metaforce/Runtime/CGameState.hpp

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#pragma once
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#include <memory>
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#include "CBasics.hpp"
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#include "CPlayerState.hpp"
#include "CGameOptions.hpp"
#include "CRelayTracker.hpp"
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#include "World/CWorldTransManager.hpp"
#include "AutoMapper/CMapWorldInfo.hpp"
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#include "World/CWorld.hpp"
#include "DataSpec/DNACommon/DNACommon.hpp"
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namespace urde
{
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class CSaveWorldMemory;
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class CWorldLayerState
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{
friend class CSaveWorldIntermediate;
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std::vector<CWorldLayers::Area> x0_areaLayers;
DataSpec::WordBitmap x10_saveLayers;
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public:
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CWorldLayerState() = default;
CWorldLayerState(CBitStreamReader& reader, const CSaveWorld& saveWorld);
bool IsLayerActive(int areaIdx, int layerIdx) const
{
return ((x0_areaLayers[areaIdx].m_layerBits >> layerIdx) & 1);
}
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void SetLayerActive(int areaIdx, int layerIdx, bool active)
{
if (active)
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x0_areaLayers[areaIdx].m_layerBits |= uint64_t(1) << layerIdx;
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else
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x0_areaLayers[areaIdx].m_layerBits &= ~(uint64_t(1) << layerIdx);
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}
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void InitializeWorldLayers(const std::vector<CWorldLayers::Area>& layers);
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u32 GetAreaLayerCount(int areaIdx) const { return x0_areaLayers[areaIdx].m_layerCount; }
u32 GetAreaCount() const { return x0_areaLayers.size(); }
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void PutTo(CBitStreamWriter& writer) const;
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};
class CWorldState
{
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CAssetId x0_mlvlId;
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TAreaId x4_areaId = kInvalidAreaId;
std::shared_ptr<CRelayTracker> x8_relayTracker;
std::shared_ptr<CMapWorldInfo> xc_mapWorldInfo;
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CAssetId x10_desiredAreaAssetId;
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std::shared_ptr<CWorldLayerState> x14_layerState;
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public:
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explicit CWorldState(CAssetId id);
CWorldState(CBitStreamReader& reader, CAssetId mlvlId, const CSaveWorld& saveWorld);
CAssetId GetWorldAssetId() const { return x0_mlvlId; }
void SetAreaId(TAreaId aid) { x4_areaId = aid; }
TAreaId GetCurrentAreaId() const { return x4_areaId; }
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CAssetId GetDesiredAreaAssetId() const { return x10_desiredAreaAssetId; }
void SetDesiredAreaAssetId(CAssetId id) { x10_desiredAreaAssetId = id; }
const std::shared_ptr<CRelayTracker>& RelayTracker() const { return x8_relayTracker; }
const std::shared_ptr<CMapWorldInfo>& MapWorldInfo() const { return xc_mapWorldInfo; }
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const std::shared_ptr<CWorldLayerState>& GetLayerState() const { return x14_layerState; }
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void PutTo(CBitStreamWriter& writer, const CSaveWorld& savw) const;
};
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class CGameState
{
friend class CStateManager;
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bool x0_[128] = {};
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u32 x80_;
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CAssetId x84_mlvlId;
std::vector<CWorldState> x88_worldStates;
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std::shared_ptr<CPlayerState> x98_playerState;
std::shared_ptr<CWorldTransManager> x9c_transManager;
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double xa0_playTime = 0.0;
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CPersistentOptions xa8_systemOptions;
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CGameOptions x17c_gameOptions;
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CHintOptions x1f8_hintOptions;
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u32 x20c_saveFileIdx = 0;
u64 x210_cardSerial = 0;
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std::vector<u8> x218_backupBuf;
union {
struct
{
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bool x228_24_hardMode : 1;
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bool x228_25_initPowerupsAtFirstSpawn : 1;
};
u8 _dummy = 0;
};
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public:
CGameState();
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CGameState(CBitStreamReader& stream, u32 saveIdx);
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void SetCurrentWorldId(CAssetId id);
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std::shared_ptr<CPlayerState> GetPlayerState() { return x98_playerState; }
std::shared_ptr<CWorldTransManager> GetWorldTransitionManager() { return x9c_transManager; }
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void SetTotalPlayTime(float time);
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CPersistentOptions& SystemOptions() { return xa8_systemOptions; }
CGameOptions& GameOptions() { return x17c_gameOptions; }
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CHintOptions& HintOptions() { return x1f8_hintOptions; }
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CWorldState& StateForWorld(CAssetId mlvlId);
CWorldState& CurrentWorldState() { return StateForWorld(x84_mlvlId); }
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CAssetId CurrentWorldAssetId() const { return x84_mlvlId; }
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void SetHardMode(bool v) { x228_24_hardMode = v; }
bool GetHardMode() const { return x228_24_hardMode; }
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void ReadPersistentOptions(CBitStreamReader& r);
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void SetPersistentOptions(const CPersistentOptions& opts) { xa8_systemOptions = opts; }
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void ImportPersistentOptions(const CPersistentOptions& opts);
void ExportPersistentOptions(CPersistentOptions& opts) const;
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void SetGameOptions(const CGameOptions& opts) { x17c_gameOptions = opts; }
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void WriteBackupBuf();
std::vector<u8>& BackupBuf() { return x218_backupBuf; }
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u32 GetFileIdx() const { return x20c_saveFileIdx; }
void SetFileIdx(u32 idx) { x20c_saveFileIdx = idx; }
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void SetCardSerial(u64 serial) { x210_cardSerial = serial; }
u64 GetCardSerial() const { return x210_cardSerial; }
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void PutTo(CBitStreamWriter& writer) const;
float GetHardModeDamageMultiplier() const;
float GetHardModeWeaponMultiplier() const;
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void InitializeMemoryWorlds();
void InitializeMemoryStates();
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struct GameFileStateInfo
{
double x0_playTime;
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CAssetId x8_mlvlId;
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float xc_health;
u32 x10_energyTanks;
u32 x14_timestamp;
u32 x18_itemPercent;
float x1c_scanPercent;
bool x20_hardMode;
};
static GameFileStateInfo LoadGameFileState(const u8* data);
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};
} // namespace urde