prime/include/Kyoto_CWD/CGameState.hpp

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#ifndef _CGAMESTATE_HPP
#define _CGAMESTATE_HPP
#include "types.h"
#include "rstl/rc_ptr.hpp"
#include "rstl/reserved_vector.hpp"
#include "rstl/vector.hpp"
#include "CGameOptions.hpp"
#include "CGameState.hpp"
#include "CHintOptions.hpp"
#include "CPlayerState.hpp"
#include "CSystemOptions.hpp"
#include "CWorldState.hpp"
#include "CWorldTransManager.hpp"
#include "TGameTypes.hpp"
class CGameState {
public:
CGameState();
CGameState(CInputStream& in, int saveIdx);
CGameState(const CGameState&);
~CGameState();
CGameState& operator=(const CGameState&);
rstl::rc_ptr< CPlayerState >& PlayerState();
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CAssetId CurrentWorldAssetId();
CSystemOptions& SystemOptions() { return xa8_systemOptions; }
CGameOptions& GameOptions() { return x17c_gameOptions; }
CHintOptions& HintOptions() { return x1f8_hintOptions; }
u32& SaveIdx() { return x20c_saveIdx; }
u64& CardSerial() { return x210_cardSerial; }
rstl::vector< u8 >& BackupBuf() { return x218_backupBuf; }
private:
rstl::reserved_vector< bool, 128 > x0_;
CAssetId x84_mlvlId;
rstl::vector< CWorldState > x88_worldStates;
rstl::rc_ptr< CPlayerState > x98_playerState;
rstl::rc_ptr< CWorldTransManager > x9c_transManager;
f64 xa0_playTime;
CSystemOptions xa8_systemOptions;
CGameOptions x17c_gameOptions;
CHintOptions x1f8_hintOptions;
u32 x20c_saveIdx;
u64 x210_cardSerial;
rstl::vector< u8 > x218_backupBuf;
bool x228_24_hardMode : 1;
bool x228_25_initPowerupsAtFirstSpawn : 1;
};
extern CGameState* gpGameState;
#endif