metaforce/Runtime/CGameState.hpp

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#ifndef __URDE_CGAMESTATE_HPP__
#define __URDE_CGAMESTATE_HPP__
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#include <memory>
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#include "CBasics.hpp"
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#include "CPlayerState.hpp"
#include "CGameOptions.hpp"
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#include "World/CWorldTransManager.hpp"
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namespace urde
{
class CWorldState
{
ResId x0_mlvlId;
TAreaId x4_areaId;
public:
CWorldState(ResId id) : x0_mlvlId(id) {}
ResId GetWorldAssetId() const {return x0_mlvlId;}
void SetAreaId(TAreaId aid) { x4_areaId = aid; }
};
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class CGameState
{
friend class CStateManager;
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bool x0_[128] = {};
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int m_stateFlag = -1;
ResId x84_mlvlId = -1;
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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float m_gameTime = 0.0;
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CGameOptions m_gameOpts;
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double xa0_playTime;
union
{
struct
{
bool x228_24_;
bool x228_25_deferPowerupInit;
};
u8 _dummy = 0;
};
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public:
CGameState();
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CGameState(CBitStreamReader& stream);
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void SetCurrentWorldId(unsigned int id, const std::string& name);
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std::shared_ptr<CPlayerState> PlayerState() {return x98_playerState;}
std::shared_ptr<CWorldTransManager> WorldTransitionManager() {return x9c_transManager;}
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void SetTotalPlayTime(float time);
CWorldState& StateForWorld(ResId mlvlId);
CWorldState& CurrentWorldState() { return StateForWorld(x84_mlvlId); }
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ResId CurrentWorldAssetId() const { return x84_mlvlId; }
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};
}
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#endif // __URDE_CGAMESTATE_HPP__