metaforce/Runtime/CGameState.hpp

61 lines
1.5 KiB
C++

#ifndef __URDE_CGAMESTATE_HPP__
#define __URDE_CGAMESTATE_HPP__
#include <memory>
#include "CBasics.hpp"
#include "CPlayerState.hpp"
#include "CGameOptions.hpp"
#include "World/CWorldTransManager.hpp"
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; }
};
class CGameState
{
friend class CStateManager;
bool x0_[128] = {};
int m_stateFlag = -1;
ResId x84_mlvlId = -1;
std::vector<CWorldState> x88_worldStates;
std::shared_ptr<CPlayerState> x98_playerState;
std::shared_ptr<CWorldTransManager> x9c_transManager;
float m_gameTime = 0.0;
CGameOptions m_gameOpts;
double xa0_playTime;
union
{
struct
{
bool x228_24_;
bool x228_25_deferPowerupInit;
};
u8 _dummy = 0;
};
public:
CGameState();
CGameState(CBitStreamReader& stream);
void SetCurrentWorldId(unsigned int id, const std::string& name);
std::shared_ptr<CPlayerState> GetPlayerState() {return x98_playerState;}
std::shared_ptr<CWorldTransManager> GetWorldTransitionManager() {return x9c_transManager;}
void SetTotalPlayTime(float time);
CWorldState& StateForWorld(ResId mlvlId);
CWorldState& CurrentWorldState() { return StateForWorld(x84_mlvlId); }
ResId CurrentWorldAssetId() const { return x84_mlvlId; }
};
}
#endif // __URDE_CGAMESTATE_HPP__