mirror of https://github.com/AxioDL/metaforce.git
99 lines
2.8 KiB
C++
99 lines
2.8 KiB
C++
#ifndef __URDE_CGAMESTATE_HPP__
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#define __URDE_CGAMESTATE_HPP__
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#include <memory>
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#include "CBasics.hpp"
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#include "CPlayerState.hpp"
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#include "CGameOptions.hpp"
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#include "CRelayTracker.hpp"
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#include "World/CWorldTransManager.hpp"
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#include "AutoMapper/CMapWorldInfo.hpp"
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namespace urde
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{
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class CSaveWorldMemory;
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/* TODO: Figure out */
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class CWorldSomethingState
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{
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std::vector<u32> x0_;
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u32 x10_bitCount = 0;
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std::vector<u32> x14_;
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public:
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CWorldSomethingState(CBitStreamReader& reader, const CSaveWorld& saveWorld)
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{
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u32 bitCount = reader.ReadEncoded(10);
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u32 wordCount = (bitCount + 31) / 32;
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x14_.resize(wordCount);
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for (u32 i=0 ; i<bitCount ; ++i)
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{
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++x10_bitCount;
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bool bit = reader.ReadEncoded(1);
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if (bit)
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x14_[i / 32] |= 1 << (i % 32);
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else
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x14_[i / 32] &= ~(1 << (i % 32));
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}
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}
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};
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class CWorldState
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{
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ResId x0_mlvlId;
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TAreaId x4_areaId = kInvalidAreaId;
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std::shared_ptr<CRelayTracker> x8_relayTracker;
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std::shared_ptr<CMapWorldInfo> xc_mapWorldInfo;
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u32 x10_;
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std::shared_ptr<CWorldSomethingState> x14_;
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public:
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CWorldState(ResId id) : x0_mlvlId(id) {}
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CWorldState(CBitStreamReader& reader, ResId mlvlId, const CSaveWorld& saveWorld);
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ResId GetWorldAssetId() const {return x0_mlvlId;}
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void SetAreaId(TAreaId aid) { x4_areaId = aid; }
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const TAreaId& GetCurrentAreaId() const { return x4_areaId; }
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std::shared_ptr<CRelayTracker> RelayTracker() { return x8_relayTracker; }
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std::shared_ptr<CMapWorldInfo> MapWorldInfo() { return xc_mapWorldInfo; }
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};
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class CGameState
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{
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friend class CStateManager;
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bool x0_[128] = {};
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ResId x84_mlvlId = -1;
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std::vector<CWorldState> x88_worldStates;
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std::shared_ptr<CPlayerState> x98_playerState;
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std::shared_ptr<CWorldTransManager> x9c_transManager;
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double xa0_playTime;
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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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union
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{
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struct
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{
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bool x228_24_;
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bool x228_25_deferPowerupInit;
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};
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u8 _dummy = 0;
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};
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public:
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CGameState();
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CGameState(CBitStreamReader& stream);
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void SetCurrentWorldId(unsigned int id);
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std::shared_ptr<CPlayerState> GetPlayerState() {return x98_playerState;}
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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; }
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CGameOptions& GameOptions() { return x17c_gameOptions; }
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CWorldState& StateForWorld(ResId mlvlId);
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CWorldState& CurrentWorldState() { return StateForWorld(x84_mlvlId); }
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ResId CurrentWorldAssetId() const { return x84_mlvlId; }
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};
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}
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#endif // __URDE_CGAMESTATE_HPP__
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