#pragma once #include #include #include #include "DataSpec/DNACommon/DNACommon.hpp" #include "Runtime/CBasics.hpp" #include "Runtime/CGameOptions.hpp" #include "Runtime/CPlayerState.hpp" #include "Runtime/CScriptMailbox.hpp" #include "Runtime/AutoMapper/CMapWorldInfo.hpp" #include "Runtime/World/CWorld.hpp" #include "Runtime/World/CWorldTransManager.hpp" namespace metaforce { class CSaveWorldMemory; class CScriptLayerManager { friend class CSaveWorldIntermediate; std::vector x0_areaLayers; DataSpec::WordBitmap x10_saveLayers; public: CScriptLayerManager() = default; CScriptLayerManager(CInputStream& reader, const CWorldSaveGameInfo& 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; } u32 GetAreaCount() const { return x0_areaLayers.size(); } void PutTo(COutputStream& writer) const; }; class CWorldState { CAssetId x0_mlvlId; TAreaId x4_areaId = kInvalidAreaId; std::shared_ptr x8_mailbox; std::shared_ptr xc_mapWorldInfo; CAssetId x10_desiredAreaAssetId; std::shared_ptr x14_layerState; public: explicit CWorldState(CAssetId id); CWorldState(CInputStream& reader, CAssetId mlvlId, const CWorldSaveGameInfo& 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& Mailbox() const { return x8_mailbox; } const std::shared_ptr& MapWorldInfo() const { return xc_mapWorldInfo; } const std::shared_ptr& GetLayerState() const { return x14_layerState; } void PutTo(COutputStream& writer, const CWorldSaveGameInfo& savw) const; }; class CGameState { friend class CStateManager; std::array x0_{}; u32 x80_ = 0; 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; bool x228_24_hardMode : 1 = false; bool x228_25_initPowerupsAtFirstSpawn : 1 = true; public: CGameState(); CGameState(CInputStream& stream, u32 saveIdx); void SetCurrentWorldId(CAssetId id); std::shared_ptr GetPlayerState() const { return x98_playerState; } std::shared_ptr GetWorldTransitionManager() const { return x9c_transManager; } void SetTotalPlayTime(double time); double GetTotalPlayTime() const { return xa0_playTime; } 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(CInputStream& 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(); std::vector& BackupBuf() { return x218_backupBuf; } 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(COutputStream& writer); 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 metaforce