prime/include/MetroidPrime/Player/CSystemState.hpp

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#ifndef _CSYSTEMSTATE
#define _CSYSTEMSTATE
#include "types.h"
#include "MetroidPrime/TGameTypes.hpp"
#include "rstl/pair.hpp"
#include "rstl/reserved_vector.hpp"
#include "rstl/vector.hpp"
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class CSystemState {
public:
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CSystemState();
explicit CSystemState(CInputStream&);
~CSystemState();
void PutTo(COutputStream&) const;
void SetHasFusion(bool v);
bool GetHasFusion() const { return xd0_28_fusionSuitActive; }
bool GetCinematicState(rstl::pair< CAssetId, TEditorId > cineId) const;
void SetCinematicState(rstl::pair< CAssetId, TEditorId > cineId, bool state);
bool GetShowPowerBombAmmoMessage() const;
void IncrementPowerBombAmmoCount();
bool GetAllItemsCollected() const { return xd0_29_allItemsCollected; }
void SetAllItemsCollected(bool);
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// MP1R
bool AreFreezeInstructionsStillEnabledFirstPerson() const;
bool AreFreezeInstructionsStillEnabledMorphBall() const;
void IncNumFreezeInstructionsPrintedFirstPerson();
private:
rstl::reserved_vector< uchar, 98 > x0_nesState;
rstl::reserved_vector< bool, 64 > x68_;
rstl::vector< rstl::pair< CAssetId, TEditorId > > xac_cinematicStates;
int xbc_autoMapperKeyState;
int xc0_frozenFpsCount;
int xc4_frozenBallCount;
int xc8_powerBombAmmoCount;
int xcc_logScanPercent;
bool xd0_24_fusionLinked : 1;
bool xd0_25_normalModeBeat : 1;
bool xd0_26_hardModeBeat : 1;
bool xd0_27_fusionBeat : 1;
bool xd0_28_fusionSuitActive : 1;
bool xd0_29_allItemsCollected : 1;
};
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#endif // _CSYSTEMSTATE