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