metaforce/Runtime/CGameState.hpp

144 lines
4.6 KiB
C++

#ifndef __URDE_CGAMESTATE_HPP__
#define __URDE_CGAMESTATE_HPP__
#include <memory>
#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<CWorldLayers::Area> 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<CWorldLayers::Area>& layers);
u32 GetAreaLayerCount(int areaIdx) const
{
return x0_areaLayers[areaIdx].m_layerCount;
}
void PutTo(CBitStreamWriter& writer) const;
};
class CWorldState
{
ResId x0_mlvlId;
TAreaId x4_areaId = kInvalidAreaId;
std::shared_ptr<CRelayTracker> x8_relayTracker;
std::shared_ptr<CMapWorldInfo> xc_mapWorldInfo;
u32 x10_;
std::shared_ptr<CWorldLayerState> x14_layerState;
public:
CWorldState(ResId id);
CWorldState(CBitStreamReader& reader, ResId mlvlId, const CSaveWorld& saveWorld);
ResId GetWorldAssetId() const {return x0_mlvlId;}
void SetAreaId(TAreaId aid) { x4_areaId = aid; }
TAreaId GetCurrentAreaId() const { return x4_areaId; }
const std::shared_ptr<CRelayTracker>& RelayTracker() const { return x8_relayTracker; }
const std::shared_ptr<CMapWorldInfo>& MapWorldInfo() const { return xc_mapWorldInfo; }
const std::shared_ptr<CWorldLayerState>& GetLayerState() const { return x14_layerState; }
void PutTo(CBitStreamWriter& writer, const CSaveWorld& savw) const;
};
class CGameState
{
friend class CStateManager;
bool x0_[128] = {};
u32 x80_;
ResId x84_mlvlId = -1;
std::vector<CWorldState> x88_worldStates;
std::shared_ptr<CPlayerState> x98_playerState;
std::shared_ptr<CWorldTransManager> 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<u8> x218_backupBuf;
union
{
struct
{
bool x228_24_hardMode : 1;
bool x228_25_deferPowerupInit : 1;
};
u8 _dummy = 0;
};
static void EnsureWorldPakReady(ResId mlvl);
public:
CGameState();
CGameState(CBitStreamReader& stream, u32 saveIdx);
void SetCurrentWorldId(ResId id);
std::shared_ptr<CPlayerState> GetPlayerState() {return x98_playerState;}
std::shared_ptr<CWorldTransManager> 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(ResId mlvlId);
CWorldState& CurrentWorldState() { return StateForWorld(x84_mlvlId); }
ResId CurrentWorldAssetId() const { return x84_mlvlId; }
void SetHardMode(bool v) { x228_24_hardMode = v; }
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; }
void PutTo(CBitStreamWriter& writer) const;
float GetHardModeDamageMultiplier() const;
float GetHardModeWeaponMultiplier() const;
struct GameFileStateInfo
{
double x0_playTime;
u32 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);
};
}
#endif // __URDE_CGAMESTATE_HPP__