActive; }
void SetPlayerFusionSuitActive(bool v) { xd0_28_fusionSuitActive = v; }
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bool GetAllItemsCollected() const { return xd0_29_allItemsCollected; }
void SetAllItemsCollected(bool v) { xd0_29_allItemsCollected = v; }
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u32 GetLogScanCount() const { return xcc_logScanCount; }
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void SetLogScanCount(u32 v) { xcc_logScanCount = v; }
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void IncrFreezeBreakCount() { xc4_freezeBreakCount = std::min(int(xc4_freezeBreakCount + 1), 3); }
bool GetShowFrozenMessage() const { return xc4_freezeBreakCount != 3; }
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void PutTo(CBitStreamWriter& w) const;
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u8* GetNESState() { return x0_; }
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};
/** Options tracked per game session */
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class CGameOptions
{
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u8 x0_[64] = {};
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CAudioSys::ESurroundModes x44_soundMode = CAudioSys::ESurroundModes::Stereo;
u32 x48_screenBrightness = 4;
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s32 x4c_screenXOffset = 0;
s32 x50_screenYOffset = 0;
s32 x54_screenStretch = 0;
u32 x58_sfxVol = 0x7f;
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u32 x5c_musicVol = 0x7f;
u32 x60_hudAlpha = 0xff;
u32 x64_helmetAlpha = 0xff;
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union
{
struct
{
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bool x68_24_hudLag : 1;
bool x68_25_invertY : 1;
bool x68_26_rumble : 1;
bool x68_27_swapBeamsControls : 1;
bool x68_28_hintSystem : 1;
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};
u16 _dummy = 0;
};
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std::vector<CSaveWorld::SScanState> x6c_scanStates;
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public:
CGameOptions();
CGameOptions(CBitStreamReader& stream);
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void ResetToDefaults();
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void InitSoundMode();
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void EnsureSettings();
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void PutTo(CBitStreamWriter& writer) const;
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float TuneScreenBrightness();
void SetScreenBrightness(s32, bool);
s32 GetScreenBrightness() const { return x48_screenBrightness; }
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void SetScreenPositionX(s32, bool);
s32 GetScreenPositionX() const { return x4c_screenXOffset; }
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void SetScreenPositionY(s32, bool);
s32 GetScreenPositionY() const { return x50_screenYOffset; }
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void SetScreenStretch(s32, bool);
s32 GetScreenStretch() const { return x54_screenStretch; }
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void SetSfxVolume(s32, bool);
s32 GetSfxVolume() const { return x58_sfxVol; }
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void SetMusicVolume(s32, bool);
s32 GetMusicVolume() const { return x5c_musicVol; }
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void SetHUDAlpha(u32);
u32 GetHUDAlpha() const { return x60_hudAlpha; }
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void SetHelmetAlpha(u32);
u32 GetHelmetAlpha() const { return x64_helmetAlpha; }
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void SetHUDLag(bool);
bool GetHUDLag() const { return x68_24_hudLag; }
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void SetSurroundMode(int mode, bool apply);
CAudioSys::ESurroundModes GetSurroundMode() const;
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void SetInvertYAxis(bool);
bool GetInvertYAxis() const { return x68_25_invertY; }
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void SetIsRumbleEnabled(bool);
bool GetIsRumbleEnabled() const { return x68_26_rumble; }
void SetSwapBeamControls(bool);
bool GetSwapBeamControls() const { return x68_27_swapBeamsControls; }
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void SetIsHintSystemEnabled(bool);
bool GetIsHintSystemEnabled() const { return x68_28_hintSystem; }
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void SetControls(s32);
void ResetControllerAssets();
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std::vector<CSaveWorld::SScanState>& GetScanStates() { return x6c_scanStates; }
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static void TryRestoreDefaults(const CFinalInput& input, int category,
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int option, bool frontend, bool forceRestore);
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static void SetOption(EGameOption option, int value);
static int GetOption(EGameOption option);
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};
class CHintOptions
{
public:
enum class EHintState
{
Zero,
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Waiting,
Displaying,
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Delayed
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};
struct SHintState
{
EHintState x0_state = EHintState::Zero;
float x4_time = 0.f;
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bool x8_dismissed = false;
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SHintState() = default;
SHintState(EHintState state, float time, bool flag)
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: x0_state(state), x4_time(time), x8_dismissed(flag) {}
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bool CanContinue() const { return x4_time / 3.f <= 1.f; }
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};
private:
std::vector<SHintState> x0_hintStates;
u32 x10_nextHintIdx = -1;
public:
CHintOptions() = default;
CHintOptions(CBitStreamReader& stream);
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void PutTo(CBitStreamWriter& writer) const;
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void SetNextHintTime();
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void InitializeMemoryState();
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const SHintState* GetCurrentDisplayedHint() const;
void DelayHint(const char* name);
void ActivateImmediateHintTimer(const char* name);
void ActivateContinueDelayHintTimer(const char* name);
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void DismissDisplayedHint();
u32 GetNextHintIdx() const;
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const std::vector<SHintState>& GetHintStates() const { return x0_hintStates; }
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void Update(float dt, const CStateManager& stateMgr);
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};
}
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#endif // __URDE_CGAMEOPTIONS_HPP__